YSGARTH HUMAN RACES

These are the human races, socio-cultural groups and nationalities within the confines of Ysgarth
proper, specifically in the area to the west of the Great Abyss. Unless otherwise indicated, they live to
about 70 years of age under natural conditions and their standard Size is 13 for men and 12 for women.

Tolemeian
Background Skills: Street Sense, Merchant, One Craft, One Thieving Skill, One
Language or Dagger, One Magical or Priestly Skill
Population: 500,000/1%
Regions: Tolemeias, other urban areas
Deities: Alaurach, Gilrod, Mordikian
Language: Cansa
Residents of the city of Tolemeias have gravitated there from all over the world, but after generations of
urban living they have developed their own culture and society. The city is ruled by a Guild Lord who
is elected from among the membership of the many craft guilds.  However, the real power running
Tolemeias is the dozen or so major mercantile families who have great wealth and power. These
merchant princes control particular trades and industries within the city, dominate particular
neighborhoods, have a large say in how the guilds and the city are run, and their followers form
powerful political factions.  The families function on many levels, with elements of pure business, but
also characteristics more reminiscent of organized crime, including small private armies of thugs to
enforce their will within their territory. Tolemeias is the largest city in Ysgarth, and as a result it has an
influence beyond its own walls . The major merchant families of the city, in addition to controlling
territory and businesses within the city, compete for the best trade routes around the world and have
foreign offices in other major cities like Tibrum and Carzal. While there is a great deal of physical
diversity within the city and there are ethnic communities within the citywhich retain their cultural
identity, there is also a common pool of experience and background forthose who are true urban
citizens and have shedtheir ancestral background. This group includes the members of most of the
older families of the city and those who have been adopted into their sub-culture. Many of these people
are of eastern ancestry, Phari or Ilchan in background, but an increasingly large number are of mixed
blood, as it is some 800 years since the first Phari merchants came to found the city. The typical
Tolemeian may be expected to be of slightly less than average height, olive or ruddy in complexion,
dark haired and brown eyed. Their language also serves as the trade language up and down the
western coast. It is based on old Phari, with a simplified grammar and much-modified vocabulary.

Koulo & Houkosi
Background Skills. Sleight of Hand, Pick Pocket, Silent Movement, Concealment, Somatic, Dagger, Conning or Seduction, Sexual Technique, One Conjuror Spell   Population: 80,000/Less than 1%
Region: All Over
Deities: Kolicu, Sifan,Vison
Language: Koulo/Houkosi
The Koulo and the Houkosi are two related tribes of migrant peoples, the Koulo are found mainly in the
west and the Houkosi in the east. They are said to have originally come from the far eastern land of
Sind, but in times so ancient that little is known about their ancestry. Although they live in the midst of
other cultures, they are near fanatics about preserving their heritage and identity, keeping marriage
within their own population and practicing their own strange religion and forms of magic. They tend to
dwell in extended family groups and have a distorted view of property ownership, basically that
anything not tied down is theirs for the taking. Family relationships are extremely important to them,
and they fear outsiders, who in turn are very suspicious Koulo of them. They are particularly protective
of their women and will take revenge if they are assaulted or even insulted. Physically they are given to
dark curly hair, large, bulbous noses and swarthy olive complexions with generally very fine skin. They
resent outsiders, except as sources of profit, andare veryprotective oftheirwomen and their privacy. The
largest concentrations of Koulo population are in the Auscian, Evarian and Kyvenian lands . Houkosi
are more common in the east, among the Machar, Marmar and Orvadi.

Saesian (People of the Sword)
Background Skills: Geography, Generalship, Tactics or Strategy, Short Sword, Masonry/Engineering, Javelin, Pilum, Legion Shield, Net
Population: 1,500,000/3% 
Region: Aetruvia and Evaria
Language: Saesan
Deities: Janradis, Tonaros, Vayadul
The Saesians are a race of great conquerors. Some four hundred years ago, during the midst of the last
Auscian-Aetruvian war, the mighty Saes tribes swept down out of the steppes and conquered both
nations, uniting them into the Saesian Empire. Since that time, Saesian ideas of law and warfare have
combined with Aetruvian adminstrative and religious sophistication into a very successful government
and a powerful Empire which, up until recently, controlled more than athird of the land area west of the
abyss either directly or through its political influence. In recent years, Emperor Cambisios although the
conquering Saesians remain the dominant force in the ruling class, the Aetruvian bureaucrats have
reasserted a lot of control over the government of the empire. The Saesians have abandonned their
tribal background and have become considerably more settled and civilized since the time of Maerveg
the Conqueror, but they maintain a martial tradition and military service is expected for men of all
classes, leaving the governmentto the older men ofthe noble classes andto the Aetruvianbureaucrats.
Physicallythewtraditional Saesian is blond haired and blue eyed and of relatively fair complexion, but
that type is no longer as common as it once was, due to racial mixing. Saesian culture and religious
tradiffon is preserved amongthe military classes, but their traditions have changed and evolved. The
more martial gods of their original pantheon survive or have been merged with local gods of the
conquered Aetruvians. As a people they are highly adaptable, so when they have encountered other
cultures they have changed in response. This quality makes them good rulers and conquerors, but is
leadingto a gradual loss of identity. The current ruler of the Saesian Empire is Cambisios III, who is of
mixed Saesian and Aetruvian ancestry and has a mostly Aetruvian court, not to mention an Aetruvian
name. Some more traditional Saesians have argued that Cambisios' mixed ancestry is one of the
reasons why the empire currently seems to be in decline and is losing territory. Conservative reaction
against changes in society are responsible for the departure of conquering colonial groups to Combria
and to Marsioc.

Gottian (People of the Staff)
Background Skills: Armory, Cart/Wheelwright, Blademithing, Herding, Ironsmithing
or Tailor, Short Sword, Halberd, Pike, Round Shield
Population: 900,000/2%
Region: Gottia and Surrounding Areas
Deities: Lytiros, Niortos, Niorta, Lytira
The Gott are one of the tribes which moved into the territory of the old Aetruvian Empire atthe time of
the Saes migration and conquest, essentially followingth trail of  the Saes and settling in the western
areas on the border of the empire in what is now the Prefecture of Gottia, and in the uncontrolled
mountainous border areas between the  Saes Empire and the Machar kingdoms. The Gott are mostly
farmers and herders.  Their society, both in and out of the Empire, is very rural, with Jarls ruling over
tribal villages from small, walled settlements called Borgs, while most of the population lives on small
farms. As a people the Gott are not very organized, have a low literacy rate, and although they have a
strong martial tradition, most of them are farmers, though they are a good source for manpower in the
Imperial Legions. Physically, the Gott are of average height, with brown or dark blond hair. They
preserve elements oftraditional religion, but changed by contact with other societies. Once polytheistic
and animistic to some degree, their pantheon has been trimmed down to the bare essentials,
concentrating on brother/sister or husband/wife dualism.

