The Races of Edongo
Edongo is a land of culture and civility, thinly concealing a bloody and passionate people, who devote themselves fully to their every task, to the point of devoting every member of the community to it's success and survival. It is an island full of life, not just in the people and animals that inhabit it, but in the spirits that inhabit and represent every single part of the island, from the tiniest grain of sand to the tallest, oldest tree, to the Island itself.
Humans
The humans of Edongo are descended from dragons and carry the dignity, culture, passion, fire and pride of these beings within them. Their skin is olive, ranging in tone, but never hue, and their hair and eyes are almost always black. Some variation occurs, however, usually taken as the mark of a spirit, or an omen. Otherwise, artificial methods are occasionally employed by rebellious Edongoka to separate themselves from the whole, bleaching or dying their hair, using make up or alchemicals to change the hue of their skin, or magic to change the colour of their eyes. The social structure of Edongo is a rigid feudal caste structure, with Warlords claiming vast swathes of land, and holding what they can by the strength of arms of their men. The courts of these warlords are home to courtesans and magicians, while the peasants hardly take notice of who profits from them in any given year, dedicating themselves to providing as best they can for their families. In the cities, theatre companies and geisha houses take the working man's mind off of hardship for a night or two, before he stumbles back into dangerous streets, returning to a life of toil and work the next day if he's lucky.
The warriors kept by savage warlords to support this system are known as Samurai, rough men clad in terrifying lacquer armour, masked in helmets with the faces of demons, ogres and savage beasts. Only these warriors are allowed to bear the daisho, a paired Katana and Wakizashi, for anyone else, possession of these swords is a death sentence, often immediately and gruesomely carried out by the first samurai to discover them.
In hidden encampents deep in haunted forest and mountain live and train martial artists known as Ninja. As much as the samurai, they have their code, but it doesn't interfere with their mercenary nature, or murderous jobs. Somewhat more egalitarian than the Shogun Warlords, these groups are composed of men and women, who train children from an early age. There's no sentimentality to this approach though, the women, Kunoichi, and occasionally children, are often used in assassinations where the surest method is seduction and poison. Clashes between Samurai and Ninja are the stuff of legends, and almost purely that, for the Ninja is a creature of darkness and stealth, while the Samurai is brash and bold. Should the two meet, one dies quickly, and the other is gone once they've looted the fallen body.
There are wandering swordsmen who do not, necessarily, support a shogun, however. The Ronin are masterless warriors, whether the lord died, or they learned the way of the sword from an old sensei in the country, these men, and women, have no allegiance save those they choose.
Kappa
Kappa are fierce water monsters known for haunting lakes and rivers, waiting to attack and consume unwary travelers and swimmers. They stand barely taller than a child, and have a scaly, or other wise tough hide, ranging in colour from light blue to dark green. Their overall body shape is often frog or monkey like, with powerful limbs, especially their legs, thickly corded with wiry muscle to aid them in swimming and leaping. Their faces may be ape like, or possess a sharp beak like a bird or turtle. A thick, turtle-like shell covers their backs, providing protection not only from all manner of rear attack, but also making them difficult to grapple. Finally, they have a depression in their head filled with water. Should this spill, they "lose their powers." This isn't as simple as it sounds, however, due to their magical natures, they don't spill just because they tip their head.
Kappa are quite fond of wrestling and sumo, and practice often, either amongst themselves or with harassed travelers, willing or otherwise. Due to much practice, stretching back to the time of their birth, Kappa do not suffer any penalty to grappling due to their small size.
A Kappa's favorite food, beside human flesh, is cucumber, and they are strangely compelled to devour it whenever they should see it. It is useful for distracting or appeasing the monsters when one must cross their river, or bath, and writing one's name on a cucumber that is then given to a Kappa to eat is as good as letting it eat you, as far they're concerned. If a named cucumber is consumed, the Kappa leaves the person whose name was written on it alone and unharmed for as long as the person is near the water. A future encounter will require another cucumber.
Kappa as Player Characters
Kappa adventurers have decided to give up their river or lake, possibly due to competition with other Kappa, and gone out to seek their pleasure elsewhere. Usually they seek an unclaimed, but well traveled waterway to make their own, but many are quite happy to devour humans as they find them in the wild, and take in a nightly bath at a nearby city's inn.
