Builds:
Small;
Medium
Increase Geomancy magic effects by x 1.25
+1 to Perceive
+2 to Insight
+5 to spell and skill ranges if more than just 1 target
Runic Element Immunity Chance increased by 5
+2 to Arcana, Nature, Medicine
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.
Back to top2) 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 & Talents
Namarans start with the following skills and talents:
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Spore Release | 1 Soul | a 1x1 space area around the namaran | instant | Normal Critical | Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. |
N/A |
Talent | Effects | Requirements | Handicap Cost |
---|---|---|---|
Acquired Immunity | After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When effected make a Hard Immunity check. If you pass after you are infected, then your character will develop an immunity to that particular infliction. This must be done for every new infliction of any new health affecting status ailment. |
N/A |
You also develop immunity to positive status effects in the same way and must make immunity checks to them. |
Blood Letting | The Namara can cut itself, and apply its blood to any weapon, giving the weapon a poisoning effect of 1d4 Vitality per round. Since each Namaran is different, it is impossible to gain immunity to this type of poisoning. |
must be namara |
N/A |
Solar Revival | When within sunlight, Namarans will continuously regain 1d4 Vitality per round (in battle) or 1d10 Vitality per hour (out of battle). |
must be namara |
N/A |
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.
Back to top4) 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.
Back to top5) Living Habitat
They live in a clan based system that usually includes a few villages, located in the many forests of the world.
Back to top6) 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.
Back to top7) 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.
Back to top8) 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.
Back to top9) World Movement
Namarans have an average gait and are not the fastest or slowest race in Nor'Ova.
Race | Speed: 1-3 | Speed: 4-6 | Speed: 7-10 | Speed: 11-13 | Speed: 14-17 | Speed: 18-20 | Speed: 21+ |
---|---|---|---|---|---|---|---|
Human, Talusian, Deztunian, Namara | 1d6 | 1d8 | 1d10 | 1d12 | 2d8 | 1d20 | 1d20 + 1d6; +1d6 for every 2 additional speed |