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Races Edit

Races in Mystos use the Simplified Races variant rule instead of regular racial features. Some races will have adapted racial abilities for this campaign setting, additional racial features, or a new racial trait listing.

Races other than the ones listed below probably exist, but are considered to be monsters. That is to say, they are children of the gods that were not powerful enough to be called "God-born". Players can choose any of the simplified races, with this story of their origin in mind.

Humans Edit

It is somewhat a strange thing that the most prevalent race in an oceanic world would be a predominantly land-bound, ape-like creature. Humans are said to have been given the most secrets from the goddess Selione. They have a heroic spark in them that yearns for exploration and conquest. When a human climbs a cliff side, they look to the mountain ahead as their new goal. These are the best traits of humans and they are what allow them to flourish.

The worst traits of humans are just as extreme. Humans can be a cruel and heartless lot, making even the cold-blooded tortoise folk seem to be kind. Many a nation has tried to impose its beliefs and strength over other nations. And, as history would show, these nations, no matter how strong they grow, do fall.

Either way, human culture is really the major culture of Mystos. They are a superstitious and spiritual lot, but not to the point of zealotry. Humans live their lives with the understanding that they will die. They try to be the best they can at what they do, but never overindulge with one aspect of their life. As such, even the lowliest farmer will be an avid learner: it is just human nature to be that way.

Tortoise Folk Edit

Tortoise folk are very common in Mystos and use their natural abilities in the sea to a great advantage. As a species, they are just as varied as humans. Many groups of tortoise folk are traders, and use small cargo boats to carry goods along coasts where the trade winds assist their travels. Some smaller groups of tortoise folk are much nastier: they are bloodthirsty pirates that viciously attack merchants travelling through their regions. Whether they are nasty pirates or thrifty merchants, their common name is not tortoise folk. The names vary by region, but they are usually called "shells", "tortons", "beakers", or "tortles".

Although most tortoise folk have small coastal colonies that barely utilize the land mass of even one island, there are a few groups that have set up a set of colonies across nearby islands. As a species, they don't tend to need large areas of land because they often have a natural affinity to the oceans and hunt for fish. In fact, other races have made the mistake of attempting to colonize the same island of tortoise folk, only to discover later that the island was spoken for. Depending on the tortoise folk, this can result in peaceful cooperation or they may try to drive the colonists away.

As far as tortoise folk pirates are concerned, the Blood Shell Raiders are the largest group of pirates. They have many horrible methods of attacking ships and are widely identified as a scourge to free trading. They are most easily identified by their crimson red shells and sharp, jagged beaks (although other tortoise folk may have these characteristics as well).

Many tortoise folk believe that the great goddess, Mysta, is actually of the form of their people. Whether this is true or not, it is generally agreed upon that she swims the oceans of Mystos at tremendous speeds alongside her tortoise folk guards. And whether or not her true form is of a reptilian humanoid or a more ape-like humanoid is not what is wholly relevant to most tortoise folk people. They instead revere her connection to the oceans and see her as a bringer of life. As such, even the most cruel of tortoise folk will honor her by wielding her favored weapons: the trident and net.

Tortoise Folk Racial Features

Tortoise folk can have the following racial features (instead of the regular racial features shown in their race description).

Combat Ability - Withdraw: Once per minute as an immediate action the next time you take damage this round that damage is reduced by a number equal to your HD.
Passive Ability - Waterborn: You can breathe water as easily as you do air, and have a swim speed of 20'.
Utility Ability - Stubborn: Once per encounter as a non-action you may reroll a saving throw twice, taking the highest result.

Alternatively, for a snapping tortoise, you may choose the following racial traits:

Combat Ability - Bite: You have a natural bite attack that deals 1d6 + strength modifier damage.
Passive Ability - Waterborn: You can breathe water as easily as you do air, and have a swim speed of 20'.
Utility Ability - Stubborn: Once per encounter as a non-action you may reroll a saving throw twice, taking the highest result.

Other Minor Traits

  • Ageless Constitution: Tortoise folk do not receive a penalty to their Constitution score for aging (they still receive other penalties).

Elves Edit

Elves in Mystos are difficult for other races to understand. They don't really find any joy in life and are only interested in survival and efficiency. It is said that elven children are highly emotional and go through many years of training their mind to control their wild emotions. Nobody really sees elf children, however, because the only interaction with elves is minor trade agreements (elves tend to be very self-sufficient) or small battles (there is no history to date of elves being conquered). Whatever their goals or motivations may be, they certainly don't let other races know; and this fact makes elves seem very untrustworthy.

Elven heroes are braver than any human could be. They literally don't show fear (whether they experience it or not is a different matter entirely). Their intentions to adventure often raise a lot of questions from other folk. They are so badass they will probably keep it to themselves, however.