Racial Stats
- +4 Str, +2 Dex, -2 Int, and -2 Cha, Kappas are quite physically capable, but not especially bright, and they tend to be off putting and gruff, even amongst each other.
- Small Monstrous Humanoid (Aquatic)
- Base speed: 20 ft. Swim 40 ft.; +8 racial bonus to Swim checks, can always take 10.
- +2 racial bonus to Jump.
- Powerful Build
- Turtle Shell: Attackers who flank a Kappa do not receive a +2 bonus on attacks as they normally would.
- Low Light Vision
- Amphibious
- Head Bowl: The water in a Kappa's head bowl is the source of their "power." Should this water get spilled, they are dazed. However, any time their bowl would spill because they are physically inverted, they get a will save (DC10+1/2 character level of grappling opponent/total level of spell) to keep the water, even if completely upside down. Any action they willingly undertake does not allow a will save.
- Favoured Classes: Fighter and Monk
The Spirit Subtype
Creatures with the spirit subtype typically have an associated sphere. They always have Non-Access to their associated sphere, which provides them with the granted ability but 0 uses per day of listed spell-like abilities beyond any that might be granted by that initial ability.
Kitsune
Kitsune are mischievous fox spirits known for their ability to take human form, and their skill at illusion magic. Despite their reputation for trickery, they are perfectly capable of interacting with human society with little to no problem, and in fact come in two distinct varieties, the Zenko, benevolent, celestial foxes associated with Inari, and Yako, the traditional mischievous, and occasionally malicious, field foxes. In human form, they can usually be distinguished by the presence of their tail, however other tells are not unknown, and a kitsune in human form may retain it's tails, a coating of fine hair, a fox shaped shadow, or their true form revealed by reflection. Furthermore, kitsune harbour deep fear and hatred for dogs which is present even when shape shifted. Confrontation with a dog may cause a disguised kitsune to revert to true form and flee. Finally, kitsune are quite fond of Aburage, (fried sliced tofu) found, appropriately, in Kitsune Udon and Kitsune Soba, and can be swayed and convinced more easily when Aburage is mentioned or offered.
As Honorable creatures, even Yako will hold to their word and endeavour to repay debts and favours. However, they are Youkai, and as such are not bound to human morality, feeling free to steal as they wish, and payments will usually be in the form of valueless items made to appear as wealth through illusion.
Kitsune as player characters:
-blurb-
Racial Stats
- +2 Dex, -2 Con, +2 Cha. Kitsune are agile and well spoken, but have fragile bodies.
- Small Magical Beast (Spirit)
- Base Speed: 40 ft.
- +2 racial bonus to disguise and bluff. Kistune are masters of illusion and deception.
- Humanoid Form: Kitsune may, at will, assume a humanoid form (as alternate form). The form is restricted to human, but may look like a unique person, or a specific person, with a completely customizable appearance based on the kitsune's whims. A kitsune who does not take on a specified form will automatically take a human form unique to themself, that is their standard human form.
- Low Light Vision
- Favoured Classes: Rogue and [Conduit of the Spirit Realms]
The Kitsune Sphere
A Kitsune is inherently magical, but, at it's base, barely distinct from a normal fox. A kitsune is a fox who has lived 100 years, gaining at this point the ability to take Human Form. They gain another tail at 2nd through 4th level, then a new tail at every third, when they gain a feat, to a maximum of 9 tails at 18th level.
There are two ways I'm considering handling their sphere, inherent, as a racial trait, or as an alternate class feature. As a racial trait, Kitsune would have basic access. As an alternate class feature, a Kitsune Rogue would give up Trapfinding and Trap sense +1 & +2, gaining basic, then advanced at 5th, then expert access to the sphere at 9th.
Granted Ability: You may use Ghost Sounds and Dancing Lights at will.
1st Minor Image
3rd Invisibility
5th Fly
7th Dreamwalk (Heroes of Horror)
9th Persistant Image
11th Shadow Walk
13th Fireball or Lightning Bolt (chosen at acquisition, cannot be changed, issues from the mouth of the Kitsune)
15th Scintillating Pattern
17th Shapechange (allows non-creature forms, at loss of mobility)
19th Time Stop
Nekomata
Nekomata are cats who have lived beyond 100 years, grown beyond 7 lbs in weight, or been allowed to keep a long tail. When it becomes a Nekomata, the tail splits into two at the halfway point, and the cat gains the ability to speak, take human form, and walk on it's hind legs in cat form. The nekomata can eat anything, and is particularly fond of poison. Dishonorable creatures, nekomata are known for haunting any dwelling in which they're kept, greatly vexing the nearest people. They may eat their mistress and take her place, and should not be allowed access to corpses, for fear they may reanimate the body.
