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Player Character Species | |
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Term Name: | Species
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Description: | One of the many types of beings who inhabit the world of Novitas.
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Rule Type: | Character |
Playing characters from various fantastic species is a staple of the genre, and Novitas is no exception.
Summary
While most of the population of Novitas is human, other species also exist in significant numbers. Four of the nations of Novitas are dominantly non-human. Players may create characters from any of these species as long as they are willing to meet the costuming requirements. Costuming requirements range from relatively easy (such as for elves) to quite complex (for drakes and snow goblins).
A common question from new players is, 'Are there characters that are half one species and half another?'. The answer is that, with one single exception, there are not. There are a couple of reasons for this, but most notably is that we want every species in Novitas to have distinct costuming, and it would be nearly impossible to meaningfully separate a half-elf from an elf (for example). |
While there is a small benefit to playing a different species in the form of an additional free starting language, there are no other mechanical benefits to playing a character from another species.
It is highly recommended (but not required) that your first PC be a human to ease your way into the world. They have no costuming requirements.
Elves and Terrans have minimal make-up requirements and have only slightly more complex cultures than humans, making them the next best starting choices.
Faekin are fairly easy to do the costuming for, but they also tend to be expensive due to needing to buy new contacts semi-annually in addition to buying wigs when they wear out/ coloring your hair before every game. Their culture, however, is only as complex as their non-fae lineage.
Snow Goblins, Drakes and Verdurans are all both difficult to role-play and expensive to costume. It is recommended you seek the help of the Props and Atmosphere marshals, Christina Mevec and Liska Gutierrez, and speak with other players who PC those species before committing to one of them.
This page contains a broad overview of the species that you can play in order to get you started. For further details about each of them, see Chapter 4 of the worldbook.
Humans
Humans are the dominant species on Novitas, easily the most populous and controlling the most total land mass. Residing primarily in Civen, the Dell, the Freelands and Vlean, they can also be found in limited numbers in Gersh, Evenandra, the Great Forest and Terra. The people of Vargainen also include large numbers of humans.
There is no one culture that defines humans. Of all the species they are the most likely to adapt and create a different culture in each community based on their circumstances. As such, each of the three dominantly human nations (Civen, the Dell, and Vlean) as well as the Freelands are very different places.
Humans, on average, can expect to live to roughly 60 years of age. The longest living ones make it to age 90 or, in some rare cases, even 100. They live shorter lives than a modern human because even with access to magic, humanity doesn’t have the quality of diet and lifestyle we presently enjoy. Life expectancy is also lower with more people being permanently killed through conflict and the dangers of the world.
Humans have no special costuming requirements.
Earthkin
There are no dwarves in Novitas. Though dwarves are a staple of the fantasy genre, players can't meaningfully alter their height without getting into caricature. So instead, there are earthkin.
The earthkin were once humans and elves, transformed long ago while living deep under the earth working with the Craftsman on Vargainen. What exactly resulted in the transformation isn’t known. Since traveling to Novitas, most of them have once more established lives underground beneath the Thunderguard Mountains in western Novitas, mostly in the Kingdom of Terra. The earthkin have a strong affinity for the underground, crafting, and drinking- the cultural elements commonly associated with dwarven themes.
On Vargainen, earthkin are known for being highly focused on efficiency and teamwork, living alongside their fellow citizens in Kash’Allum or Munta’Saf. In the city of Kash’Allum, earthkin are often the ones coordinating resource distribution, planning celebrations and social gatherings, and work heavily with those convicted of crimes to rebuild community trust. In the city of Munta’Saf, the earthkin are highly loyal within their families. Each earthkin family from Munta’Saf are expected to be self-sufficient, with every member playing a vital role towards this goal.
Earthkin on average live to the age of 130 but are capable of living as long as roughly 209 years of age. The low average life expectancy is at least in part due to their hard drinking habits and the strenuous lifestyle; many of them live working themselves almost literally to death.
Earthkin gain the Terran language for free.
