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PLAYER RACES

ACUBON (PC - Phase #2).
Acubon are a fresh water human mutation found in the eastern waters of Lake Dah-uh-deh. Their language has been simply called Acubon. They are quiet, secretive and hold Revealing family information as a betrayal to their tribe. They have no known religion but are very environmentally sensitive and do not take well to strangers invading their territories, but seem to live in harmony with several of the neighboring Blount family groups. They must keep moist or they will dy from rapid dehydration. Acubon possess the secret of coleels, a opal-like gemstone infused with an inner fire that captivates all who see it..

Acubon Notes
Homelands
: Lake Dah-uh-deh
Language : Acubon (1P to understand Salu)
Taboos: Revealing family Matters tooutsiders
Religion: Nature - water and weather
Weaknesses: Must keep moist or skin is damaged
Special : Makers of the coleel gemstones


BLOUNT (PC - Phase 2).
Blount were the first of the Iscin races and share the waters of Lake Dah-uh-deh with the Acubon and merchants who trade along the shores. They speak Ablanth and consider the adoption of human customs to be offensive, although many blount have become successful in service and bartending work. They do not Worship Iscin, but revere him as the race's creator, and also honor Mayatrish, who taught tolerance for all the races of Jorune. They carry containers of a noxious mixture call malthin, which can serve as an intoxicant for blount, or a vicious stink-bomb against their enemies. Like the Acubon, they must keep moist to survive and in hot climes maintain "wet beds" - barrels of brackish water - at their workplace and their homes.


Blount Notes
Homelands Lake Dah-uh-deh, most port cities
Language Ablanth
Taboos Taking on human affectations
Religion Varied, Mayatrish dominant
Weaknesses Must keep moist or skin is damaged, possibly fatal, physically weak
Special Uses noxious Malthin as weapon.

BOCCORD (PC - Phase 1).
A robust human mutation that now calls the old Bronth homes of Crendor as their home. Ros Crendor (ros in Boru means "original") is a source of great pride for the boccord, home of many shanthic ruins and a large thoos-ah near Ro-Obis. Revealing the details of Ros Crendor's society is sure way to lose kri - the personal and family honor that boccord revere more than all other concepts. Boccord do not tolerate immigration by non-boccord, but travelers will be allowed for brief periods in certain coastal cities. Older boccord may develop exceptional isho interference skills, becoming histin, advanced dysha
teachers.

Boccord Notes
Homelands: Ros Crendor, most human realms
Language: Entren
Taboos: Revealing Ros Crendor's secrets
Religion : Varied, Mayatrish dominant
Weaknesses : Must eat a lot to survive, expensive to feed
Special : Ros Crendor has working t'hoosa


BRONTH (PC - Phase 1).
A later Iscin race based on Terran bears, the bronth have built their home in Dobre, Yobreh, Crendor and the Hobeh. Their language, Boru, shares many characteristics of Woffen Thowtis and each can understand about half of the others language. Bronth enjoy festivals, games and set a side special days for the memory of Iscin, his death, the great wanderings and other sorrows. The bridge at Yobreh harbor is one of the great wonders of Jorune - nearly fifteen miles long with arches to allow the tall masts of sailing ships to pass beneath. A light burns in a great stone lantern at the seaward apex of the bridge and small replicas of the bridge or the light are shared among the friends of many Bronth for celebration of Day Iscin. While burdened with poor sight and poor hearing, their sense of smell is acute and their compassion for other races is unexcelled. Bronth founded the Green Order, a society of healers comprised mostly of bronth and muadra, to offer services to the sick and injured. They never demand a fee but survive quite well on donations. It was the bronth entry into the Energy Weapons War that prompted the final success of the negotiations started by Salrough Gomo.

Bronth Notes
Homelands:
Dobre, Hobeh, some coastal cities
Language: Boru (Thowtis 1B)
Religion: Iscin, as a great person, some Mayatrish
Weaknesses: Poor sight


CORASTIN (PC - Phase 2)
A servitor race of a lost invasion fleet, the Corastin live in many swamps, marshes and have become a familiar resident of many large cities. The physical restrictions on their use of language should not be taken as a sign of low intelligence - many corastin understand many languages and in the company of an interpreter (Entris) someone could be surprised with their knowledge. Corastin are very sensitive about the value of their work and prefer to accept payment in bit-coins, rather than receive a few coins of larger value. A corastin will not tolerate an insult on the quality of his work or the value of his word. If a corastin holds you in special esteem, he will worry a large scale from his back or shoulders, and present you with the still bleeding part of himself. Admiration is expected, as well as elevating the scale to a position of honor (at least in the Corastin's
presence), and no other repayment is expected.