Fersian (People of the Oath)
Background Skil.ls: Light Lance, Heavy Lance, Short Bow, Riding, Broadsword, Hunting, Surgery, Farming, Embroidery, Soccer
Population: 100,000/2%
Region: Fersia
Language: Fersian
Deities: Yngar, Uthin
The Fersians are related to the Saes and the Gott, having migrated south at about the same period.
Instead of cominginto the Aetruvian Empire with the Saes they carved out their own kingdom to the
northeast in territory held by various Auscian, Machar and Kyvenic princes. Culturally the Fersians
are similar to the Gott, through their government is somewhat more sophisticated. A council of nobles
(Theyns & Yorls) called the Witan meets for several month each year to make laws and hear court
cases,  and the country is run by an elected king called th.e Frevolda. Generally he is elected from the
hereditary line of their first king, Klaudric, but they are not obligated to pick the obvious heir,and can
even theoretically go outside of the royal family for a new ruler.  Physically Fersians are of medium
height, blond or light brown haired and blue eyed.  They have a well developed citizen army and their
nobles maintain a ligh, mounted cavalry. There is a lot of intenral warfare and feuding among the
Theyns and at times the definition of their realm as an actual unified nation may seem somewhat
farcical.  When they have a strong king things go relatively well, and because they are protected by
excellent natural boundaries they have not yet been conquered by any of their more ambitious and
organized neighbors.

Vaen (People of the Wagon)
Background Skills: Light T~nce, Leadership, Riding, Leathersmithing, Herding, Storytelling, Broadsword, Folklore
Population: 2,000,000/4%
Region: Vaen Steppes
Language: Vaen
Deities: Vanagr, Lytir, Lytira, Skjallr, Nifla
The Vaen are tribal nomads living in the northeastern steppe regions of Ysgarth.  They are sometimes
known as the "People of the Wagon", because they travel by horse and carry their households in large
wagons which are highly valued family possessions.  Some of their tribes are quite large, with as many
as 6 to 10 thousand members, though most are much smaller. Their religion is polytheistic, based
around gods of trade, commerce and warfare. There is a hereditory priest class of 'Voelra' reserved for
men only. But while mystical knowledge is reserved for men, the Vaen are unusually generous with
rights for women, who often fight alongside the men and can speak in council and even hold positions
of leadership. They live off herds of large, hairy cattle, gather some grain and do some hunting and
fishing. They have very little technology, but are great horsemen and leatherworkers. They trade their
horses and leathergoods to Auscian, Kyvenicand Caludic merchants for iron swords and spearheads.
One ofthe great fears ofthe various coastal nations is the inevitable Vaen migration.  The steppes will
only support a limited population and whenever the nomads become more numerous their tradition has
been to migrate out into settled territory. In the past the Saes migration conquered the Aetruvians and
Auscians, the Aesc conquered some Caludic terIitories and most recently several Vaen tribes
conquered the northern Machar kingdoms. The Vaen are taller than average, blond haired, blue eyed,
and generally not literate. They have a great martial tradition, and many young Vaen hire out as
mercenaries to free bands or nations of the south. One element of the Vaen population has already
migrated southward. Under the leadership of Autli the Great and his son Ermangar a large force of
Vaen struck south into eastern Kyvenia. They were encouraged to pass on through Talebolion and
down into Machar lands.  Eventually they conquered the Kingdom of Tothia and established a new
kingdom called Lagmark. In recent years some Vaen have also taken up a more settled lifestyle in the
southern parts of the steppes in a somewhat vaguely defined region called the Normark.

Aescian (People of the Spear)
Background Skills: Navigation, Hurley, Helm/Pilot, Riding, Net Fishing, Herding, Trap FIshing, Tanning, Battle Axe, Light Lance
Base Size: 14
Population: 500,000/1%
Region: Galetach, Inesgale, Thaned, Ardmaka, Bancor, Linon, Airgedelia
Language: Aescan, Caludic
Deities: Gagnradar, Torar, Vidar, Tiwar, Lokar
The Aesc are a group related to the Saes, who at about the same time, migrated westward while the
Saes headed south. They swept down through the northern Caludic territories of Ardmaka, Galetach
and Bancor and conquered the local Caludic tribes, eventually developing into a ruling nobility for
those areas and coming to dominate Caludic areas to the south as well. Over the years they took to
intermarrying with the Caludae and assuming many of their cultural traditions, including local
organization in a system of clans, while preserving their traditions of law, politics and religion. This has
created an interesting cultural mixture. The military power of the Aesc has made their various nations
within the Caludic territories politically dominant, and the Aesc descended kings of Galetach of the
Skoldingar or Ma'Skoldi line are traditionally chosen as Arduri or High King of the Caludae. King
Onferd of Galetach was recently encouraged to retire due to his mental instability. The throne is
currently held by his bastard son Thalrik. The Aesc are given to blood feuding and have been
described as senselessly warlike. They have also built up a very fine navy, particularly in Galetach.
Physically, the Aesc are given to curly red and reddish blond hair. They are unusually large and tend
to have blue eyes. To some extent the society of the Aesc has been influenced by the beliefs and
practices of the Caludians who they have conquered, so their beliefs and activities have moved away
from those of related races like the Vaen or Schilding.

Schilding (People of the Shield)
Background Skills: Light Lance, Leadership, Riding, Folklore, Round Shield, Herding, Spear, Leathersmithing,
Mountaineering, Storytelling
Base Size: 14
Population: 300,000/Less than 1%
Region: Mountains West of Steppes
Language: Aescan (Schildar Dialect)
Deities: Gagnradar, Torar, Vidar, Tiwar, Lokar
The Schilding are the Vaen of the mountains, closely related to the Aesc . They are the settled Vaen,
tribes who have settled in the mountainous regions at the edges of the steppes and have established
small settlements or fortified Holts, where extended families live, herding goats, cows and sheep on the
mountainsides. They also fish and hunt, but do only a very limited amount of actual farming, mostly
grains and roots. The Schilding are transitional, somewhere between the Vaen and the Aesc in society.
They maintain a lot of the warrior tradtions of the Vaen, but have not yet developed classes or national
governments like the Aesc. They are of large size, blond haired and blue eyed, and tend to be a bit
better educated than the Vaen. Schilding can be found in the mountains both to the east and west of
the Steppes and also in the Normark at the southern end of the steppes where they have been
encouraged to settle as a buffer against future migration. Schilding society is very warlike, despite their
background and farmers. They live in dangerous regions and have a particular historical feud with the
Koblynau who vie to control the same mountainous territory. When the Normark was established the
Schulding were initially sought out as a source of protection and eventually many settled there because
of the benefits of a relatively civilized existence as farmers instead of wandering warriors. Like their
cousins the Aesc and Vaen, the Schilding are generally tall, blond haired and blue eyed.

Caludae
Background Skills: Riding, Herding, Farming, Round Shield, Great Sword, Heavy Lance, ,Bastard Sword, Golf, Brewing, Hurley                                                             S
Population: 2,000,000/4%
Region: Argedelia, Galetach, Linon, Ardmaka, Bancor
Language: Caludic
Deities: Lugon, Lodens, Manwara, Matlech, Cromarach
The Caludae are the primary inhabitants of the northwestern coast of Ysgarth.  They are numerous,
live in a number of kingdoms, some of them dominated by Aesc rulers, and have a fairly high level so
civilization. After the Aesc conquest of the major kingdoms the royal family of the Caludae in Galetach
movedto the outerisles of Iniscale, Thaned and Imalia and established a court in exile which is
currently rulled by Queen Aliethera who is rumored to practice various forms of magic and is
sometimes known as the 'Witch of the Isles' . Politicallythe Caludae are organized into fairly large clans,
and these are part of larger kingdoms, all of which acknowledge allegiance to the Arduri, who is the
King of Galetach. The Caludae are good warriors and seamen. They practice a lot of piracy and
smuggling, and their Gealts or Berserker warriors are much feared. Physically the Caludae are of
slightly more than average height, and given to red and reddish brown hair, fair complexions and
brown eyes. The Caludae are relatively culturally sophisticated, with a written language and a literary
tradition, as well as a limited number of religiously oriented educational institutions, or colleges. They
place a high value on personal valor in battle and personal achieverment in business and leadership . In
recent years the traditions of blood feud and clan warfare have given wayto otherinterests.
Theprosperityof Galetach and Airgedelia have led to the development of large towns and a growing
merchant class with substantial international interests.