All earthkin have stones growing out of their skin. For simplicity's sake the stones molt periodically and grow in different locations, allowing earthkin characters to avoid needing to memorize exactly where their stones are (and to account for when they accidentally fall of during play). |
Elves
A classic of the fantasy genre, elves are an important part of Novitas. Elves are the next most populous species after humans. With their incredibly long lifespans, elves are prone to react to everything slowly and deliberately. They are often divided into the High Elves of Evenandra and the Wood Elves of the Great Forest. The Wood Elves and the High Elves often refer to one another as “cousins”, a tradition to remind themselves that they were all once one people.
High Elves are very civilized and orderly. As far as they are concerned, they have created the perfect society in Evenandra and this society functions by everyone behaving to the standards they have set. Punishment is rarely necessary (the threat of exile is all that is needed), and most High Elves spend their days excelling at whatever task they have set out to do. The High Elves have a harmony with their territory that other species often don’t understand. Their homes are vibrant places full of lush greenery, which is carefully and immaculately controlled to grow exactly the way they want it to.
Wood Elves are almost wild by comparison. They build only what they need to and farm only what is required. To the Wood Elves, harmony is not disturbing natural life except when truly necessary.
Vargainen Elves live amongst the other species in the twin cities. They share many cultural traits with the rest of the denizens of Vargainen. One thing unique to them is a certain longing for the nomadic lifestyle they had to abandon centuries ago, when the oases’ there could no longer sustain their travels.
Elves have an average life expectancy of roughly 270 years in Evenandra, and 245 years in the Great Forest. The eldest of all elves in Evenandra is roughly 304 years of age, while in the Great Forest it is around 298 years. The differences between the two are not genetic and are solely based on lifestyle and nutritional factors.
Elves gain the Elven language for free.
All elves must wear ear tip prosthetics. These must be affixed with prosthetic adhesive and blended with the surrounding skin using make-up or covered with ear clips. "Clip-on" elf ears are not acceptable. |
Faekin
Faekin are the descendants (either directly or through multiple generations) of Fae and mortal parentage. This means that all faekin are also a second species as well. Frequently this is human, but it can also include elves and earthkin. There are no faekin who are drakes, snow goblins, or verdurans. A faekin who has a child may or may not produce another faekin. The genetic traits, however, will carry on through the child who may end up having a faekin child of their own. This can even take multiple generations to the point where the parents have no idea they have fae ancestry.
In childhood, a faekin appears just like any other child of the non-fae parentage. There is absolutely no indication that they are faekin, and no way to test for it. At some point during adolescence, they will spontaneously begin to transform. This is often a terrifying experience for both the child and everyone around them, particularly when no one expects it to happen. When this occurs, they pick up the physical traits of a faekin with their hair and eye color changing based on the fae ancestor they are taking after. These hair and eye colors are always the same but can be of any color imaginable. Often the colors are associated with the personality of the faekin in question; one with red colors might be fiery and passionate, a blue colored faekin may be calm and serene, while a green faekin might be earthy and wise. Whether this is fact or just extrapolation is unknown.
The change to faekin always takes place before a character enters the game. Characters who do not start as faekin at character creation will never change to a faekin during play.
Faekin are capable of living to about the same maximum lifespan as their non-fae ancestry. There are some rumors that they might live a bit longer or shorter than others of the same species; there hasn’t been much documentation on the subject. As for average life expectancy, most faekin can expect a considerably shorter average than their non-fae peers. Intolerance runs deep and is sometimes very hard to avoid.
Faekin gain one of four possible free languages at character creation.
- If their lineage comes from Light Fae, they may learn the Sylvan language.
- Those with Dark Fae lineage may learn the Diabolic language.
- Should the character be an earthkin or an elf, they may elect to take Terran or Elvish instead.
The languages that are not taken at character creation can be obtained using skill points (in the case of Terran and Elvish) or the scholar roleplay skill (in the case of Sylvan and Diabolic).
