bol/compendiums/en/bol.races.json

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{
"label": "Races",
"mapping": {
"description": "system.description"
},
"entries": {
"Céruléens": {
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"name": "Blue Giants",
"description": "<h1>Blue Giants</h1><p>Although called Blue Giants (or sometimes Blue Nomads), these people are actually mostly grey- skinned, but colour variations do occur from green-grey, through grey, to blue- and purple-grey. Males range from about 7½ to 8½ feet high, but there are known to be some over 9 feet tall. Females are, on average, a foot shorter and a little less stocky. Males and females tend to be hairless.</p><p>Malgré leur physique impressionnant, les céruléens ne sont pas un peuple particulièrement belliqueux, même sils ne manquent pas datouts pour le combat. Lorsque deux tribus saffrontent, ils vont à la bataille montés sur des eldaphons spécialement entraînés pour la guerre.</p><p>Blue Giants roam the Plains of Klaar in their mighty wagons, pulled by huge, slow-moving banths. They are a proud race that has little to do with men, except maybe to trade occasionally with trusted merchants at Urceb or Oomis. There are several major tribes and twenty or thirty smaller tribes. Each tribe has its own name, which forms the second name of the tribal members. The most famous tribes are the Hegga, Karvoona, Kazzorla, Chunth, Thazaar and Kozaar. They are led by a chieftain and, in addition, each tribe boasts its own spiritual leader and doctor, called a shaman historical journals certainly mention that blue- skinned giants were with the Sorcerer-Kings at the various battles around Ygddar and the other cities at the time of Lord Kylarth and then King Thangard. At the battle of Hyrdral Chasm, the Blue Giant, Chunak, led a revolt against their reptiloid masters and caused hundreds of them to fall to their deaths before they could bring the worst of their foul sorceries to bear. Without this turnaround, the Sorcerer-Kings would have won the day.</p><p>Blue Giants do not make good magicians or alchemists and cannot select these careers at all. Blue Giant priests are called shamans and they generally worship Quathoomar.</p>"
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},
"Grooth": {
"name": "Grooth",
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"description": "<h1>Grooth</h1><p>Grooth are primitive, man-eating beast men, living in small scruffy settlements of rude huts in the jungle-lands. The Grooth are just one or two steps above apehood. They have squat, powerful bodies, long powerful arms that dangle almost to the ground, and short bowed legs. Their faces are brute-like with little red eyes beneath immense bony ridges, and great jaws with up-thrusting lower teeth. The only signs of a culture any higher than the brutes they resemble are that they use clubs of hard wood and the wooden shafted spears tipped with pointed stones these and a scrap of filthy animal hide bound about their loins.</p><p>If you want to play a Grooth, you can only initially select from these careers: savage (barbarian), beastmaster, slaver, gladiator, hunter, warrior, shaman (priest), slave, worker.</p><p>All Grooth automatically have the flaw: Illiterate.</p>"
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},
"Hommes-oiseaux": {
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"name": "Winged Folk",
"description": "<h1>Winged Folk</h1><p>These are a mysterious race that lives in hidden valleys high up in the Mountains of Axos. They are very secretive, rarely dealing with outsiders at all. The Winged Folk (both male and female) are slender, agile, and highly creative. Their homes are built in well-adapted caves and on rock ledges. Their wings are functional, allowing them to glide around the rocky cliff faces or even to fly for short distances if unencumbered. Their feet are bird-like claws, allowing them to cling to rock faces with ease. They are not great warriors, and use only darts light missile weapons with which to defend their homes or to hunt small game. Most armour is too cumbersome for flight, although a few of the stronger ones might if danger threatens don leather bracers, battle harnesses and greaves (light armour), or use a small shield.</p><p>If you play a Winged Folk, you can choose any career, although the following are very rare: assassin, executioner, gladiator, sailor, soldier, thief, worker, and vagabond, so create a good explanation for how your characters career path includes any of these.</p>"
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},
"Humain": {
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"name": "Human",
"description": "<h1>Human</h1>\n<p>&nbsp;</p>"
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},
"Kalukans": {
"name": "Kalukans",
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"description": "<h1>Kalukans</h1><p>The Kalukan are a race of headless eunuchs with a large single eye set in the centre of their chests, behind which their brain is located. Bred in vats by ancient alchemies, these beings are incredibly strong, need no food, and never sleep. They were created to be able to protect their masters (from magicians in particular). Their bodies are covered in tattoos which have ancient sorceries embedded in them to help maintain the Kalukans unnatural life. They are entirely sexless, although their bodies are muscled and proportioned like men.</p><p>The Witch Queen of the Fire Coast uses the Kalukan (called the Kalukan Sentinels) to guard her fortress, and arms them with great tulwars. The Kalukan are unable to speak as they have no mouths, and so always roll a penalty die in social situations to make themselves understood. They also have no written language, which might lead some to believe they are stupid, but this is not the case. They are quick learners and can be taught to read and write.</p><p>All Kalukan are born slaves, so Kalukan Heroes automatically have slave as their first career and guard (soldier) or worker as their second. Most other career choices are open to them strangely, perhaps because they were created by alchemy, some have an affinity for creating and making potions and devices when given the opportunity. Kalukan cannot be minstrels, merchants, or temptresses and some other careers are difficult for them.</p><p>All Kalukan automatically have the flaw: Mute.</p>"
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},
"Morgal": {
"name": "Morgal",
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"description": "<h1>Morgal</h1><p>The Morgal are a race of blood-drinking vampires who can live for many centuries (or possibly eternally). They start off human-like, albeit very tall and pale, but as they age they become more deranged and less than human. Their eyes range from red to violet to black. Their fingernails grow very quickly, so unless a Morgal constantly cuts them, they always end up resembling beast-like claws within a week. Some scribes believe the Morgal might be an offshoot of Sorcerer- Kings that were separated from the rest of their race at some point in the dim and distant past.</p>"
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},
"Rois-Sorciers": {
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"name": "Sorcerer-Kings",
"description": "<h1>Sorcerer-Kings</h1><p>These are the previous rulers of Lemuria or even the entire world before man came. The Sorcerer- Kings may have possessed enhanced strength and durability, but they were not especially skilled warriors. They were certainly very clever and creative, and had knowledge of the forces of sorcery. They could draw their power from Hadron and other unspecified Lords of the Void.</p><p>The Sorcerer-Kings were destroyed at Hyrdral Chasm, when the Blue Giant slave, Chunak, revolted and pushed one of their masters sorcerous weapons into the chasm. A very small number of Sorcerer-Kings are believed to have escaped and fled to the island of Thule, where their descendants now live in Zalut, the City of Magicians</p>"
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},
"Slorth": {
"name": "Slorth",
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"description": "<h1>Slorth</h1><p>Slorth are almost certainly the creations of the Sorcerer-Kings. They are woman-headed serpents that dwell in the Beshaar Deserts and can also be found (though less commonly) on the Plains of Klaar. They are pale (almost colourless), putrid snakes but with the head of a beautiful, white-faced woman with needle-sharp teeth. Their bite is mildly toxic, sending their victims into a deep sleep.</p>"
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}
}
}