Combrian
Background Skills: Longbow, Great Sword, Spear, Chevron Shield, Riding, Herding, Diplomacy, Curriery, Mining, Broadsword 
Population: 1,000,000/2%
Region: Greater and Lesser Combria, Badenoc
Language: Aescan, Caludic
Deities; Vyadul, Cromarach, Yngar, Janrad, Lugont Lodens, Guyon, Vayu
The Combrians are of Caludic linguistic and racial stock, but have been heavily influenced by foreign
colonization. They live in the two feudal kingdomsof Greater and Lesser Combria and in the
independent Duchy of Badenoc. These three nations occupy a large valley between the Thyrisic
Mountain Range and the sea.  About 600 years ago this area was inhabited by primitive Caludic clans,
but Combrians who were forced out of the area around the River Cynfael to the south migrated north
and conquered the region. The city of Arkinkolm was originally established as an Aetruvian trading
post, which resulted in considerable outside cultural influence on the Combrians. About two hundred
years later the region was conquered, first by the Kyvenic Kingdom of Morianoc, later by Aesc raiders
froim Galetach, and finally by adventurous Saes religious fanatics from the south.  Lesser Combria
retains a considerable Kyvenic, Saes and Aetruvian influence, while the Aesc influence is particularly
strong in Greater Combira.  Physically Combrians are similar to Caludians, but given to somewhat
darker complexions and hair.  Their society is highly structured, with noble, peasant, knight and
gentry classes, a highly developed system of feudal obligation and vassalage, a certain amount of
hostage exchange, intense, state supported religion and a great deal of militarism. The Combrian
nations are relatively small and vulnerable and their past has taught them to be prepared to defend
their territory.  Their history includes extended periods of conquest by the Caludae, the Aesc, the
Kyveni and even by a group of Saesian adventurers from the south who left behind a strange hybrid
kingdom in Lesser Combria which lasted for several centuries and created a legacy of a strong martial
tradition and a special class of mounted noble chivalry, as well as a fanatical following for the southern
cult of the sun and war god Vayu.  Combrians are fiercely independent and somewhat paranoid of their
neighbors and anyone who wants to rule over them, even their own kings and nobles.

Inisians
Background Skills: Sailing, Navigation, Rowing, Fishing, Bastard Sword, 1 Aeromancer Spell, Spear, Round
Shield, Berserkergang, Swimming
Population: 300,000/Less than 1%
Region: Islands of Inesgale, Thaned and Imaly
Language: Caludic
Deities: Lugon, Lodens, Manwara, Matlech, Cromarach
The Inisians are island dwelling Caludic clans living off the coast of the northern Caludian nations,
north of Galetach. They are not organized into nations, though the independed clans will unite in time
of war. The exception to this is the island of Inisgale which is a small kingdom ruled by a line which
claims to be the true line of rulers of all the Caludae, living in exile since the Aesc conquest. They live a
primitive life of fishing, piracy and blood feuds, but they are so warlike and clannish that no one has
gone to the trouble and expense of subduing them, though various Caludian lords have paid them
tribute from time to time to prevent them from raiding their coastal territories. The Inisi are physically
similar to the Caludae, but less culturally and politically sophisticated. Currently the Inisians have come
under the control of the Caludian monarchy in exile, which has essentially gone native and made a
limited effort to unite the isles into a single realm.

Kyvenians 
Background Skills: Folklore, Poetry, Broadsword, Voice/Singing, Writing, Strategy
Population: 2,500,000/5%
Region: Morianoc, Seisiloc, Ceredigian, Ustradui, Marchoc
Language: Kyvenian 
Deities: Lugon, Nodens, Liron, Powil, Guyon, Aranrid, Belimor
The Kyveni are the most populous and most civilized of the peoples north of the Cynfael
RiverandTolemeias. Theyare asettledpeople, asocietyoffarmers andherders, and craftsmen, with several
relatively large cities, like Baelnok, Hartlec and Seid Mardioc. They are renowned as bowmen, poets,
musicians and teachers and they have a high level of literacy and general education. Their religion is
diverse and polytheistic, t with a heavy emphasis on seasonal festivals and a strong priesthood with
considerable political power. Education is highly prized among the Kyveni and their literacy level is
second only to the Aetruvians and the population of Tolemeias. Politically the Kyveni are organized into
five nations . The largest is Seisiloc, the smallest is Ustradwi. Marcioc is in the chaotic southern border
area and faces many political problems. Morianoc is the mostpolitically and economically developed.
The King of Morianoc is acknowledged as the High King of all the Kyveni, though this is mainly an
honorary title. Tolemeias was originally established to open up trade with the Kyvenic nations by
merchants from the far east who discovered that the Kyveni had developed trade and civilization well
before other tribes of the area. Physically the Kyveni are of average height, with brown eyes and hair.

Icheni
Background Skills: Longbow, Hunting, Wilderness Survival, Fishing, Bowyery, Tanning, Broadsword, Round Shield
Population: 100,000/Less than 1%
Region: Ustradwi, Morianoc
Language: Ichenian (Kyvenic Dialect)
Deities: Nodens, Liron, Powil, Guyon, Aranrid, Belimor
The Icheni are tribal Kyveni who still live the way the Kyveni did almost a , thousand years ago
because of their isolation in the Icheni hills in Uskadwi and i Morianoc. They live in small tribal villages,
subsist by some farming and particularly by goat and pig herding and iron harvesting in the bogs of
central Kyvenia. They are nominally part of the population of the nations in which they reside, but they
have little or no contact with the government and are very resentful and suspicious of outsiders. They
are physically similar to other Kyveni, but tend to be a bit smaller in stature. Icheni rarely wander from
their tribal villages in the hills. They are feared as almost mythical creatures by some of their more
civilized neighbors.