Corastin
Homelands: Swamp and coastal town
Language: ggra'k, but may understand many
Taboos: Insulting honor or another person's value
Religion: Family contacts
Weaknesses: Pride
Special: Corastin are very sensitive and offend easily


CRUGAR (PC - Phase 1)
Crugar, the second Iscin race hold the vast plains of the Temauntro as their home, but have always desired possession of Gauss Valley, where Iscin, at his remote lab first gave them life. Crugar have invaded Gauss Valley many times in the last 3500 years, and have been driven off into the Doben-al desert, which divides the Temauntro from Gauss Valley. The society is largely nomadic with only three recognizable cities in the western Temauntro. Family groups or pawms prowl the plains in an eternal hunt and groups will frequently war on each other for better hunting territories. The crugar are driven by a fanatical worship of Iscin and treasure anything of his artifacts. Choundra, the first crugar, killed his creator in a confrontation with the antithone prototype Karl Bomoveris. On Iscin's death, Choundra and his brothers and sisters took the rest of the Iscin races away from Gauss in a saga still called the Great Wanderings. Crugar share their language, chuan tse, with the Cygra.


Crugar Notes
Homelands: Temauntro
Language: Tchaun tse
Religion: Iscin fanatics
Weaknesses: Poor sight
Special : Fanatic Iscinists

CYGRA (PC - Phase 1)
Cygra are a variant of the crugar and are believed to be the race Iscin was hoping to create. In several writings he mentioned how disappointed he was with Crugar. Cygra have longer, paler fur than their crugar cousins, have a slightly better temper and have worked their way into the fabric of human society in Jasp, as well as settlements in the North Temauntro and western Khodre territories. They share their cousin's language (Tchaun tse), are slightly less fanatical in their devotion to Iscin, and can run on all fours when required.


Cygra Notes
Homelands: North Temauntro Jasp and Khodre
Language: Tchaun tse
Religion: Iscin moderates
Weaknesses: Poor sight
Special: Kinder, Gentler crugar


HUMAN (PC - Phase 1)
Look down. See you? That's a human just like the one's on Jorune. Humans have established several realms on Jorune, from the cosmopolitan society of Jasp in the north, to the fanatic human-only society of Thantier in the south, with the nations of Burdoth and Heridoth in between. The language has evolved over 3500 years into "Entren" but some scholars can read and write various Earth tongues as a classic languages. Humans are identified by the genetic locks on Earth-tec weapons and devices. In the hands of a true human a piece of Earth-tec will power on and allow its use. A broken or modified Earth-tec device will sometimes activate for a non-human or a human variant, but that is not a circumstance to be counted on. Earth-based humans have the same variety of mood, skin, hair and intelligences as their ancestors on our world. While some Earth religions survived, usually preaching Jorune as God's punishment for leaving the home prepared for man, most humans share a mystic view of the Isho of Jorune - the Sho Sen. At death the bodies are burned to "release" the soul into Sho Sen and the ashes are returned to the soil.


Human Notes (PC - Phase 1)
Homelands: Burdoth, Heridoth Khodre, Jasp, Thantier
Language: Entren
Religion: varied, Earth-based, Isho, Mayatrish
Special: Can use Earth-tec through geno-locks


MUADRA (PC - Phase 1)
Muadra are a small human variant which can be found in most human realms except for Thantier. They spent generations as an easy target for abuse by other races until the Caji Gends discovered that muadra had a mutant ability to manipulate isho and learned the secrets of isho weaving from the Shantha Sho Copra Tra. The discovery of isho abilities and the rise of the militant Maustin Caji created a great deal of fear of muadra. To this day, Burdoth maintains a corps of diajic - isho-police - who use the isho charged flesh of the daij fish to see isho concentrations. A few muadra also serve as daijic in the Ardothian force, but are looked down upon by their kinsmen. Muadra have faired best in the trading nation of Jasp, the restructured Burdothian Empire under Dharsage Dhandrenn, and with the caravans of the Doben-al. Since the rescue of besieged woffen by the Maustin Caji in the Gauss Valley, where invading crugar attacked hospitals with woffen plague victims, the woffen and muadra have shared a special appreciation of each other's culture and muadra-woffen partnerships are not uncommon.


Muadra Notes
Homelands:
Most human realms, Doben-al desert
Language: Entren
Religion: Mayatrish, Isho
Weaknesses: Smaller and weaker than most races
Special The second most capable weavers of
isho.


