Races

Elves

By Far the most organized presence in Wildspace are the elves.  Linked by the Elven Armada this fleet maintains contact will all the great groundling Elven nations.  The Elven Armada acts to protect elven interests across the spheres.  Most recently the UnHuman wars against the orcs.  

Racial Traits:  Elves posses certain traits that are inborn of being an elf.

Invoke: The elf racial aspect may be invoked to aid in the following activities, resist sleep and charm effects, using longbows, shortbows, or longsword, to surprise opponents, see in the dark, and find hidden doors.  Elves are also very dexterous

Compel: Elves are more Frail than humans .

Long-Lived: The character is extremely long-lived, and tends to take the long view in comparison with his shorter-lived human comrades.

Invoke: the character recalls a personal experience relevant to the current situation.

Compel: the character’s uninterested in the minutiae of everyday life, and possibly slow to react.

Navel Service:  Elvish live in space is dominated by service in the Navy.  Most adventures are on some kind of leave.

Invoke: Service has some privileges, contacts are made and a knowledge of tactics and how to pilot ships.

Compel: Service means service, it's possible your elf may be on active duty.  Even if not it's diffcult to ignore a lifetime of military chain of command.

Exile Elf

These elves are like their counterparts except they reject alliance to the fleet.  Instead armin themselves with navy surplus and making their own way.  The Elvish Armada has been know to fight alongside these exiles as often as arrest them for crimes agninst the fleet.

Racial Traits:  Elves posses certain traits that are inborn of being an elf.

Invoke: The elf racial aspect may be invoked to aid in the following activities, resist sleep and charm effects, using longbows, shortbows, or longsword, to surprise opponents, see in the dark, and find hidden doors.  Elves are also very dexterous

Compel: Elves are more Frail than humans .

Long-Lived: The character is extremely long-lived, and tends to take the long view in comparison with his shorter-lived human comrades.

Invoke: the character recalls a personal experience relevant to the current situation.

Compel: the character’s uninterested in the minutiae of everyday life, and possibly slow to react.

Exile:  Exiles restore used and abandoned elvish equipment and bring their own brand of order to the spheres.

Invoke: Even the exiles know how to pilot and use a ship.

Compel: The Exiles are just as often enemies of the elvish armada as frieds.        

Dwarves

Dwarves in space all think of themselves as members of the Starforged clan.  When two dwarves meet they like to establish a family relation no matter how tenuous.  Spacefareing life is similar to life on land.  Underground either in immobile asteroids or the citadel’s. Mineing or crafting.  

Racial traits: Dwarves posses certain traits that are inborn of being a Dwarf.

Invoke: The dwarf racial aspect may be invoked to aid in the following activities, resisting toxins, seeing in the dark, working with stonework.

Compel: Dwarves being somewhat insular have issues interacting with other races.

Non Magical:  Dwarves are inherently non magical

Invoke: To resits magical effects

Compel: Magical objects ad effects tend not to work when used by dwarves

Racial Hatred:  Dwarves have longstanding feuds with orcs, half-orcs, goblins, hobgoblins, ogres, trolls, ogre magi, giants, and  titans

Invoke: when fighting the above races/

Compel: Dwarves sometimes have trouble letting grudges go.

Starforged Clan: All Dwarves see themselves as members of one great clan.

Invoke: Dwarves tend to help with each other ont is space.

Compel:  Since all dwarves see each other as members of the same clan a slight agninst one dwrf is a slight against all of them.  

Lizardmen

Lizardmen in space are known for possession a civility and intelligence not found in their grounding cousins.  Since groundling lizardmen are little better than thugs with wooden clubs the level of civility they are raised to is enough to get along in a spaceport.  Lizardmen main goal is to breed more intelligent lizardmen.  This goal is fostered by the belief that it was being closer to the sun during incubation that allowed them to be intelligent.  

Racial traits: Lizardmen posses certain traits that are inborn of being a Lizardman.

Invoke: Lizardmen have exceptionally thick skin, claws and can see in the dark.

Compel:  

Racial Hatred:  Lizardmen  have longstanding feuds with Neogi

Invoke: when fighting the Neogi

Compel: Lizardmen sometimes have trouble letting grudges go.