Kernic
Background Skills: Climbing, Courtly Love, Bowling, Net Fishing, Pick, Whip, Tinsmithing, Mining, Disguise, Braziery
Population: 500,000/1%
Region: Amryc, Marsk
Language: Kernic
Deities: Ankou, Guyon
The Kernic live in the mountainous kingdoms of Amerioc and Marsk on the southern banks of the
Cynfael River. Under the leadership of King Ailon, Amryc has only recently broken free from the
Saesian Empire, and Marsk is so small and so isolated that no one pays much attention to it. The Kernic
are renowned as miners, jewelers and masons . Physically the Kernioc are similar to the Kyveni, but
culturally and linguistically they are more closely related to the Caludae, though their clan structure
has broken down and they mostly live in small villages and towns, the result of their natlons havmg
been under Auscian domination for hundreds of years, only reattaining independence when the
Auscians were conquered by the Saes. Suessiones has been conqueered so many times that it has no
real cultural identity, especially in the eastern plains regions which are like a corridor for invasions and
conquering migrations . Marsk is so isolated by the sea and the mountains that it retains much more
traditional Kernioc culture, including worship of the death god Ankou and some clan traditions in the
form of a system of semi-elective nobility and a hereditary kingship. The Kernic economy is supported
mainly by mining, fishing and potato growing. The Kernic hills are riddled with veins of copper, zinc
and red gold and the life of a Kernioc miner or farmer is rugged and difflcult, though there are fortunes
to be made by the lucky and hard working few. Although the Kernic nobility has made an effort to
keep up with the times culturally, there are no major cities in Marsk or Amryc and thus only limited
industry, poor roads and most trade goes through the many small seaports along the coast. They also
try to keep up with military trends, and while they are about the best sappers around and skilled with
siege engines, they are virtually obsessed with having a modern heavy cavalry and every Kernic noble
seems to want to go out and buy heavy armor and charge around on horseback.  Unfortunately their
land is poorly suited to mounted combat, few Kernics have any equestrian background, and despite
bringing in Vaen trainers, most Kernic knights are notoriously poor horsemen, to the point of being a
running joke in neighboring countries. In addition to their poor riding skills Kernics are also known for
their love of the dramatic and of grand gestures. They love to swear oaths and strike out on
ill-considered ventures on a dare. It's a charming aspect of their national character, but one which
Kernic leaders do their best to discourage.

Auscian
Background Skills: Conning, Vintning, Merchant, Crossbow, Buckler, Chariot, Any 2 Craft or Mercantile Skills
Population: 1.2 Million/3%
Region: Auscia, Marcioc, Fersia, Evaria
Language: Auscian
Deities: Sabazios, Donnotoros, Grannos, Powil, Guyon, Belimor
The Auscians are mostly town dwellers, small farmers and merchants living in the border area
between the Saesian Empire and Kyveni controlled lands and in the recently liberated Kingdom of
Auscia on the northern border of the Saesian Empire. They are of medium stature, given to ruddy
complexions and dark brown or black hair. Until some three hundred years ago the Kingdom of Auscia
was a powerful and wealthy nation which had fought a long-standing war against the Aetruvian
EmpireThe Saes conquest brought both nations low and incorporated them into an uneasy union. After
that conquest the mercantile power of the Auscian towns helped to support the great Saes war machine
until the weakening of Saes power in the last few generation. In the last dozen years Auscian
nationalism has reasserted itself in resistence to the resurgent Aetruvian iniluence in librum, and King
Corlan III emerged from generations of hiding to declare Auscian independence, leading to a sporadic
war between increasingly undisciplined Saesian generals and the wealthy but non-militaristic
Auscians, assisted by an army of mercenaries and volunteers from all of the northern lands. By
character the Auscians are merchants, tradesmen and town dwellers. They are not very warlike, but
they are great managers and salesmen. They also control some of the most temperate and fertile land
in Ysgarth and produce excellent wines and beers. Their religion is an eclectic mixture of beliefs from
their ancient past and popular deities borrowed from their neighbors or discovered on their travels.

Aetruvian
Background Skills: Teaching, Legal, Pilum, Research, History, Politics, Short Sword,
Writing, Mechanical, Mathematics, any 1 Language
Population: 1 Million/2%
Region:Aetruvia
Language: Aetruvian
Deities: Dyaus, Eleusis, Kybele, Vayu, Osarapis, Oromazias
Despite popular conceptions everywhere else in Ysgarth, the Aetruvians are not an evil people, merely
misunderstood. When most of the peoples of Ysgarth were living in huts and subsisting as hunters and
gatherers the Aetruvians were sailing across the Middle Seato bringback the scientific and magical
secrets ofthe ancient lands of Aegera. Their advancement in law, in mathematics and in the sciences
allowed them to achieve political dominance over all of the territory south of the Cynfael River before
the establishment of Tolemeias, and hold that territory for more than 600 years, until their inevitable
decay and conquest by the Saes. Since that time, the Aetruvians have continued to run the Empire.
Their administrative and legal systems remained more or less intact, and while the new upper nobility
and royalty were Saes, their power was maintained through the wiles of their Aetruvian advisors. In
recent years, with the accession of Cambisios III to the throne, Aetruvian power has begun to be
reasserted.  While the Saesians retain their role as a military nobility, more and more their power has
been concentrated in their rural estates, while the urban political power and control of An Aetruvian
Scholar the Centarchy and Royal Council has been consolidated into Aetruvian hands . This recent
change is symbolized by the fact that the Cambisios III, though of Saes ancestry, is the first emperor
since the conquest to bear an Aetruvian name.  Aetruvians are of slight, wiry build, of average height,
dark haired and olive skinned.  Unlike many of the other southern races, their hair tends to be
straight, and their eyes are invariably dark brown.  Education is at unusually high levels, more than
half of the Aetruvian population can read and write. They have a disdain for manual labor, leaving it to
convicts, slaves and foreign laborers.  They are devious, intelligent city dwellers, often intensely
religious, with ancient beliefs and traditions taken from many sources, but well past their prime and
colored by a certain amount of aggressive decadence. Their religious system is incredibly diverse and
syncretic, centered on a system of powerful cults of local and foreign origin which function as religions
and as political factions.

Evarian
Background Skills: Farming, Herding, Vintining, Cooking, Brewing, Merchant, Short Bow, Running, Fishing, Short Sword
Population: 800,000/2%
Region: Evaria
Language: Evarian
Deities: Dyaus, Eleusis, Kybele, Sabazios, Sarplina, Delphina
Evaria is the south western section of the Saesian Empire. Even before the Saes invasion they were
subjects of the Aetruvian Empire, and have not been unified into a single nation in recorded history.
Before a gradual incorporation under Aetruvian rule about 900 years ago, there were at least a
half-dozen small Evarian kingdoms which were constantly bickering among themselves. They are
mostly fanners and herders, the region is very fertile agriculturally, especially in viticulture and in
growing grain. Theyare arelativelyshort, stockypeople, olive-skinnedand givento curly, brown or black
hair. There are few large cities in Evaria, but many small market town. Every decent town has a yearly
market festival, often with religious associations. Agricultural deities are very popular among Evarians
and their religion has been far less influenced by outside sources than that of the Aetruvians . They are
a peaceful and productive people and in many ways the stable backbone of the Saesian Empire.  The
most significant city in Evaria is the port of Bergamnios on the southern coast, but there are numerous
towns of substantial size and wealth all over Evaria.