In human form, the nekomata is distinguished by a sly grin, tendency to toy with people like mice, and a physical feline characteristic, whether soft fur on part or all of their body, cat ears, tail, or whiskers, or even retractable claws. Powerful nekomata (10th level) have as their spirit form an anthropomorphic cat monster, and the ability to take either human or cat form at will.
Not all nekomata are evil, dishonorable creatures, some nekomata are benevolent symbols of fortune known as maneki neko. Their stats are identical to regular nekomata, they just “use their powers for good.”
Nekomata as Player Characters
-blurb-
Racial Stats
- -2 Str, +2 Dex, +2 Int. Nekomata are physically weak, but graceful and intelligent.
- Tiny Magical Beast (Spirit)
- Base Speed: 30 ft.
- +2 racial bonus to Knowledge (any one), and Move Silently.
- Nekomata use their dexterity instead of their strength when climbing and jumping.
- Humanoid Form: Nekomata may, at will, assume a humanoid form (as alternate form). The form is restricted to human, but may look like a unique person, or a specific person, with a completely customizable appearance based on the nekomata's whims. A nekomata who does not take on a specified form will automatically take a human form unique to themself, that is their standard human form.
- Low Light Vision
- Favoured Classes: Overlord and [True Spirit]
Nekomata Sphere
Nekomata are cats that have grown unusually large or lived 100+ years, and been allowed to keep a long tail that are known as powerful magic spirits capable of great physical feats and raising the dead.
As a racial trait, Nekomata would have basic access. As an alternate class feature, a Nekomata Overlord would give up Conjure Weapons and Maneuvers, gaining basic access to their sphere at first level, then another four sphere picks.
Granted Ability: Nekomata can consume anything and suffer no ill effects from other wise toxic or diseased material. The physical material may cause problems, if normally indigestable, such as steel or a magic item, but poison, disease and alcohol have no effect.
1st Sap Strength (BoVD)
3rd Slow Consumption (BoVD)
5th Animate Dead (The Nekomata jumps over the body to be animated, instead of using the usual material component)
7th Fly
9th Dreaming Puppet (Heroes of Horror)
11th Consume Likeness (BoVD. Nekomata do not use the corruption component, and this is the only way they can copy an existing person. Instead of the usual focus, the Nekomata consumes the entire body while casting the spell in a 10 minute ritual)
13th True Seeing
15th Plague of Nightmares (BoVD, Nekomata takes half the damage of the corruption component, and any piece of the person will serve, even a lock of hair.)
17th Create Greater Undead (Jiangshi and -gaki only)
19th Utterdark (BoVD, Nekomata can always see through it's own Utterdark, regardless of alignment)
Tanuki
Tanuki are racoon dog spirits known for their overlarge scrotums and jovial trickster nature. Unlike other animal spirits, their spirit form is a highly stylized and anthropomorphized figure, with large eyes and tail, large belly and testicles, standing upright on it's back legs, carrying a promissory note and sake jug, wearing a conical hat and showing a friendly smile. They are skilled shapeshifters, are very fond of sake, and like to play their large testicles or stomachs like drums.
Despite their tricks, they are very positive symbols. The conical hat they wear represents protection from ill weather and fortune, their promissory note a sign of trustworthiness, large eyes to take in the environment and make good decisions, a sturdy tail to show steadiness and strength until success is achieved, the stomach indicative of bold and calm decisiveness, oversized testicles emblematic of financial luck and the sake jug shows virtue.
Like many spirits, a Tanuki in human form has a tell. A tanuki in human form retains his large testicles. Good luck finding out whether anyone in your town is a tanuki in disguise this way. Tanuki are also fond of sake, soup and noodle dishes, and, as symbols of prosperity, kintama, ie, gold balls. (yes, that's why they have “big
brass gold ones”).
Tanuki as Player Characters
-blurb-
Racial Stats
- -2 Dex, +2 Con, +2 Cha. Tanuki are hardy and personable, but their stocky frames leave a bit to be desired in the flexibility department.
- Medium Magical Beasts (Spirit)
- Base Speed: Base Speed 40 ft.