Faekin characters must wear unnatural colored contact lens that match their hair color, using either a wig or colored hair. Any facial hair (including eyebrows) must also be colored to match the contacts. Natural hair colors are not acceptable for this, nor is being bald. Once chosen, faekin characters cannot change their in-game hair color through any means (hair dye or alchemicals will not work on faekin hair). This is to maintain costuming requirements, though there is nothing stopping someone from covering up their hair with a cowl or scarf. |
Snow Goblins
Twisted by Darkness long ago, snow goblins were once elves that have now been transformed into their present state. The snow goblins have significantly higher intelligence and agency than their orc and other goblinoid counterparts. Snow goblins are also known for always developing mutations. Most of them live in the Kingdom of Gersh; though they are able to live elsewhere they are rarely welcome and so most who leave will eventually find their way back.
Might makes right to a snow goblin, and the strong are destined to rule the weak. Failing that, the devious will rule the trusting and stupid. Snow goblins possess a fierce sense of honor and personal reputation, and insults or slights are often settled by elaborate duels. Most snow goblins follow their laws precisely and technically. Lawbreakers are punished severely.
Despite what was done to their kind by Darkness, snow goblins not only maintain the longevity of their elven heritage but are capable of living significantly longer. However this is incredibly rare due to the harsh conditions of life in Gersh, the society snow goblins have formed, and the general hostility they experience elsewhere. The average life expectancy of a snow goblin is a paltry 160 years, which is tragic when you consider that the eldest snow goblins can live as long as 399 years.
All snow goblins learn the Gershan language for free.
Snow goblins all share two distinct traits: they have bright white skin and stark white hair reminiscent of snow. |
Drakes
Drakes are the offspring of ancient, long missing dragons. While Draconus has been gone for millennia the once-powerful dragons have suffered and have atrophied into their present state: that of the humanoid bipedal drakes. Lacking fearsome claws, fangs, or wings, the drakes have turned to magical pursuits to offset their loss of physical power. They are now the foremost practitioners of magic in Novitas. Drakes have no homeland but live together in monasteries and enclaves throughout Novitas.
There are 6 varieties of drakes: Red, Black, White, Green, Blue, and Brown. Each descend from different dragons and live in different parts of Novitas.
- Red Drakes are descended from the Red Dragons that made their home near Nalbendel when it stood. They tend to be very scholarly and pragmatic. These drakes are often friendly with academics but will typically be very aloof towards the uneducated. A red drake’s hoard is often filled with ancient texts and magical tomes.
- Black Drakes are descended from the Black Dragons that made their home far beneath the Daggertop Mountains on the border between Evenandra and the Tribelands. They rarely come out of their subterranean conclaves and when they do, they are typically very prejudiced against non-drakes. A black drake’s hoard is often full of rituals and ancient artifacts.
- White Drakes are descended from the White Dragons who made their homes in the northern wastes. They tend to be aloof and cold towards non-drakes. Generally, they show either friendship or hatred towards snow goblins based on their experiences with them but will judge other species on a case-by-case basis. A white drake’s hoard is typically filled with well-made weapons, particularly those with magical properties.
- Green Drakes are descended from the Green Dragons who lived in what is now the Great Forest and the western portion of the Freelands. They are the most friendly and fun-loving of all the drakes. Past interactions have led them to be somewhat biased against snow goblins and earthkin, but they typically have good relationships with the Wood Elves and Light Fae. Green drakes are fond of magical knickknacks and unusual items to fill their hoards.
- Brown Drakes are descended from the mountain Dragons who once ruled the Thunderguard Mountains above Terra. They tend to be taciturn and quiet. They long ago made peace with the Terrans and have a tendency to get along well with brownies. They do not typically get along as well with elves, snow goblins and humans. A brown dragon’s hoard is often full of metals and precious gemstones.
- Blue Drakes are descended from the aquatic dragons that lived along the secluded southern coastlines. They can be quite warm and friendly towards others, almost treating them as equals (especially if the person in question has magical skills). They found the elves of Evenandra particularly friendly, and many have moved to settle in the coastal regions of that country. A blue drake's hoard is typically full of magical jewelry.