Macharians
Background Skills: Hunting, Mountaineering, Dagger, Short Bow, 1 Covert Skill, 1 Craft Skill, 1 Agricultural Skill, Trailing, Garotte
Population:600,000/2%
Region: Macharia, Lagoland, Tscherkasia, Daitza, Syrmia, Romoria
Language: Machar
Deities: Apollyon, Azazel, Moloc
This is the northern group of semi-settled Machar tribesmen, dwelling in a region of mountains and
lakes, the northern half of which was recently conquered by Vaen tribes under Ermanrik and the
remainder of which forms the Machar Kingdom, under the control of Queen Namuna and King
Boheman who rule with a harsh attention to the need for the survival of a nation surrounded by
powerful enemies. It is a war torn land, once quite aprosperous agricultural region, but now damaged
and depopulated, with much of its population in exile to the south and west. The Machar are intensely
clannish, living in small family groups, within a strict social heirarchy. In good times the Machar clans
live by fanning in the valleys and hunting and herding in the mountains, but recent hard times have
forced them into older patterns of life, with much of the population taking to mountain strongholds from
which they raid the valleys and travellers passing through the territory, supportingthemselves by
herding and thieving. Physically the Machar are short and stocky, swarthy skinned, with dark,
straight hair. Contrary to popular rumors, you can trust a Machar, just not enough to turn your back
on him.

Uztarian
Background Skills: Set Traps, Tracking, Dagger, Crossbow, 1 Survival Skill, 1 Agricultural Skill, Cartwright,
Garotte
Population: 400,000/1%
Region: Toth, Verocze, Warasdin, Roshega, Uztaria
Language: Machar
Deities: Angraman, Oromazias
The Uztari are a Machar tribal group living south of the lake region of the Machar territory.  Physically
and culturally they are similar to their northern brothers, but their land is less war-torn and they are
more devoted to a sedentary lifestyle and less likely to revert to the old tribal lifestyle. Most of the Uztari
population is within the Machar Kingdom, by conquest and annexation, and under the rulership of
Queen Namuna. Physically the Uztari look much like other Machar, but they have a tribal tradition of
ritual tattooing in red and black, so Uztarians with unusual geometric facial markings are not an
uncommon sight. Like many southern Machar the Uztari were converted to Oromazianism several
hundred years ago, but many of them have splintered into a separate cult which reveres Oromazias
dark brother Angraman instead. Even the Oromazians among the Uztari are viewed as heretical by
mainstream Oromazian worshippers in other lands, because they have incorporated ancient local
rituals into their religious ceremonies.

Rakosian
Background Skills: Hunting, Planting, Dagger, Epee, Any 1 Craft Skill, Vintning, Backstrike, Leeching or Dancing
Population: 500,000/1%
Region: Rakosia, Erdeli, Szalar, Thurocz, Trentezin, Zatt
Language: Machar
Deities: Angraman, Oromazias
The Rakosi occupy the old Erdelian Kingdom of the original Machar migration and also a number of
independent counties and duchies in the mountains. They are similar to other Machar groups socially
and culturally, but have a strongly developed class of nobles which pretty much runs their society, with
each noble having near total autonomy under the very loose rulership of a hereditary king. Physically
and culturally they are quite similar to the Uztari.

Marmarian
Background Skills: Logistics, Cartography, Geography, Dowsing, Leeching, Dancing, Trident, Scimitar, Net, Round Shield
Population: 900,000/2% 
Region: Marmarash
Language: Marmar
Deities: Angraman, Oromazias
The Marmari are the largest settled group of Machar, living along the coast of the Middle Sea, in the
Kingdom of Marmarash. They are farmers and fishermen, town and city dwellers, relatively
sophisticated and civilized compared to other Machar groups. They are politically disorganized,
dwelling in a large, but poorly administered kingdom with a great deal of autonomy for local officials.
Physically their skin tone tends to be more olive than that of other Machari and their hair tends to be
more curly. Like many other southern Machar they are Oromazians, though of a fairly orthodox
branch. Some remnants of traditional Marmarian religion persist in superstituous observances among
the common people.

Orvadian
Background Skills: Merchant, Cartography, Oracle, Dowsing, Surgery, Dancing, Spear,
Mace,Whip, RoundShield
Population: 600,000/2%
Region: Orvadia
Language: Machar
Deities: Angraman, Oromazias
The Orvadi are the neighbors of the Marmari. They are smaller in number, but very similar ethnically.
However, the Kingdom of Orvadia is better organized than Marmarash, andthey are known forbeing
relativelywarlike, and pretty good seamen and merchants. Most Orvadi are fishermen and tradesmen,
living in small towns, pushed up against the sea by the fairly formidable mountains of the Bekilur
Range. Unlike other Machar the Orvadi are lowland dwellers and good horsemen. They mount an
impressive light cavalry of high-speed lancers and horse-mounted bowmen who can mount a
devastating attack. This is one ofthe main reasons whythe Saesian Empire has never successfully
expanded | eastward, though in fact, Orvadia has come under considerable political and economic
influence of the Empire.

Sribinian
Background Skills: Hunting, Trapping, Geography, Dowsing, Backstrike, Garotte, Pilum, Discus, Scimitar, Round Shield
Population: 400,000/1%
Region: Bekilur Mountains
Language: Sribini
Deities: Animism/Ancestor Worship
The Sribini are extremely clannish, living in little, tiny kingdoms spread through the Bekilur
Mountains. There are more than thirty Sribini kingdoms, some of them fewer than 20 miles in
diameter. Warfare is a constant staple of Sribini life, and because they have no access to the sea, they
are extremely culturally isolated. They are of Machar stock, buttaller and leaner, given to largish
noses. They have overdeveloped senses of honor, and personal duels and blood fueds are their idea of
fun. Most of their neighbors look on them as bloodthirsty barbarians, though they are not much of a
threat, since they would rather kill each other than other people . They are as close to the root stock of
the Machar as you can get. Their religion focuses on an animistic belief in guardian and regional spirits
andworship and appeasment directed at famous ancestors and family patron spirits. The Sribini are
very superstitious and have been known to perform human sacrifice to appease some of the vaguely
demonic spirits who they believe occupy an otherworld which touches the living world very closely. If
theywere less warlike and lived on nicer land someone would come along and forcibly civilize them
fortheir own good.

Metzian
Background Skills: Navigation, Cartography, Wagering, Oracle, Trident, Mace, Javelin, Round Shield
Population: 200,000/Less than 1%
Region: Metzova
Language: Machar
Deities: Belsaphon, Belhadad, Belsebuth
The Metzi are a significant Machar sub-group, living in the small Kingdom of Metzova, which occupies
a strate~c location controlling key mountain passes and river access. The Metzi are extremely warlike,
very aggressive and very organized. Their kingdom is a rigid authoritarian state, organized on military
lines, which accounts to some degree for their survival and success. Their culture and lifestyle has
been considerably influenced by their proximity to the old Pharian colony of Mazalia, which has
employed the Metzi as military defenders for centuries.

Varian
Background Skills: Bowyery, Net Weaving, Shortbow, Merchant, Flail, Trident, Street Sense, Net Fishing
Population: 200,000/Less than 1%
Region: Mazalia
Language: Phari
Deities: Belsaphon, Belhadad, Belsebuth
The Vari live in southern port city of Mazalia, which is the third largest city in Ysgarth. Like Tolemeias
and Tibrum, it was onginally founded as a trading post. It pre- dates the other two cities by several
hundred years, having been founded by the Phari, whose heyday came well before the Achajans who
founded Tibrum and the Ilchanids who founded Tolemeias. The Vari believe themselves to be
descended from the Phari, butin actuality they are racially mixed, with a lot of cultural and ethnic
borrowing from the Machar populations around them. Mazalia is a very successful port, with a
sophisticated urban society and a government run by a council of old merchant families called the
Vente and their elected Duke who rules the city. As city-states go, Mazalia is not as powerful as Isardis
or Tolemeias, but its mercantile strength has earned it the protection of the neighboring Marmarash
and Horvath kingdoms. Physically the Vari are known for their large ears and hereditary
bow-leggedness. Their hair tends to be brown and curly, and their eyes are usually brown or hazel.