- +2 racial bonus to Bluff and Perform.
- Humanoid Form: Tanuki may, at will, assume a humanoid form (as alternate form). The form is restricted to human, but may look like a unique person, or a specific person, with a completely customizable appearance based on the tanuki's whims. A tanuki who does not take on a specified form will automatically take a human form unique to themself, that is their standard human form.
- Low Light Vision
- Favoured Classes: Jester and [True Spirit]
Tanuki Sphere
Tanuki are spirits of illusion and prosperity, and their sphere follows suit, but is more angled towards personal transformation and disguise than creating large exterior illusions.
As a racial trait, Tanuki would have basic access to their sphere. As an alternate class feature, a Tanuki Butoh(Jester) would give up Harlequin's Mask gaining basic access to their sphere at first level, then Cruel Comment at fifth, gaining advanced, and Low Comedy at 8th, gaining expert access.
Granted Ability: In addition to taking a human form, you may take the form of an unattended object of your size or smaller, a tea pot, for example, at will.
1st Ventriloquism
3rd Entice Gift (Draconomicon)
5th Arcane Sight
7th Polymorph (Self Only)
9th Major Creation
11th Analyze Dweomer
13th Teleport Object
15th Irresistible Dance (Requires you play your stomach or testicles as a drum)
17th Shapechange
19th Foresight
Tengu
Tengu are protective, but potentially dangerous spirits of the mountains and forests. Their spirit form is that of a large crow, or raven, and these birds can occasionally be seen carrying swords in their talons. When a tengu takes human form, they usually disguise themselves as a priest of some form, usually a yamabushi.
The actual human form of a tengu is generally more variable than other youkai. They may take a standard form, which is that of a human with a beak, a more human form, a human with a large, almost phallic nose, or a more terrifying form, a humanoid body covered in black feathers, with full wings, raven head, and talons on their arms and legs. As youkai, it is technically possible for them to wield their katanas in bird form, but take the standard size penalties for a tiny creature using a medium sword (-4).
The art of Kendo is said to have been taught to man by the Tengu, and indeed the highest masters of the art are very old, powerful Tengu. Tengu are also associated with hauchiwa, magic fans made of feathers, capable of creating great gusts of wind, and cause a person's nose to grow or shrink.
In many areas, Tengu are placated or gifted with either kuhin-mochi () or okoze (fish) to avoid the wrath and trickery of the wardens of the forests and lakes they live from. Mackeral is also occasionally employed as a ward against Tengu, as they smell this fish quite strongly, and are not fond of it, but this merely makes them leave if they're not particularly intent on causing trouble, otherwise they are able to bare the smell. Kuhin-mochi and okoze are both foods that can be useful for discerning a Tengu in human form.
Tengu as Player Characters
Tengu adventurers often travel with priests and yamabushi, serving as guardians and protectors. They may join a party found in the mountains if the whim takes them.
Racial Stats
- +2 Dex, +2 Wis and -2 Cha. Tengu are agile and wise, but can be somewhat abrasive in social situations.
- Tiny Magical Beast (Spirit)
- Base Speed: 10 ft, Fly 40 ft. (average)
- +2 racial bonus on Spot and Survival Checks.
- Insightful Strike as a bonus feat.
- Humanoid Form: Tengu may, at will, assume a humanoid form (as alternate form). Unlike other spirit animals, the form is not restricted to human, while may look like a unique person, or a specific person, with a completely customizable appearance based on the nekomata's whims, the tengu may also incorporate bird features such as feathers, a beak, talons, or even wings as they wish. If a beak is not incorporated, the human nose will always be large and phallic, to a noticably inhuman degree (think Cyrano d'Bergerac). A tengu who does not take on a specified form will automatically take a beaked human form unique to themself, that is their standard humanoid form.
- Low Light Vision
- Favoured Classes: Samurai and [True Spirit]
Tengu Sphere
Tengu are known for their ability to create things out of thin air, their martial prowess and their protection of holy shrines and people. Only powerful Tengu gain this sphere. Basic access is obtained at level 6.
As a racial trait, Tengu would gain basic access to their sphere at 6th level. As an alternate class feature, a Tengu Samurai would give up Pledge of Loyalty, Whirlwind Attack and Blindfighting, gaining basic access to their sphere at first level, advanced at 4th, and expert access at 6th.