The Mystos campaign setting uses the following racial traits for elves (instead of the standard elf racial traits):

Alternate Racial Traits

Instead of Agile Grace, elves get the following racial trait

  • Utility Ability - Controlled Mind: Once per minute as a non-action you may reroll a Will saving throw twice, taking the highest result.

Other Minor Traits

  • Low-light vision

Orcs Edit

On the complete opposite end of the spectrum, there are orcs. Orcs in Mystos cause (and lose) a lot of wars. As soon as an orc colony has enough resources to fight, they probably will. It isn't because they can't farm. In fact, many orcs are excellent farmers. The problem is, orc pregnancies are 2 months long and they reach an equivalent of young adulthood at around 10 years old. The result is a lot of hungry mouths to feed. War is the only solution, if only for population control.

There are a few orc colonies that have learned to control their population in different ways. In one such colony, they will examine their offspring for any defects. Should the child have even slightly non-symmetrical features or poor musculature, they will be ritually sacrificed to the gods. The result is a society of orc warriors that are in perfect physical condition. Coupled with a focus on mastering war, these orcs are not to be trifled with. Basically: This is Sparta!

Unlike the standard fantasy concept of orcs, Mystos orcs are perfectly well adapted to the sun and the sea. In fact, although orc ships may be more quickly and crudely constructed than ships other races send out, their ships are more often seen in high traffic areas. Orcs just love the sea and they make excellent swimmers.

The Mystos campaign setting uses the following racial traits for orcs (instead of the standard orc racial traits):

Other Minor Traits

  • Darkvision 30 ft.

Halflings Edit

Halflings in Mystos are really just small humans. Or at least it seems that way. They look a lot like humans, after all.

Being a small race, they are not very good at defending themselves against other humanoids. Pretty much everyone is just bigger and stronger than they are. As a result, most halflings are put into slavery by one empire or another. Many of them are 10th generation slaves and really don't know anything different.

Even if a halfling wanted to rise up against its oppressive overlords, nothing would come of it. Other halflings are just not stupid enough to try to face off against big races.

Halflings that still have their freedom are usually a wild lot. They live in tribes and worship exotic gods (that probably don't exist, but might be monstrous children of the real gods). These halflings function primarily as hunter-gatherers, with few skills in agriculture. They also live in the farthest reaches of the world, away from civilized realms.

In short, wild halflings are something like ancient Pigmy populations (abnormally small and not very advanced).

Goblins Edit

Goblins are basically the same deal as halflings, except they are very small orcs. Unlike halflings, however, enslaving goblins is usually not worth the effort. Goblins live an average of 10 years (if they survive to old age), reaching maturity within a year. They are horribly nasty during their first few years and will sooner die than follow instructions.

Goblins, with their very quick development, are more like pests than an actual race. In fact, goblins take the place of rats in many societies (stealing food, feeding on garbage, and rapidly multiplying).

Sirens Edit

Known as the daughters of Mysta and Maeli (not an unusual event for same-gendered gods to have affairs, but certainly unusual for progeny to spring from such a coupling), the sirens are an exclusively female race that live in tidal reefs. They have several fish-like qualities, such as fins along their head and back and scales in some locations (in addition to skin). They have webbed fingers and toes and gills (they are still able to breathe air).

Sirens speak with a musical voice and have a natural affinity for song. Many legends speak of sirens leading foolish sailors to their doom; these legends are undoubtably true. Many sirens draw pleasure in the suffering of males. They often specialize in illusory magic to trick sailors.

Some sirens feel the need to protect other races that were not gifted with their affinity to the sea. They feel that it is their duty as daughters of Mysta to use Mysta's blessings for good.

Other Minor Traits

  • Perform (sing) is always a class skill

Mythic Beasts Edit

Although not an organized race (or even considered a "race" by the denizens of Mystos), mythic beasts are definitely a possible racial choice for players. In fact, most mythical groups of heroes would be granted the aid of a child of one of the gods, a mythic beast of some kind. And although some of these beasts were rode into battle by the greatest of heroes, none have been considered to be a lesser cohort to the heroes nor just a tool. In each story, a mythic beast is depicted as guide to the heroes: a being in direct communion with the gods that helps unravel the mystery behind an adventure.

In general, mythical beasts are just the offspring of gods that were not created with mortals (to make a demigod), but not powerful enough to even be considered a god-born. Many of them are just called "monsters" and are sent by the gods to plague people that have pissed them off. Even so, none of them are just your "run of the mill" monster; all mythical beasts are dangerous and to be respected.

Mythic Beast Racial Traits

Unlike the other races, don't use the Simplified Races variant rule with Mythic Beasts. Just use their basic racial features as listed. In this campaign setting all Mythic Beasts must take the racial paragon class to level 7 before pursuing other classes.

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