No two drakes follow the exact same pattern of aging and death. When they were born matters, which dragon they descend from matters, how much magic that Dragon had lost by the time they were born matters. Thankfully, there is some consistency from each familial line. The longest living drakes are capable of living up to roughly 500 years, but most die of old age well before that; this makes the average life expectancy of drakes a difficult statistic to give. 200 to 300 years is probably where the average falls, but you’d be hard pressed to prove that.
All drakes learn the Draconic language for free at character creation.
The single most expensive and complicated species to play is also the rarest. |
Verdurans
The newest playable species of Novitas is also a complex one to costume. Verdurans are a plant people native to Novitas and Vargainen. They draw nutrients and moisture from the soil, and do not require nourishment like others.
Novitas verdurans originate from and primarily live in the city of Verdur’kash on the southern side of the Great Forest. They are exquisite woodworkers who trade regularly with their neighbors, and as a people they are cheerful and happy. Capable of gathering nutrients from the ground, they have no need of hunting. Their houses tend to be open, airy affairs, as they do not feel heat or cold as other humanoids do. When they grow extremely cold, they do tend to voluntarily enter a state of near hibernation. Many of these verdurans worship the Elemental, who is believed to be their creator; they do not typically worship the rest of the Sept. The recent discovery of their cousins from Vargainen has started to awaken a sense of wonder in the youngest verdurans, and more are looking to travel than in previous generations.
The verdurans from Vargainen are very different, having evolved into a nomadic lifestyle. They primarily gather nutrients from the sun and require only water for survival, so they travel in search of it. Drifting from oasis to oasis, they search the hidden treasures in the desert and trade for provisions when they periodically return to the major cities. A single oasis can sustain a tribe for weeks if maintained carefully. No records exist of these verdurans prior to the War of the Gods, they were first encountered after the Sundering.
One unusual trait shared by the Verdurans on both continents is what others refer to as their “ancestral memory”. Each verduran retains some amount of memory from their ancestors, with the quality of these memories varying greatly from individual to individual. Some can recall smells, images, or even feelings. These are common among the population and tend to be the clearest the more recently the memory was created. Culturally, these memories are considered to be a part of the individual.
Verdurans don’t age as others do. The average life expectancy for a Verduran is 25, with the eldest of them living to be roughly 29 years.
Verdurans from Novitas begin play knowing the Apian language, while the ones from Vargainen begin knowing Andaranian.
All verduran characters must have all exposed skin painted green or covered at all times, including hands. They have natural colored hair, which should have vines woven into it. |
Characters from Vargainen
The continent of Vargainen was long thought to be destroyed, but in 1600NL (2022 in real time) it was found to have survived the Sundering and player characters can now come from the continent of Vargainen.
To play a character from Vargainen you'll need to learn about a culture that is very different from the cultures of Novitas. Also, your garb will have to meet specific standards as we attempt to define exactly how the people of Vargainen look and appear. You can find more information about Vargainen garb standards here.
There are some very noteworthy differences between the species of Novitas and those of Vargainen.
Of the more civilized species there are humans, elves, earthkin and verdurans. The humans, earthkin and elves have much more in common on Vargainen than they do on Novitas. Verdurans are the primary members of the nomadic tribes, but some do choose to remain in the cities. Characters from Vargainen can be Human, Elven, Earthkin or Verduran.
There are no goblins (including snow goblins) of any type on Vargainen, nor are there any faekin there; the fae left Vargainen at the same time as the Sundering and have never returned. As there were never any dragons on Vargainen, there are no drakes either. Snow Goblins, Drakes and Faekin cannot come from Vargainen.
Regardless of the species, characters from Vargainen gain the Andaranian language as a free starting language. These characters gain no other free language skills.
