Anzu are tall usually between 182 cm - 260 cm (6 ft - 8.5ft). Have bright falcon like eyes that can see for kilometers even in the dark, feline facial features, and decrotive feathers. Anzu don’t express the secondary sex characteristics we’re familiar with, since their babies are born precocial they never developed breasts. For anzu the more feminine individuals tend to have quills rather than feathers and are often larger than their masculine counter parts. Of course gender is just a construct so it’s only important if that’s important to you. Anzu are also known for their large talons that might make shoe and glove shopping more difficult but ensures they are never truly unarmed. Average life span for most anzu is 100 years but can live up to 120+ years comfortably.
Full anzu ancestry gets all 6, partial picks only 3.
Anzu Constitution: +1 Swiftness
Anzu Quickness: doubles speed calculations
Feathered Leap: Able to jump horizontally and vertically their entire movement. (Takes no fall damage if within jumping height)
Dark Sight: Able to see in darkness as if it was daylight, but without color, up to 15 meters
Eagle Eyes: Can see for up to 3.5 km allowing for Awareness and Investigation checks from distance if sight is unobstructed. If within 5m Awareness checks have +1 advantage dice
Talons: Natural weapons on hands and feet that deal, 1d6 + Swift Slashing Damage
The anzu orginated from the eastern archepeligo continent of Neberu which is made up of hundreds of islands. Anzu have a seafaring culture as most spend their entire youths sailing from island or living at sea on massive floating cities known as seiiki. As part of their nomadic culture anzu developed a unique naming structure with the first name being chosen by the parents, the middle name indicating their family, being the name of the parent that gave birth to them. Their last name is the name of the city, seiiki, or ship they were born in.
Most anzu first names are only temporary as part of a nearly universal coming of age tradition where the young adult builds a simple sloop and sails to the 3 greater titans that can be found across Neberu. Once they return home the young sailor chooses to keep or change their first name.
Anzu languages developed as part of this seafaring culture. The two most wide spread are Listiv'le and Chorkle. Listiv'le is an almost entirely whistled language that is popular on ships as it can be heard cutting through the wild winds. Chorkle is a low throaty language with loud afactations and short abrupt words that is spoken in closer quaters and help be ensure clear communication even amoungst the chorus of sailing sounds.
Adventuring ages for most anzu is 16- 45, usually starting the same year as their coming of age celebration. The coming of age celebration is known as the Atarashi Tsume whic takes place when the anzu's last talon grows, usually around the ages of 15-19.
Humans are usually between 150-180cm (5-6ft) tall. All humans are born with a unique birthmark. This hyperpigmentation can be any color or shape and look more like tattoos than birthmarks. These natural tattoos are actually hereditary and will look like a combination of the parents tattoos. Humans are also able to have any color hair with it often matching the color of the tattoo. Humans are well known for their seemingly relentless endurance allowing them to go days without sleep, or even continue fighting when it seems they should have gone down. Despite their undying will most humans do not live past 100 years.
Full human ancestry gets all 6, partial picks only 3.
Human Constitution: +1 Endurance
Relentless: You don’t fall after reaching 0 HP but all actions are at a -2 and movement is halved. Will enter Death Stage 2 once damaged again. This ability can only be done once per Full Rest.
Who Sleeps: Can skip sleep for 2 nights without penalty.
Magic Markings: Your birthmark is innately magical allowing you to pick one spell which is stored in it rather than your grimoire. This spell cost 2 less MP than the listed cost.
Undying: Have advantage on death rolls.
Power Nap: Can use a Quick Rest as a Full Rest but Quick Rests have no effect after until you take a real Full Rest.
Humans originate from the southern continent of Gehenna. Settling all along its shores, taking advantage of the fresh water oceans that surround the region and avoiding the nearly molten desert at the center of the continent. While it has been a point of contention amounst human communities most have developed a culture that focuses on heavily integrating magic and technology, constantly pursuing advancement. This has lead to a culture that focuses on clean energy creating massive flying wind mills that make use of the back drafts from the heat of the desert to power most of their cities.
There are two primary languages shared among the human communities. Mikano and Encanto. Mikano is a form of sign language that mostly uses a single hand unless to add emphasize, and can be used right or left handed. Mikano can also be used in place of auditory requriement for spell casting. Encanto is much less common due to its complexity especially in written form as it's one of the oldest languages still in use; having been developed in an attempt to understand the language of the titans.
Due to their incredible ability to survive even in the face of death humans have developed a love of extreme sports. Year round exabitions are held for everything from jousting and lava sailing to monster hunting. These competitions are beloved aroud the continent and culminates in a yearly decathalon where teams compete in a 10 sport challenge where survival is not guaranteed. This ultimate challenge is known as the Divine Kaua, has become globally recognized. The largest of the mercenary guilds tend to recruit from the best teams.