SALU (PC - Phase 2)
The salt-water variant of humanity can be found in most coastal waters. Salu are excellent shipbuilders and the fastest sea vessels on Jorune come from the Salu shipyards. While making solid and watertight ships for other races, Salu make their own ships open tot he water with crew and Salu-passengers riding the keels and outriggers. Cargo on a Salu vessels is carried high on a special deck constructed for the purpose and delivery times on the Salu chausis is the shortest. Their language is related to the Acubon tongue, but the Salu spend little time in contact with their fresh-water brethren. A Salu can lose all of his or her aquatic ability if left on dry land for too long. While it will not kill them outright, the condition is permanent and the afflicted dry Salu are known as salibe.


Salu Notes
Homelands: Most coastal areas (salt water)
Language: Salu (1P to understand Acubon)
Religion: Nature, water, tides and weather
Weaknesses : Must keep moist or lose their aquatic
abilities (Salibe)
Special: Shipbuilders, Navigators, Traders


SCARMIS (PC - Phase 2)
A tall and slender race of servants to the cleash, scarmis resemble the praying mantis of lost Earth. They are fierce fighters and when encountered away from their cleash masters, quite docile. A few free scarmis live in Ardoth and regularly win beagre-hunt competitions. Their language is difficult and their usual greeting is 'Please wet me down' and the proper greeting by most non-scarmis to scarmis is 'Please DON'T wet me down' Scarmis often cultivate a slender reed like tree which they rub up against, but do not seem to eat.

Scarmis Notes
Homelands:
Forests and Jungles
Language:
Weaknesses:
Susceptible to Cleach Chemical Control
Special Note:
Expert Hunters


THIVIN (PC - Phase 2)
A mutation of the alien Ramian, the thivin appeared for the first time outside Voligire less than 300 years ago. In that time they have proven themselves adapt business people with great personal industry, family group production, and the shrewdest merchants on Jorune. A "thivin's five" is four, etc. Every thivin will either be able to do business with your directly, or has an uncle or a cousin who just happens to be in the business you are looking for. Thivin swords are second only to shanthic blade for workmanship and quality. Because of their interest in trade, they have bonuses with almost any race they encounter, but because of their upbringing are not well schooled in the arts of war. Thivin can be found in most major cities and manufacturing enclaves in rural regions. They also run or partner with most of the caravans traveling Jorune.


Thivin Notes
Homelands: Coastal areas and Metropolitan cities
Language: Thuak
Weaknesses: Greed
Special: Expert traders and craftsmen


TOLOGRA (PC - Phase 2)
The last of Iscin's Children - interbred with human and the big cats, tologra males sport lionesque manes, are quite strong, have a chance of activating Earthtec weaponry, and have some isho weaving abilities. Long thought to be a legend, Iscin's Lost Race appeared in Ardoth three years ago with a small trading mission. They have penalties to interactions with many races, are not generally trusted and have yet to find their way into the mainstream of Jorune society. Their homeland Sharden is seldom visited but a new leg of the Jaspian airship fleet has included Sharden in its regular air service, which may bring changes. Their language, Hotha, is so far removed from the other Iscin tongues that very few people have learned it, and Tologra are still learning Entren. Their indulgences in sensual pleasure has lowered them in the eyes of the more established races.


Tologra Notes
Homelands: Sharden
Language: Hotha
Religion: Iscin, Nature
Weaknesses: Sensualists
Special: Limited isho ability and may use Earth-tec


TRARCH (PC - Phase 2)
Trarch are a brutal human mutation with strongly muscled bodies and pale blue skin. Tusks grow from the lower jaws of both males and females, giving older members of the tribes extra weapons, should they be needed. Trarch speak Troffa and use their heavy war clubs to emphasize their statements and to indicate that they want the floor in the discussion. Trarch live on the mainland and islands of Drail, but will travel great distances to trade. Trarch require a bribe - purchase of a trading coin - to open discussions with them. The bribe can be a bauble, a tool or a favor. The Draili Trarch worship shanthic and Earth-tec artifacts and, from the detail shown in their wood and stone carvings of the objects, they may have first-hand knowledge of some relic sites.

Trarch Notes
Homelands
: Drail, seaports
Language: Troffa
Religion: Earth-tec, Shantha
Weaknesses: genetic throwbacks
Special: Trarch are human mutations and may know of Earth-tec


WOFFEN (PC - Phase 1)
The creation of Woffen from human and wolf genetic material, after the disaster of the Crugar, pleased Iscin, and woffen feel a very comfortable superiority to the crugar. Woffen will seek out crugar to start fights and it is not unusual to come across a band of young woffen traveling across the empty wastes of the Doben-al on their way to or from crugar battles in Temauntro. Woffen will gravitate toward muadra when they find them, and the two Woffen females have problems bringing pregnancy to a successful conclusion and all pups are considered the responsibility of any adult Woffen who may be around. Treating pups to treats and gifts is a good way to work your way into a new Woffen group. Woffen have a very human temperament with most thing, but have a particular weakness for strong drink. Woffen outcasts created by uncontrolled drinking are shunned as "authew" and a culture of anti-drinking is strong in the woffen lands of Anasan and Lundere. Woffen are brave and, if you earn their respect (or pay well), loyal. Hundreds of woffen work as sailors to get from one land to another, just to satisfy their longing for adventures. The woffen language of Thowtis is very similar to Boru and bronth and woffen can often communicate well with no training in the other's language.


