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Backgrounds

Everyone in Meridia is a descendant of ancient humans… probably. Some, called “true” kin, look much the same as their human ancestors. Others may take on characteristics of other animals or otherwise differ from the ‘default’ body-plan.

Cadet Noble

You weren’t in line to inherit your family’s grim holdings in the Underworld. Unlike your older siblings, you made your way to the surface, pocketing a treasure no one would miss on your way out.

Most Underworld Nobles are true kin, though some may take other forms like rat-kin or snake-kin.

Lakian

The United Lake Federation is prosperous and vast, every year absorbing more of Meridia’s interior. That wealth pays for excellent schooling, which is mandatory for all young people.

The Federation is vast and cosmopolitan. Deer-kin, turtle-kin, meerkat-kin, truekin with crimson skin and vestigial tail, etc.

Failed Apprentice

Your instruction at Strata may have begun with promise, but it ended poorly. Either you couldn’t hack the coursework, you received one too many disciplinary reports, or you yourself chose to leave the Universities to see the world.

All inducted students at Strata go through a (painful) process that renders them true kin. There are rumors of ways to undo it.

Thalassal

Your people make their home in domed cities at the bottom of the sea, after long-ago schisms drove them from Atlantis. Their pursuit of extreme mutation can be off-putting to outsiders (or maybe it’s the rampant piracy).

Go wild: a goose with two heads, a bipedal collection of seaweed and driftwood, a slime with hands. Thalassals make a game of their individuality, and may go far beyond the traditional limit of “humanity.”

Highland Farmer

The mountains south of Twill are rugged back-country dotted with hamlets. Sometimes a villager raises their eyes from the field and leaves northward, to the strange and beautiful world of the sea.

If you aren’t true kin you’re probably rugged, like goat-kin or lizard-kin.

Atlantean Exile

As punishment for law-breaking, you were cast from your homeland never to return. Dissidents and agitators are the most common exiles.

All Atlanteans are true kin, except for their distinctive gills and a light smattering of scales. Modifying oneself would be a crime worthy of exile.

Deckhand

Time on the seas changes a person, they say. The old powers of the Earth sunk beneath the waves, and the morning mist carries their secrets…

Anything at home on a ship: scaled kin, squid-kin, mer-kin

Kolar

Your people need strong leaders to survive the bitter Southern winters. For six months out of the year, a leader is selected and the clan donates their blood in exchange for protection.

True kin, elk-kin, fox-kin: anything built for the cold

Islander

You’re from a Drowned Isle, steeped in Aetheric strangeness. Describe your home island to the rest of the table.

Deer-kin, squirrel-kin, finch-kin, or any subtle modification to a true kin

Foreigner

You are a from a far-flung land: the Burning Republics of the north, the plains of Meridia, or even from a distant world across the ocean. Nothing here is quite familiar to you.

Free-form it. Probably you’re a bipedal mostly-human sort of person, everything beyond that is up to you.

Starter Relics

For Cadet Noble or Atlantean Exile.

  1. Helpful Bug: A metal replica of a beetle that can perform simple tasks.
  2. Hover Plate: Platter-sized tray that freezes in space if you whistle a specific tune. There’s a second tune to release it. It supports up to one person’s weight and can be forcibly released with a test of Muscle.
  3. Trick Coin: Looks like a Silver Siglos but has three secret functions that you know how to use. First is a weak light. Second is a powerful magnet. Third is a bomb (2 harm, stun), destroying the coin.
  4. Universal Pin: A hair-pin that sticks into any surface, no matter the material. Causes no pain if stuck into flesh.
  5. Second-Chance Skull: If you die, your body disintegrates to ash and immediately regenerates from this skull in perfect health. Only works once.
  6. Powder Sack: Any powder stored in this small pouch becomes essentially unlimited. Turning the pouch inside out empties the current contents, with no unusual effect. Currently contains salt.
  7. Echojector: Hears up to ten seconds of sound and repeats it at vastly increased volume on command.
  8. Antimatter Key: When placed in a keyhole, utterly annihilates the door. 1-in-6 chance of annihilating itself too.
  9. Utility Orb: Any tool that could plausibly exist in a mundane pocket-knife has a 50% chance of existing in this orb. Keep track of what tools it does and doesn’t have.
  10. Entangled Compass: A pair of glass spheres with needles that always point towards the other sphere, over any distance

Mutations

For Thalassals, mostly.

  1. Double-muscled: Increase Muscle.
  2. Triple-jointed: Raise Scramble.
  3. Silver-tongued: Raise Command.
  4. Tough Carapace: Your skin counts as 1 Armor.
  5. Acid blood
  6. Bloodhound nose
  7. Tunneling claws
  8. Underwater gills
  9. Prehensile Tail
  10. Chameleon skin
  11. Hypermobile: You can arrange your body into almost any shape
  12. Web-spinners
  13. Stick to surfaces
  14. Frog tongue
  15. Choking spore cloud, at the cost of 1 Aether
  16. Super-heat your skin, at the cost of 1 Aether
  17. Spit hardening foam, as a Power
  18. Conduct electricity through your body
  19. Hypnotic gaze
  20. Ink spray