One of the cultural differences is that characters from Vargainen have only very recently learned common. While these characters still gain the common language for free (for simplicity's sake) it is advised that they attempt to role-play inexperience and learning a second language, while at the same time avoiding a "foreigner speaking English badly" stereotype.
References
Character Creation
Creating a player character is relatively simple.
First, characters must select one of the game's playable species to be.
Second, the character needs a name.
Third, a background can be submitted for approval, but is are not required. Players may simply bring a character into play with no background (and optionally writing one later).
Finally, each character begins at level 0 assuming they haven't been assigned any experience points yet. This gives 10 skill points to spend. If you use the online character portal it will confirm you are spending those skill points according to the rules. You can print or save the character sheet generated by the portal to your phone and you're all set. Using a pen and paper character sheet is also allowed, but the portal is preferred by logistics.
At your next event, show the paper sheet when you check-in if you have it, and it will get approved at that time. If you have the character sheet downloaded to your phone, you do not need to have it approved at check-in.
Languages
All languages in Novitas are categorized as common, uncommon, rare, or extremely rare. Common languages are those that are actively spoken by large portions of the population. Each common language has at least one nation on Novitas that currently speaks it. Uncommon languages are those languages either actively spoken but only by cultures that are marginalized in some way or they are no longer actively spoken. Rare languages are only spoken by cultures that do not want others to know their languages or who would be dangerous to learn from. Finally, extremely rare languages have mystical components that make learning them incredibly complex. These languages require more than standard tutelage to master.
All characters in Novitas begin play knowing the most basic of all languages, Common, the general trade tongue of all Novitas. This is at least in part a matter of convenience. Characters who come from the lost continent of Vargainen are not native speakers of Common, and have likely never had any exposure to it. However, as a consideration for allowing player characters to be fun, they are given Common for free anyway. These characters are encouraged to roleplay taking the steps of still learning Common, but each player is free to handle this as they wish. Other characters can at the player's choosing also not know Common if they desire.
Non-human characters begin play knowing an extra language, determined by what species they are. This represents the cultural heritage that character comes from.
Beyond that, any character can learn new common languages by using skill points. Uncommon languages are learned through role-playing skills, most commonly Scholar. Rare languages can be learned with skill points and plot marshal or second (Ryan Green and Donald Tyson) permission after having sufficient opportunity to learn the language through roleplaying. High level scholars also get the opportunity to learn rare languages through that skill without requiring further permission (beyond earning the ability to take the high level role-playing skill).
Many players love adding accents to their characters. As a game we allow accents, but we do generally discourage them. Different regions of the world might logically have different accents. This is a very reasonable assumption. However as an accessibility choice we do not have any interest in forcing all players who wish to make a character from one nation to be able to speak an accent in order to be from that location. This would result in players unable to make a character with the origin they desire, would result in players speaking with terrible forced accents constantly, or players would be stuck making accents that quickly devolve into silliness. |
Garb Influences
KoN is a fantasy game and not set in a specific historical period, so the variety of acceptable garb is wide. Players portraying non-human characters are especially encouraged to flavor their garb with fantasy elements. The game takes place in the city of Maplewood in the Freelands.
Characters don't have to wear garb based on where they are from; they could wear anything appropriate for any number of different reasons. These guidelines are so that if you want to represent being from a particular culture you know how to.
The real-world time period Novitas samples for historical garb ends roughly around 1500 AD.
General Garb guidelines:
- Civen characters should draw influence from the Roman Empire between 27 BCE – 610 CE.
- Vleanoan and Evenandran characters should draw influence from medieval western Europe between 1066 – 1500.
- Great Forest and Dellin Tribelands characters should draw influence from central and northern Europe between the prehistoric era – 106 CE.
- Gershan characters draw influence from China between 1500 BCE – 1644 CE or Japan between 250 BCE – 186 CE.
- Terran characters should draw influence from the "dark ages" of European history, between 610 CE – 1066 CE.
- This guide covers the look for characters from Vargainen.
- Freelands characters wear anything found in any other kingdom.
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