Race: Namara
Race Maximums:

Fortitude: 70
Speed: 100
Mental: 60
Strength: 60
Luck: 80
Will: 70
React: 70
Perceive: 60



Weight Range: 80 - 200
Height Ranges: 4 foot to 7 foot
Genders: Male, Female
Life Expectancy: 300
Quick List of Modifiers:
Increase Geomancy magic effects by x 1.25
+10 to Perceive
+5 to Detect

+5 to spell and skill ranges if more than just 1 target
Defense of 5
Runic Element Immunity Chance increased by 5
+5 to Runic Spirit and Runic Absorb

+0.25 to Character Point Rate for druid skills


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1) Brief History

The Namara are a race created by accident. During the early trials with genetic replacement therapy looking for a cure to Bitterwood, plant DNA accidentally got introduced. The lead scientist blamed it on the intern's cat, who in a scientific experiment of its own to test the effects of gravity, knocked over several planters of rare plant life from the Chalcedonian Jungle. The result did seem to cure the Bitterwood affected areas, by replacing them with plant fibers and fungal growth. Since the Great Magic War, the Namarans have retreated to the deep jungles. A curious folk most at home in the wilderness, the Namara are known to live primarily in clan based villages hidden from the eyes of civilized nations. They are a mostly peaceful people, but certain Clans are known to be more warlike than others.

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2) Positives & Negatives

The Namara are known to be excellent guides and hunters,with ar lifestyle makes them adept at hunting and gathering. Namara seem to be able to navigate the most hostile and difficult of lands.


2.1) Racial Skills

Namarans start with the following skills at level 1 mastery:

Skill Stat Cost Description Level Effects Cost to Acquire
Alchemical Application N/A

Apply potion to weapon giving weapon its effects.

N/A: only one level

In Profession: 25
Out of Profession: 50

Blood Lettings N/A

The Namara can cut itself, and apply its blood to any weapon, giving the weapon a poisoning effect of 1d8 HP per round. Since each Namaran is different, it is impossible to gain immunity to this type of poisoning.

Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8

Level 1: acquired
Level 2: 50
Level 3: 75
Level 4: 100

Herbal Knowledge 5 SA

+10 to Perceive to identify a plant and its properties.

Level 1: +10; 5 SA
Level 2: +20; 10 SA
Level 3: +30; 15 SA
Level 4: +40; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Natural Resistance 10 SA

The namara can spend SA points to remove any status effect, except any that render them unconscious, incapacitated, or dead. Each status effect cost 10 SA to remove, and must be experienced for at least 1 round.

N/A: only one level


Skilled Concentration 5 SA

+10 to Focus per level of mastery for that instance.

Level 1: +10 Focus; 5 SA
Level 2: +20 Focus; 10 SA
Level 3: +30 Focus; 15 SA
Level 4: +40 Focus; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Solar Revival N/A

When within sunlight, Namarans will continously regain 1d4 HP per round (in battle) or 1d20 HP per hour (out of battle).

Level 1: 1d4, 1d20
Level 2: 2d4, 2d20
Level 3: 3d4, 3d20
Level 4: 4d4, 4d20

Level 1: acquired
Level 2: 50
Level 3: 75
Level 4: 100

Spore Release 10 SA

Anytime a namaran is hit with a physical hit, the namaran can make a luck check to release a cloud of toxic spores, at a cost of 10 SA. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability.

N/A: only one level


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3) Lifespan

Namara are basically treated as adults as soon as they hit the age of 10. Before reaching that age, they are cared for by the whole clan. After reaching that age, they must build their own hut and start helping the clan, though the clan will always help one another. Elderly Namara older than 600 are treated with the utmost respect, and almost worshiped. Namara welcome death, seeing it as a right of passage to the spirit lands where they can be with their ancestors and where the bravest and most true Namara hold watch.

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4) Appearance

Humanoid in size and shape, Namara are known to either have green, orange , yellow or brown leaf like hair, and their eyes are either green, purple, red, or yellow, their skin is either green brown, grey or yellow are covered in what seem to be fungal spore growths and their warriors are covered in ritualistic scars. Their hair grows more like a long vine with leafy like follicles. Namara warrior men never cut their hair, with their hair only being cut by the one who bested them. A namara man with a long "vine" is treated with respect, while one with a cut vine is either scorned or treated with the kind of sympathy you'd give a sick child.

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5) Living Habitat

They live in a clan based system that usually includes a few villages, located in the many forests of the world.

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6) Food & Sleeping Requirements

Namara must drink water 3 times a day and sleep 6 hours a day, in order to not suffer any penalties. A namaran that doesn't spend at least some time in the sun light a day will suffer from anxiety.

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7) Culture

 The Namara tend to revere nature, the winds, Ova and Norvus, and their ancestors.Their village leaders are often considered to be shamans and advise the clan leader, and they have varying festivals celebrating the changes of the seasons, as well as funerals to morn the passing of creatures and flora.

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8) Racial Relations

They have a good relationship with most races. Any conflicts that have been known to occur have usually been resolved in a swift, sometimes brutal nature. Most find namarans to be a curiosity, while some even fear them.

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9) World Movement

Namarans have an average gait and are not the fastest or slowest race in Nor'Ova.

Race 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101 +
Elf, Namara 1 + 1d10 1 + 2d8 2 + 1d20 2 + 2d12 3 + 3d10 3 + 3d12 4 + 2d20 4 + 5d10 5 + 3d20 5 + 2d20 + 2d12 6 + 3d20 + 3d6 (+1d10 per every 10 speed)
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Submitted by mythus on Sat, 11/13/2021 - 10:39