Oni are usually between 150-213cm (5-7ft) tall. With a variety of horns and vibrant colorful skin tones oni tend to stand out in a crowd. They also have extended olecranon (elbow bone) that they can use effectively in battle. Oni have a nictitating membrane (third eyelid) that can cover their eyes protecting them from water and debris. When their nictitating membrane closes, it makes their eyes appear pitch black and allows them to see heat and mana signatures. Many but not all have a pair long canines that tend to stick out, often decorated with metal plating. Oni also have exceptional strength with unbelievable bursts of power.
Full oni ancestry gets all 6, partial picks only 3.
Oni Constitution: +1 Power
Power Surge: For a number of rounds equal to half of your Endurance you can double your Power stat. After those rounds your Power returns to normal and all checks using power have disadvantage until a Quick Rest. Can use this ability once per Full Rest
Nictitating Membrane: Minor action to activate. Can see heat signatures up to 6m if unobstructed. Can see mana within 3m
Ocean's Breath: Can breath under water.
Olecranan and Horns: Your protrusions deal 1d4+Power Crushing damage
Carry Cap: Doubles your carrying capacity, and reduces the Power requirements for Cumbersome weapons by 2.
The oni originate from the western continent of Aztlan. There are three major cultures spread out throughout the massive continent. Those of the coast, the mountains and the plains, each have distinct norms and economic focuses such as fishing, mining and agriculture respectively. While the coastal and mountain communities are tightly bonded, the plains communities are far more individual and have the greatest concentration of non-world government affiliated countries. Despite any differences, these communities all share a common love of music and the greater titan known as the Mother Terra.
The native languages in this these areas are Hoken and Ocea. With Hoken being the more wide spread and actually being the dominant language in the mountains over taking even G.A,C (globally aggregated communications) which dominates globally. Hoken is a vowel heavy almost howling language that can be used to communicate between great distances in the echos of the mountains. Ocea is far more specialized allowing for clear conversations while under water with clicking consonants that sound cushioned underwater.
Once per year oni throughout the continent travel to the incredible brackish lake Parime. As all the water rises over the dawn tree at its center. Those with something to prove attempt to swim to the center where fruites of the dawn tree collect. If plucked these fruit rot within minutes but when collected from the center of Parime these fruit stay pristine for eternity. These can heal even death.
Vanara are short usually within 106 cm - 150 cm (3.5 ft - 5 ft). They have large forearms and hands. Tufts of fur usually on their forearms, and sometimes face and shins. Vanara are best known for prehensile tails and their incredibly powerful jaws and deciduous shark-like teeth. The vanara are a hardy people with thick skins, sturdy bones and strong immunes systems and resistance to extreme tempuratures. They also have elongated tubed ears that allow for incredibly accurate positional hearing. Average life span for most vanara is about 200 years.
Full vanara ancestry gets all 6, partial picks only 3.
Vanara Constitution: Immune to poison, advantage to rolls to resist ailments and environmental effects
Vanara Toughness: Natural armor with a +3 AR
Shark Jaw: A natural bite attack that deals 1d4 + Power Stabbing
Echo Location: As a Minor action can make a noise to get an image of area within 10m allowing for targeted actions even in darkness
Prehensile Tail: Have a furry tail that is dexterous and strong enough to carry and use single handed items and weapons
Defensive Body: Due to thick skin and dense bones you can attempt to block attacks with bare hands without taking the penalty to blocking
The vanara originate from the frozen forests of Niflheim. To survive the relentless cold of the north the vanara and the beasts live inside of massive frozen trees. While each tree city does develop some unique cultural traits they're not entirely isolated from each other, as their roots have created massive interlinking caverns that allow travel between the tree cities. These caverns have also been poplated with communities from nearly every tree city making them massive melting pots of cultures. One way to distinguish between these two generalized communities is the naming structure. Tree communities typically put emphasize on their family name, placing it first before their person name, while the cavern communities tend to put their personal names first showing their focus on individuality, a common result from the melting pot effect.
Two languages have become common amongst the vanara, one developed within the tree the communities and the other the caverns. Aakaashi developed in the trees and has a melodic flow and contextual emotional intonations. Bhoomigati developed in the caverns with popping consonants and thrumming vowels that make their sentences sound like drums to the unfamiliar.
Light travels through crystalized xylem and phloem reaching all corners of the trees and caverns providing sunlight. The sun in this region rarely sets but due to the consistent wind patterns and eternal storm clouds day and night cycles developed. Each year when the sun sets a festival is held where people flock the tree tops to see the stars. The night sky in Niflheim last for only 6 hours and is revered for it beauty as it bursts with the endless colors of entire inumerable galaxies.