Gnomes

It is said that the first colony of gnomes was launched when a shoe shine machine was turned on.  Thus is the story of the Tinker gnomes ins space.  They are inventors without peer, constantly making things to fix a problem, than another thing to fix problem caused by the first thing, and so on.  They are feared for their destructive capability and The area set aside for Gnomish experiments is usually several blocks out of town and under constant renovation.

Racial traits: Gnomes posses certain traits that are inborn of being a Gnomes.

Invoke: Lizardmen have exceptionally thick skin, claws and can see in the dark.

Compel:  

Ooo something shiny: Gnomes are easily

Halflings

Halflings are a bit like small humans ins apce.  Those few that did make it left with humans and settle in human cities.  They are popular as crewmen because they can do the light work of a man while taking up less space and air, though not food as the halfling appetite is legendary.  

Orcs

Orcs, goblins, kobolds and Ogers were once a great menace through space.  Now aftger being crushed in the unhuman wars the horde is spent.  All the old ships wer stripped as it;s too dangerous ot use them anymore.  Nowadays they serve onb human ships or sometimes in cities, or under them far form the elves.  Rumors persist of an orc fleet gathering power.  Either in some backwater sphere or just outside the charted spheres.  

Invoke

Compel

Racial Hatred: After being routed by thr elves the Orce still distrust to outright hate them.

Giants

As first glance giants are unsuited to space travel as they are large taking up extra room and air.  Though if a capitan can tolerate it they can lob rocks at enemy ships making them a portable living catapult.  Neogi tend to use them for boarding parties, though in those conditions they are rebellious and tend to revolt often.

Mind Flayers

Mind Flayers are a major race among the spheres.  As such they do briske trade with all major races in space.  They orgnize themselves into s loose trade federation.  They have unique hells pool and series,  The Series helms allow them to use their magical psionic powers to move ships and the pool helms allow the iithilid god brains to power ships.  They only eat the brains of non sentient species as well as the brains of their enemies.  The few Mind Flayer encampments near human settlments enjoy a brisque brain trade.

Centaurs

There are very few centaurs in space.  Having no ships or natations of their own.  Most centaurs are adventures.  Though the dracon look on them as distant family members, as a result the tow have bene in colleraboration.

Dracons

A centaur like race of dragonlike people with brontosaurs bodies and elephant feet.  They live in a very formal structured society.  To the point they don't do well  septated form the rest of the herd.  They have a formal dueling system to resolve disputes involving wrestling each other.  

Racial traits: Dracons posses certain traits that are inborn of being a Dracon.

Invoke: Dracon have claws, and can run faster than humans, and tend to be stronger than average.

Compel:  Dracon's large bodies make them clumsier than average.

Proud Heritage: Dracons come from a proud and noble line.

Invoke: Dracons have a formal dueling system consisting of wrestling that doubles an an effective form of hand ot hand combat.

Compel:  As a result of that Dracons tend to deal poorly alone and require the structure of their family sometimes designating their adventuring companions as such.  They also deal with other races poorly having trouble telling them apart sometimes.

Grommams

a race of deeply religious ape like creatures.  Each tribe worships one demigod who lives among them.  They tend to crew human ships which they cover with bright colors and tribal markings.


Invoke:

Strangth of an ape: The Grommams are very strong thismay be invoked for physical attacks as well as lifting.

Hadozee

Also called deck apes these creatures have long membranes on their bodies they can use to glide.  They tend to be hired n in groups of 10-20 and work under the same captain for years.  They also have legendary foul language.  If not in the presence of elves or commanding officers they will release a chain of obscenities that would make even the saltiest space veteran take notice.

Hurwaeti

The frog like Huraweti are greedy froglike race. They give nothingfor fre and expect nothing for free.  Their htred of the Illthis, behlders, and Neogi is wel known and they will not surrender to those races.

Rastipedes

Are an insect like centaur race.   Thy have eight appendages he top to of which function as arms.  They are traders seconded only by the arcane.  Though they delight in honoring the letter of agreement and not the spirit.  Anyone dealing with them is advised to count money, crew limbs.  They have close ties with the arcane and often act as intermediaries for them.  

Scro

A very militant branch of Orcs.  Their sips are all warships and they favo borading tactics rather than long ranged combat.

Xixchil

The Xixxhl re aa mntis lke race of survivors. Each Xixchil is expected to modify them sleves as much as possible.  They have a tendency to add features to themselves or others.  

Races

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