So I hammered out some notes on the main species, again just trying to keep it simple as. I also thought it'd help the players with the new setting if I'd make a list of sample characters to inspire them. The ones that don't get chosen I can use as NPC ideas.
HUMANS
- The conquerors, bastion of civilization, bringers of light, inspired thinkers.
- Dominant species throughout the island contient of Thaumatria, and the world.
- Founders of the Thaumatrian Empire now fractured and divided.
- The Church of Carcassara: veneration of a Leviathan that gave its flesh so that humans could live. Currently undergoing a major schism resulting in war across the continent. Venerates sacrifice and atonement for actions.
- The Jugger Behem: placation of a pantheon of cruel monstrous gods through sacrifice and bloodshed. Venerates violence, power and control.
- Meliorism: devotion to the purity of science and mathematical absolutes. Venerates technological advancement for the betterment of humanity.
TYLLUAN
- Owlfolk from the frigid northern lands.
- Carnivorous, dark-sighted and silent fliers that prefer the night.
- Mercenary “Vorrhun” sellswords arrived in Thaumatria a century ago.
- Famous for their skill as hunters and warriors.
- Infamous for their merciless treatment of their enemies.
- Worship a pantheon of northern nature deities ruled by the god Voroshka.
- Welcomed for bringing their ice magic to the heat of the desert.
- Roost in eyries located high in the cities or upon mesa peaks.
- Family oriented with clan loyalties, sending tribute to their distant king.
- Freely mingle with other cultures, but regarded with wary respect.
- Cultured, speaking Thaumatrian and their own Tylluan language.
MOG
- Small Catfolk that might be descended from wizard’s familiars.
- Carnivorous, dark-sighted and silent fliers that prefer the night.
- Capricious, erudite, self-serving, and captivating.
- If they have a god, it would be The Mog, the first of their kind.
BRUXI
- Small Ratfolk bred to serve as slaves for the Thaumatrian Empire.
- Omniverous, dark-sighted, keen sense of smell.
GORGONS
- A general term for the monstrous peoples from the southern jungles.
- Shrouded in mystery, rumor and fear, few facts are certain.
- Snakes, reptiles, great lizards, all in a myriad of horrible hybrid forms.
- Carnivorous, cannibalistic, heat-sighted, and most active during the day.
- Famous for their exotic temples and strange arcane practices…
- … infamous for said practices involving human sacrifice and suffering.
- Once invaded the southern archipelago of the Thaumatria continent.
- Several enclaves of Gorgon strongholds still remain, but most reconquered.
- Pay homage to demonic creatures from beyond, usually in prisoners.
- Gorgon slavers plague the Thaumatrian coasts in stolen vessels.
- Also trade in illicit narcotics sourced from deep within the jungle.
Interesting that they're all witch's familiars. Unintentional.
SAMPLE CHARACTER CONCEPTS
WARRIOR
- A veteran Thaumatrian soldier scarred from endless desert campaigns against the Gorgons.
- A youthful marine eager to prove their mettle on the high seas.
- A determined high-born bodyguard assigned to protect visiting dignitaries from the Capital.
- A mercenary Tylluan swordclaw devoted to their family’s blade.
- A shackled Gorgon gladiator hungry to win their freedom.
- A bloodthristy Bruxi seadog in it as much for the pillage as the plunder.
- A skilful Mog duelist out to take on allcomers whatever the size.
- A Tylluan musketeer who takes too much pleasure in their trade.
- A honey-tongued Mog charlatan happy to lighten fool’s pockets to feed their addiction.
- A worldly merchant noble in exile eager to slay their ennui.
- A sunkissed buccaneer on the run from and arranged marriage.
- A dashing pistoleer who wished they didn’t have to use violence to get the job done.
- A black-plumed Tylluan thief who steals strange artefacts brought back from southern jungles.
- A well-connected Bruxi street urchin who knows all the bolt holes across the city.
- A poverty-stricken dirt farmer forced into banditry to appease the king’s taxmen.
- A pluckskulled Tylluan street thug who rejects the old ways and embraces the new.
- A troubled Carcassaran inquisitor who has read too many heritical texts.
- A devout noble cultist who will never abandon the monstrous pantheon of their ancestors.
- A serene Tylluan ice priest happy to share the blessings of Voroshka the Winter Wind.
- A charming Carcassaran healer determined to share the curative flesh of their dead god.
- A drunk Thaumatrian visionary touched by the strange beings that lurk in jungle ports.
- A self-absorbed Mog agitator hell-bent on being worshipped as a god.
- A curious Tylluan scholar searching for evidence of the true origins of life.
- A pompous Meliorian industrialist who will bring the benefits of science to the betterment of all.
- A nervous Bruxi war wizard, educated in Thaum but unproven in battle.
- A monstrous high-born arcanaut corrupted by sorcery and desperate to find a cure.
- A grieving military captain who sold their soul to devils in return for unearthly power.
- A haughty sea mage in constant employ by merchant rivals who demand alliegence and loyalty.
- A grim Thaumatrian weaponsmith eager to test their inventions in the field.
- A cultured Mog diviner employed by a noble lord for their insights and advice.
- A broken-winged Tylluan exile resolute on regaining flight by other arcane means.
- A talented grave-robbing treasure hunter well versed in the family trade.