Ukralan
Background Skills: Herding, Torture, Glassmaking, Intrigue, SledDriving, Whip, Crossbow, Carving/Woodworking, Spear, Skiing
Population: 400,000/1%
Region: Northern Steppes
Language: Ukral
Deities: Spirit and Ancestor Worship
The Ukral are the farthest north dwelling human race in Ysgarth. They were originally tribal nomads on the far northern steppes, but some generations ago they settled in a region sheltered by the Khayindon Mountains. They live mostly by herding their small, hardy horses and reindeer, and harvesting some roots and berries . Their society centers on small, settled clans, each of which is ruled by a Krol. They are a fairly warlike people, short, extremely stocky, dark complexioned, with eyes which are almost black. Their language, religion and culture are almost incomprehensible to other races of Ysgarth, and they are so isolated that their interraction with even the Vaen tribes is extremely restricted, which is just as well with them.


INTELLIGENT NON-HUMAN SPECIES

Humans were not the first races to inhabit Ysgarth. Before the coming of the first men there were
native races like the Batrags and Trozards and other visitor races like the Dothian who have left
behind a sizeable legacy. Although many of these non-human races are humanoid in appearance, or
might be able to pass for human, they are all of distinctly different genetic background. Some are
relatively close to humankind, such as the Dothian descended races which look almost human and can
even interbreed with humanity. Others, like the Chitare, are so alien that humans can barely even
communicate with them. Most of these races are considerably less numerous than humans on Ysgarth,
and many avoid humans who are known for their xenophobia and intolerance of other species, but
each race has a niche which it fills in the greater society of the world.

Echyrion
Background Skills: 1 Magical Skill, 2 Craft Skills, 2 Woodland Skills, 1, Unarmed Combat Skill, Wilderness Survival, Hunting, 1 Herbalist or Beastmaster Spell
Base Size: 11
Characteristic Limits: AGI: 28, TAL: 28, DEX: 28, CON: 18, STR: 18, WIL: 20
Lifespan: 250
Population: 150,000/Less than 1%
Region: Morianoc, Combria, Marchoc, Seisilioc, Ceredigiawn, Amryc
Language: Tylweidar, Dothian
Deities: Guyon or Ancestor Worship
The Echyrion dwell in scattered communities within human dominated territories as far south as
northern Evaria and as far north as the northern Caludic territories. They are more or less human in
appearance, though theytend to be considerably shorter and of very light build. They are usually black
haired and brown-eyed and both male and t female weartheir hair long and braided. The somewhat
elongated shape of the Echyrion skull, ear and eye is characteristic as is the lack of facial and body hair
and the unique An Echyrion Oneiromancer configuration of their pores and hair if examined closely by
an expert. At a glance they can be mistaken for somewhat diminutive humans, not unlike the Icheni,
but closer examination reveals the differences. They are one of the races descended from the Dothian
and have inherited some of their ancestors magical potential. Echyrion live in tribal groups, isolated as
much as possible from humanity, though they do trade with humans for manufactured goods,
particularly metal goods, which they do not have. Echyrion have a considerably longer lifespan than
humans. They reach maturity at around 30 years and live to be an average of 220 years of natural life.
Like all the Dothian races Echyrion can interbreed with humans, a practice which was more common
in the past than it is today. Although they are of an ancient race and have passed down some magical
knowledge from generation to generation, the Echyrion are essentially a simple, primitive people, with
little technology and a relatively primitive, tribal lifestyle. Of all the Dothian races they are the most
retiring and least dangerous.

Guraketh
Background Skills: 2 Magical Skills, 2 Craft Skills, 1 Nautical Skill, 1 Edged Weapon
Skill, 1 Aeromancer of Hydromancer Spell, 1 Unarmed Combat Skill
Base Size: 12
Characteristic Limits: AGI: 28, TAL: 28, DEX: 28, CON: 18, WIL: 20, JUD: 18
Lifespan: 200
Population: 250,000/Less than 1%
Region: Seregond, Ustradui, Morianoc, Inesgale
Language: Tylweidar, Dothian
Deities: Arion or Ancestor Worship
The Guraketh are racial cousins to the Echyrion, also descended from distant Dothian ancestors. They
live on coastal islands and particularly in their island kingdom of Seregond. They are considerably
more politically sophisticated than the Echyrion, very warlike and great sailors and fishermen . Their
hair is light-brown, worn at shoulder  length in both males and females, and their eyes are usually
brown.  Other physical features are very similar to those of the Echyrion, and not much different from
those of humans. In fact, were it not for some relatively minor racial characteristics, such as unusually
high cheekbones and lack of facial hair, they could easily pass for human. They have no great love of
humankind and Seregond is heavily fortified and defended from sea-going attack. They are relatively
technologically sophisticated, working well in iron and stone. They live in clan-groups, each of which
has a chief who speaks for the clan in the councils of the Riach or King of Seregond. They have also
inherited some of the magical powers of their Dothian ancestors, despite some interbreeding with
humans. Like most Dothian, the Guraketh have a longer lifespan than humans. They reach maturity at
about 25 years and live to an average of 200 years of age.

Uillion
Background Skills: Ritual Magic, 1 Unarmed Combat Skill, Relative or Contagious Magic, 1 Point Weapon or Unarmed Combat Skill, Riding, 2 Smith Skills, Mining
Base Size: 12
Characteristic Limits: AGI: 30, DEX: 28, WIL: 28, CON: 16, JUD: 16, ZEA: 16
Lifespan: 300
Population: 300,000/Less than 1%
Regions: Ardialen, Nangior, Undhur
Language: Tylweidar, Dothian
Deities: Arion or Ancestor Worship
The Uillion are the third of the greater Dothian descended races. They live far in the north, on the borders of the
Abyss in a region surrounded by mountains and highly defensible. It is divided into a number of
waring kingdoms and duchies, including Ardialen, Nangior and Undhur. While the Uillion live in clan
groups, they have a fairly highly developed magical and technological society. Life within an extended
clan focuses on a mountain fortress which overlooks one of the many valleys of the region which usually
contains a farming village. Uillion are extremely warlike, have no real regard for humans, and like to
carry on lengthy blood-feuds within their own society. The various rulers of the Uillion nations are
usually just the leaders of the dominant clan of the time and there is a great deal of turnover in those
positions . Uillion are known for their skill as smiths and for their skill with the darker aspects of magic
and the martial arts . In appearance they are similar to the other Dothian descended races, but both
sexes usually wear their black hair long and eyes tend to be almost black in shade. They are also of
more or less the same height as humans and like other Dothian races have no facial or body hair.
Uillion have a longer lifespan than humans. They reach maturity at about 35 years of age and have an
average lifespan of about 300 years.