Woffen Notes
Homelands: Lundere, Anasan, Metropolitan cities
Language: Thowtis (Boru at Thowtis w/1P)
Taboos: harming children or pregnant women
Religion: Iscin, moderate, Mayatrish
Weaknesses: susceptible to drink and extreme
alcoholism (awthew)
Special : Expert sailors


NON PLAYER RACES


THRIDDLE
These pear-shaped, stalk-eyed aliens are the language masters of Jorune and brokers in a wide variety of knowledge and artifacts. Their fortress island of Tan Iricid houses a great museum with far more information about the past of Jorune than many people expect. Thriddle are born through a mating process never observed by the outside. Every five years a new crop of thriddle babies arrive and the Thriddle find it impolite for you to ask. Thriddle may instigate some of the greatest intrigues on the planet, but few have the stomach for a fight. When frightened they will involuntarily release a foul stench through their "trid nodes", located on the top rear of their pear shaped bodies. Some thriddle have learned enough isho skills to be "fadri" - instructors. They will give you half an answer for each question you ask, and maintain a series of Thriddle centers around the planet - always a good place to stop for some information, or a job (check the board at the Thriddle Center).


SHANTHA
The recognized original inhabitants of Jorune, the eyeless Shantha are an object of terror or awe for the other races. They are not dependent on their personal isho levels to weave massive dyshas, or create new isho constructs on a whim. They prefer walking through warps to get where they want to go and will only be seen in other forms of transportation for special reasons. Shantha live underground and belong to one of the seven Lih-al by birth. Their underground cities are usually built where a skyrealm is about to break free of the ground - Shantha stabilize the birthing skyrealm and create homes and civic centers in the huge caverns opened beneath the crystal rich mountains.

Shantha see by isho and can observe you without facing you, which can unnerve some travelers. Ud Sho Gobey is the current speaker for the Shantha and lives with a resident Tra- Shantha in Ardoth. Desti is an island west of Temauntro where Shantha keep the old ways. Travelers are not forbidden, but no provision is made for those requiring non-shanthic foods.


RAMIAN
A fierce race of blue-skinned warriors who undergo periodic changes of temperament and body. During times of chiveer, assumed to be a mating bloodlust, bony spikes appear over the ramian's body and their ability to resist the impulse to kill cannot be suppressed. They will attack with their great stone swords with a gusto unknown to other races. The ramian who is able to withstand his or her own bloodlusts may wear a circlet of distinction and will explode veins on the sides of their head, indicating the depth of the struggle to retain 'chiven-rachu-eh', or master of one's self. Oddly, there are records of heroic and admirable ramian, though most members of the general public may not believe that such a thing is possible.


CLEASH
Huge, beetle-like denizen of the Trinnu Jungles between Burdoth and Anasan. Cleash have been spotted in other areas of Jorune - the plains of Western Temauntro, the ice fields of Gilthaw, or the wastes of the Doben-al. Periodically clean have attacked Tan Iricid, home of their blood enemies, the thriddle. Cleash produce egg capsules from a special orifice in their abdomen, which can be created by the conscious control of the cleash to become throwexplodes, smoke, acid, blinding flashes of light.


Cleash control Scarmis as their personal servants, apparently by chemical codes released near the scarmis. Cleash will also 'fry' their own eggs to create a type of money that is highly prized - 'cleash eggs' are transparent pods about eight inches long and three inches wide, often amber or pale green colored, in which the translucent embryo of an unborn cleash can be found. As a barter item, 'cleash eggs' are valuable, although the upper society of the civilized realms consider them proof of the cleash inhuman disregard for life.


LAMORRI
The very lucky may know about the Lamorri. They were an invading force that came to Jorune a thousand years ago and temporarily enslaved the Shantha. The Eelshon-she-evid is a shanthic representation of the Lamorri, as are the Lamorrid evids. Lamorri brought ramian, croid, corastin, and thriddle as their servants, and the cleash came with the Lamorri as their partners. Somewhere out there the Lamorri may still exist. After fifty years of enslavement, a Ca-Desti known only as The Desti, rose up to expel the Lamorri. The Desti built isho-cannon that shot a lamorri ship from the sky and he created a whole new war technology to use against the invaders. The lamorri left, abandoning their slaves and their partners, and have not returned. Yet.


 

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