Sinistrals
Sinistrals are the second most common race of the continent Eiran, and have a lifespan of 700-1000 years on average, with some reaching 1200 years. Sinistrals are much more capable in raw stats, receiving +1 bonuses to strength, charisma, intelligence, athletics and perception. However, they are regarded with suspicion by many humans, and are fearful of Hinters. Sinistrals have vibrant hair and eye colors, always have tattoo-like markings below the neck, and many of them wear tribal war paint. Males are identified by geometric patterned tattoos, whereas females have winding, vine and flower-like tattoos. Sinistrals can naturally detect magic using organs located under the skin of their throat.
Ethnic varieties
There are six ethnic groups of Sinistrals. They determine racial abilities and other aspects.
- Ikudo - High birth Sinistrals who favor sword fighting. They are an intensely proud and sophisticated people known for often having crimson hair.
- Oraod - Average birth Sinistrals who favor support classes. Have no specific characteristics.
- Nahru - Sinistrals who favor mounted combat. Identifiable by their use of bismuth jewelry.
- Garube - Stealth-focused Sinistrals with silver hair.
- Xiarth - Magic-focused Sinistrals known for their brutality in war. Often prefer fighting unfairly and using psychological tactics in fighting.
- Voil - Charisma-focused Sinistrals known for three things, their trading skills, their females propensity to engage in prostitution, and their staple as bards and dancers.
Ikudo - Lore
Ikudo once controlled much of the Sinistral Archipelago and practice extreme training for their children, and introduced the practice of infanticide to ensure only the best children are raised. Those with personality, physical or mental flaws are killed by their parents before being named, and this practice originated with them. Many of them have crimson hair, but this is far from universal. They receive special sword skills as they level up if they are swordsmen, and a +2 to athletics.
Oraod - Lore
Oraod are generalists who do not have specific traits that benefit or harm them. They are of average intelligence, but eager learners who may level up slightly faster than their peers. Their ethnic group is well known for being heavily drafted into armies. A 15% faster level up is for Oraod.
Nahru - Lore
Nahru are an ethnic group who craft bismuth jewelry and learned horse husbandry from the Nomadic tribes of Eiran. They have since developed many kinds of horses and are eager to domesticate lizards, wyverns and other potential mounts. Their lances are often studded with bismuth or silver. They automatically receive a higher warhorse pedigree one level above their background.
Garube - Lore
Cold, calculating, backstabbing and untrustworthy. Stereotypes for the Garube are very common as their most famous members are elite assassins who displayed cunning and a distinct lack of remorse for their actions. Garubes are uniquely suited to move silently, are often the first to spot something wrong, and have nimble fingers which allows lockpicking and safecracking to be strong points for them. They receive +1 to athletics and perception
Xiarth - Lore
One of the most reclusive castes, they are known for their involvement in many war atrocities involving magic, especially that used to demoralize armies and civilians. They are uniquely suited to nearly all types of magic, but receive weaknesses to magic as a result of this as a tradeoff. They receive fine crystals if they are a magic or support class. And possess a +1 intelligence universally.
Voil - Lore
Voil are the business makers of the Sinistral communities. From merchants, to prostitutes, to bards and dancers they maintain a strong presence in occupations that bring in money. Voil deal the most with humans, and as a result often do not have as much dislike towards humans. They receive a +1 to charisma
Base Attributes
Sinitrals receive +1 bonuses to their base strength, charisma, intelligence, athletics and perception. They receive high magic proficiencies up front as well. Ethnic groups possess certain bonuses. All Sinistrals heal slower, and take a 50% penalty to healing items, and a 10% penalty to healing spells. Sinistrals posess exceptional magic endurance and take less damage from magical rebounds. Humans distrust Sinistrals most of the time, so they on average receive a 20% higher challenge rating for charisma tasks against humans. They fear Hinters, and most will refuse to party up with Hinters even if they express they are heretics. Base Magic Proficiencies:- Combat: 10
- Healing: 10
- Support: 10