Khuzda
Background Skills: 1 Magical Skill, 1 Craft Skill, Excavation, 1 Craft Skill, Merchant,
Mechanical, Round Shield, Spear, Short Sword, 1 Enchanter Spell
Base Size: 10
Characteristic Limits: CON: 28, DEX: 26, WIL: 28, STR: 28, AGI: 14, JUD: 16, APP: 16, SOC:20
Lifespan: 180
Population: 600,000/1.5%'
Region: Khuzdaral
Language: Khuzda, Dothian
Deities: Ancestor Worship
The Khuzda are a Dothian descended race, but presumably from a different sub-species of Dothian
since their appearance is rather different from that of the other Dothian races. They are shorter and
stockier than other Dothians, have red, brown orwhite hair, and can grow some facial hair, most often
in the form of long, braided mustaches. They are the only Dothian descended race with facial hair,
which suggests that they may have more human ancestry than other Dothian descended groups, an
implication which most Khuzda will vehemently and violently deny. They are also disproportionately
strong for their size. However, like other Dothian races they are good with magic and crafts . Most of
the Khuzda population lives in the Kingdom of Khuzdaral, a rather xenophobic but wealthy nation in a
region with great mineral resources. They import slave and bond labor from the human population to
supplement their own rather limited numbers. Small groups of Khuzda also live in human cities like
Clontara, Arknkolme and Tolemeias, mostly working as smiths, mages and craftsmen. Khuzda are not
big breeders. Within Khuzdaral their population is actually declining, though Khuzda living within
human society breed more frequently. Khuzda reach maturity at age 20 and live to be about 180 years
on average.

Koblynau
Background Skills: Contagious or Relative Magic, Mountaineering, Survival, 1 Club Weapon, 1 Shield, Hunting, Mace or Hammer
Base Size: 10
Characteristic Limits: AGI: 32, STR: 34, CON: 34, WIL: 20, INT: 16, JUD: 14, APP: 12, Lifespan: 60
Population:400,000/1%
Region: MountainsinMorianoc, Combria, Airgedelia
Language: Koblynau
Deities: Totemism
The Koblynau are the degenerate branch of the Dothian descended races. They are short, wiry and
black skinned. They have no hair, their limbs tend to be spindly with enlarged joints, but otherwise
they are humanoid. Their sloping foreheads and sunken eyes give a hint of their limited mental
capacities, but from looking at a Koblynau their immense strength is not apparent. Koblynau live in
small tribal groups led by a shaman/priest/chief who usually has some genuine magical power and
keeps his people in line mostly out of fear. They live in the mountains between the Caludic kingdoms
and the Vaen Steppes. Because their population grows quickly they often find food in short supply and
will raid out ofthe mountains forprovisions and every 20 years or so they come down from the
mountains in hordes to seize land and food, rape, pillage and destroyhuman territory. Koblynau are
generally despised. Many believe that they live in filth and are cannibalistic. Their names and their
language are extremely simple, consisting of grunted consonants. Frequently names are of only one
syllable and in their rudimentary written language they use single letters and variations on letters from
the Kael alphabet to cover some 150 words. Literacy is almost exclusively a privelege of the Shaman
class in the Koblynau. One frightening Koblynau development of recent years is the rise of a leader
named Ul. He is a Koblynau of super normal size and intelligence, standing as tall as a human, with
equal intellectual prowess. He has taught members of his tribe to ride horses, engage in military
tactics, and hire out as mercenaries to human lords. He has also conquered a number of other tribes
and formed an alliance in the southern part of their mountains which poses a much more serious threat
to local human settlements than any previous raiding groups. For the farmers in the Kyvenric foothills
there is nothing more frightening than a clever, organized Koblynau, and until recently nothing
seemed less likely.

Yoton
Background Skills: 2 Cryomancer, Hydromancer or PyromancerSpells, 1 Conjuror Spell, Great Sword, Mana Shield, Round Shield, Fishing,Hunting, Skiing, 1 Smith Skill
Characteristic Limits:JUD: 16, TAL: 30
Lifespan: 500
Population: 30,000/Less than 1%
Region: North of Abyss
Language: Yoton
Deities: Thyrmir, Utlok, Sordir
Yoton are a race of far northern Ysgarth, dwelling mostly in the mountainous regions north of the
Great Abyss, where there are glaciers, frozen lakes and even volcanic valleys where the climate is fairly
temperate. They are probably of mixed human and Dothian ancestry, but have lost that heritage and
only recently redeveloped a distinct society. The only humans with whom they have contact are the
Ukral and some Vaen tribes, though they have a fair amount of contact with the Guichion. They are
humanoid in appearance, but of huge size. They are intelligent and often skilled with magic, but their
population is small and they produce offspring fairly infrequently. They are fairly aggressive and given
to attacking strangers who enter their territory. The Yoton have a clan-like society, with several major
clans whose chiefs are called kings. Most of the clans are named aiter their leader, and because the
Yoton live for a very long time, many of them still have the same leader who orignally founded the clan.
Thus, Thrymir rules the Thryming, Surdor rules the Surding, Hrim rules the Hriming, etc. Because
the Yoton are feared by all who don't know of them and hated by those who do, playing one as a
character may lead to some difficulties.

Trozard
Background Skills:1 Language, 1 Craft Skill, 1 Military Skill, Smith Skill, 1 Woodland Skill, 1 Shield Skill, Greatsword, Brewing, Battle Axe, Javelin
Base Size: 18
Characteristic Limits: INT: 28, CON: 28, JUD: 18, AGI: 22
Lifespan: 60 
Population: 800,000/2%
Region: All Over
Language: Trozard
Deities: Lakhmu, Lakhamu
Trozards are warm-blooded bipedal saurians, one of the native races of Ysgarth which has been in
decline since the influx of humans and humanoid races. The Trozard population is fairly low, much of it
living integrated with human society in large cities. At one ffme Trozards had a highly developed
society with advanced magic and technology, but wars with thge Chitare and with invading tribes of
humans destroyed much of their society and considerably reduced their population. Trozards are large
and scaled with blunt-snouted lizard heads, tails which are used primarily for balance and hands with
opposable thumbs. They come from a background as carnivores and have sharp teeth, but they prefer
to fight with weapons, generally suitably large for their size. Their bone structure is somewhat lighter
than that of humans and they are surprisingly swift for their size. They are highly intelligent and skilled
in many crafts and trades. They are in great demand within human society as soldiers, guards and
teachers, areas well suited to their physical and menW skills. It should be noted that although Trozards
are saurian in appearance, they are warm-blooded and give birth to live young. Trozards generally
have a somewhat shorter lifespan than humans. They reach maturity at 8 years and live to an average
age of about 50 years. For more information on Trozards and how they live see the focus article later in
this book.