Granted Ability: Combat school: Kendo. If the Tengu already has this feat, he instead gains another Combat Feat. For the purposes of Combat School: Kendo (and only that feat. This doesn't apply to any other feat granted by this sphere), his BAB is considered to be 3 higher for determining the feat's benefits.
1st Shield of Faith
3rd Aid
5th Bestow Curse
7th Divine Power
9th Mark of Justice
11th Major Creation
13th Control Weather
15th Iron Body
17th Soul Bind (usually used with shide, “zigzag paper tassels”, fans, or feathers)
19th Wish (wealth and magic item only for free, spend for raise the dead and increase power of item only)
Usagi
Usagi are literally large, anthropomorphic rabbits that are said to live on the moon and make mochi. As spirits, they tend towards a slight mischievousness, enjoying playing tricks on people, but often leaving behind bundles of mochi as a gift to those they trick. They are commonly seen carrying their usu, large pestles shaped like mallets used for making mochi, and a jug of sake.
Usagi as Player Characters
Usagi adventurers pack up their usu and mortars, and usually advance as spell casters of some sort.
Racial Stats
- -2 Str, +2 Dex, +2 Con. Usagi are agile and have great stamina, but lack strength.
- Small Magical Beast (Spirit)
- Base Speed: 30 ft.
- +2 racial bonus to Craft (Alchemy), Craft (Cooking), and Jump, which they modify with their Dexterity score rather than their Strength score.
- Low Light Vision
- 3/day an usagi may use the spell goodberry. targeting a handful of mochi instead of berries. The spell is cast as that of a druid of level equal to the usagi's character level.
- Favoured Classes: Sorcerer and [Conduit of the Spirit Realms]
Moon Sphere
Usagi are, at their basic, spirits of the moon and rice. They have a kinship to Inari spirits, and the Goddess Spirit Inari, and will frequently carry messages to or from either. The light of the moon, which Usagi can borrow for a short time, excels at revealing true forms and highlighting falsehoods.
As a racial trait, Usagi would have basic access. As an alternate class feature, an Usagi Sorcerer would give up their Familiar class ability, gaining basic access to their sphere at 1st level, advanced at 5th, and expert at 9th
Granted Ability: Radiate light as a torch at will. This light aids revelation of illusions and shapechanging. The dc for anyone to discern an illusion or see through a magical disguise within the range of this light is lowered by an amount equal to the Usagi's HD.
1st Shillelagh (specifically applies to the usagi's Usu)
3rd Zone of Truth
5th Plant Growth
7th Air Walk
9th Sending
11th Moon Path (FRCS)
13th True Seeing
15th Screen
17th Moonfire
19th Mage's Disjunction
Yuki-Onna
Yuki-Onna are beautiful maidens who are spirits of snow. They will appear to lost travelers in blizzards and lead them to safety, only exacting as a payment a bit of body heat, stolen by sleeping with the traveler. Yuki-Onna are tall, pale skinned women, with bright red lips, and long black hair. They may appear wearing a white kimono, or nude with only her face, eyes and lips standing out as her pale skin blends into the snow.
Some evil Yuki-Onna exist who instead lead travelers to their doom.
Yuki-Onna as Player Characters
Yuki-Onna may, on occasion, leave their blizzards and waste lands, or stay after winter has passed, and wander the world for a time. Some even decide to join civilization and live as humans, or as much as humans as possible.
Racial Stats
- +2 Dex, -2 Con, +2 Wis. Yuki-Onna are lithe and wise, but frail.
- Medium Fey (Cold, Spirit)
- Base Speed: 30 ft.
- +2 racial bonus to Perform, favouring singing, and Survival.
- Cold Touch: As a melee touch attack, a Yuki-Onna may drain the heat of another creature, dealing 1d4 points of cold damage.
- Icewalking: Yuki-Onna are never at risk to losing their footing in snow and ice, and function as though under the effects of the spiderclimb spell, but only in concern to snow, ice and slush (or other frozen liquids). They leave no tracks in snow.
- Low Light Vision
- Favoured Classes: Bard and [True Spirit]
The Yuki-Onna Cold Sphere
As a racial trait, Yuki-Onna would have basic access. As an alternate class feature, a Yuki-Onna would give up Performance Tricks gaining basic access to their sphere for the first, then advanced for the second, and expert for the third. Essentially, access to the Cold Sphere is a Performance trick for a Yuki-Onna usable with String Instruments and Singing.