Batrag
Background Skills: 1 Priestly Skill, Halberd, 1 Priest Spell, Pike, Ritual, Incantation, 1 Axe Weapon, 1 Craft Skill, 1 Nautical Skill, Wrestling
Base Size: 20, WIL: 30, JUD: 28, ZEA: 30, INT: 18, AGI:14, DEX:18, SOC: 20
Population: 600,000/1.5%
Region: Evaria, Isardis, Ilchania, Cythera, Aegera
Batrags are another of the native races of Ysgarth. Their origin is unclear, though Trozards claim that
they were raised to sentience as a race of laborers by ancient Trozards. As their society exists now
Batrags are fairly numerous in some areas of Jahannam and Arojika. They are large amphibious bipeds
with webbed feet and hands, heavy bodies which include a system of air-sacks for floatation and
underwater breathing, frog-like heads with virtually no necks (they can rotate their heads 180
degrees) . Their skin is leather-like and elastic . They have ear-flaps to protect their ears and excellent
peripheral vision, though their range of vision is limited.  Batrags have long, flexible tongues, which
some, especially Batrag thieves, are able to train to be virtually prehensile. They are large and rather
ungainly on land, but have developed skills and crafts well suited to the environment of their swamp
settlements. Most Batrag sub-species have a leathery skin which provides some natural armor
protection. Batrag females keep fertilized eggs in an external pouch located on their belly beneath a
flap of skin and give birth from there. Batrag mating rituals are legendary, featuring extensive mating
dances, bizarre feats of bodily elasticity and unique, atonal singing. Batrags are not known for their
imagination or their great culture, but they are often very religious -- frequently embracing human
religions -- and they are good at some crafts. Batrags are thought by manyto be somewhat treacherous
or unreliable, butthey are often hired as personal guards or for city militias because of their sheer bulk.

Chitare
Background Skills: Any three skills with no spending concentration limits
Base Size. 16
Characteristic Limits: One Charactenstic up to 30, One Characteristic Maximum of 16
Lifespan: 35
Population: 200,000/Less than 1%
Region: Remote areas
Language: Chitare
Deities: None
Chitare are another of the native races of Ysgarth, but they are now virtually ex'tinct. The total Chitare
population, located mostly in remote desert and wilderness areas, is probably less than 10,000. Chitare
are intelligent insectoids. They have six limbs and stand erect. They havce an exoskeleton for
protection. Their hind limbs function as clawed legs, their middle limbs are manipulative three-fingered
hands and their forward limbs end in pincers. They also have sharp mandibles. It shouldbe noted that
different breeds of Chitare will look very different, with characteristic body ,ti coloration with which
they identify each other plus in many cases gross differences in body formation and even in body shape,
type of limbs and function. The mutation rate among Chitare is very high and there are also several
distinct sub-species known to exist. Chitare live in close knit communities and the only Chitare who will
encounter humans or enter human society (where they are not very welcome) are outcasts of their
own societywho are frequently mentally disturbed and suicidal. The Chitare went through lengthy
wars before the arrival of humans in which they were virtu~y wiped out by the Trozards and Batrags
who, among other things, somehow destroyed their ability to create the 'Warlord' Chitare, a breed of
superior Chitare warriors. All surviving modern Chitare are of a non-specialized variety which is
sexually neutral until it reaches about 30 years of age, at which time about 90% become male for a
period of about three years, at the end of which the males who have bred die out. Females live on for
several years aiter that to raise and care for the young. The dominant female of a generation will
become the leader of a Chitare community and will slay all other females once they have reproduced.
The result of all this is a very strange life-cycle. The typical Chitare matures at age 5, lives to age 30,
becomes male, breeds and dies before age 35. Males who do notbreed are rare, but have virtually
unlimited natural lifespan, though as time goes by they become more physically debilitated and
develope diseases and problems with their exoskeletons. Chitare who become female die aiter being
bred or are killed by the queen. A queen may live as much as 60 or 70 years, including one immature
generation and one as queen. virtually the only Chitare humans will encounter are non-breeding males
who have been ostracized. Chitare have a very hard time with human language, but they are good
warriors, reliable by their own code of ethics and good at certain craits. However, they avoid and fear
humans and there are many regions where humans have hunted Chitare into extinction.

Roane
Background Skills: Swimming, Hold Breath, Fishing, Nautical, Unarmed
Combat, Spear
Base Size: 9
Characteristic Limits: AGI: 32, DEX: 32, CHA: 28, INT: 14, JUD: 12, WIL: 14
Lifespan: 50
Population: 1OO,OOO/Less than 1%
Region: Coasts of Kyvenic and Caludic areas
Language: Roane
Deities: Liron, Spirit Worship
The Roane are otter-like mammals who live in the ocean, particularly near shoals or inlets in the areas
off the Kyvenric coast of Ysgarth. While they tend towards lower than human intelligence, they are
fairly clever and have a basic knowledge of the use of tools. Their hands and feet are webbed and they
are covered with light, brown fur. They are not particularly aggressive, but have learned to avoid
human beings. They do not have a technological society, live in family groups, and use only primitive
tools. They have little or no idea of property, and although they live in the sea they are capable of
walking on land.

Melusine
Backgound Skills: Spear, Sexual Technique, 1 Enchanter or Sorcerer Spell, Weaving, Knitting, Will Enhancement, Shapechange, Seduction, Javelin
Base Size: 25
Characteristic Limits: DEX: 30, TAL: 30, WIL: 12, JUD: 12
Lifespan: 100
Population: 10,000/Lessthan 1%
Region: Eastern Mountains
Language: Sheolic
Deities: Apollyon
Melusines are a rare sentient race of the more wild areas of Ysgarth, particularly the mountains near
the Abyss. They are reputed to be the offspring of human males and demonic Succubi, but nonetheless
they are a race which breeds true. All Melusines are female. They have the upper bodies of women and
the lower bodies of serpents. Some are reputed to be winged, but the common Melusine is not. They
reproduce by breeding with human males, who are generally killed after breeding, and the products of
such  unions are always female. Melusines have a primitive culture and live in mountain caverns in
small tribal bands. They are generally not particularly civilized and have a great dislike of humanity,
except for breeding purposes.

Gaborchin
Background Skills: Swimming,Water Breathing, Fishing, Nautical, Spear, 1 Hydromancer Spell
Base Size: 16
Characteristic Limits: STR: 30, CON: 30, INT: 12, JUD: 12
Lifespan: 50
Population: 30,000/Less than 1%
Region: Beneath Western Sea
Language: Gaborchin
Deities: Fomori
Gaborchin are believed by many to be the mutant offspring of the legendary, godlike Fomori. They
have large, humanoid bodies but animal like heads, usually compared to those of Bulls, Horses or Fish,
but with lizard-like characteristics. They have the ability to breathe water, they are brutal, violent and
not particularly intelligent. They live in small underwater colonies and spend most of their ffme trying
to seize humans off of ships and drown them for sport. Some Gaborchin learn to use magic and become
fairly powerful, but they're not literate or extraordinarily bright.  Modern scholarship suggests that
rather than having a supernatural origin they are another of the ancient races of Ysgarth, because they
seem to fit into the same evolutionary patterns which produced Trozards and Batrags.

Mnerrar
Background Skills: Component or Contagious Magic, Dagger, Crossbow, Cat Fall,
Tumbling, Hunting, Silent Movement
Base Size: 9
Characteristic Limits: DEX: 30, AGI: 32, WIL: 10, CON:28, STR: 26, JUD:18, APP:30, TAL:30, ZEA: 18, CHA: 18
Lifespan:50
Population: 20,000/Less than 1%
Region: Various, remote areas or in captivity
The Mnerrar are humanoids of feline ancestry and probably native to Ysgarth.  Theare fairly rare and
it is believed that their populationis declining. In their natural state they live in hunting packs and use
neolithic level technology, without the use o fire, but they do have some knowledge of basic magic, and
have been hunted for their furs and for capture and use as slaves because of their exceptional dexterity.
They also have a keen sense of taste and smell which makes them excellent alchemists if properly
trained. They are short, long-haired humanoids with feline-like facial features, retractable, rudimentary
claws on long, flexible fingers.


