Citizens of the Crystal Palace
- Makoo
- Dragons
- Garu
- Unicorns
- Aerads
- Varaghs
- Chams
- Gorillas
- Taz
- Telleri
- Darby
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Makoo
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Description
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Makoo are sentient plants with indefinite life-spans.
They go through two life stages: mobile, active
sapling and dormant tree-like ancient. In the sapling stage,
they can be anywhere from one to ten feet
long, depending on age. (Up to three feet would be
considered an infant, and more than seven feet
would be approaching dormancy.) They have a gourd-like head
which contains sensory organs, and a
flexible woody spine. Surrounding the spine is a bushy leafy body,
which is thick, but contains no vital
organs. They have viny tendrils which emerge from the body and are
used for both manipulation and
locomotion. Their spine ends with retractable roots.
Ancient Makoo are indistinguishable from trees to
most other species, and can grow as tall as redwoods.
Newly dormant Makoo can uproot and move with
great difficulty in an emergency, and retain some
mobile tendrills.
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Social Organization
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Sapling life and religion centers on the care of the Eldest. Although other creatures, notably the Unicorns,
also paticipate in this care, it is always under the supervision of Makoo priests. The priesthood is also
responsible for maintaining the health of the psychic atmosphere of the city, so that evil thoughts do not
pollute the somna energy which permeates the city. Makoo are expected to take on a clerical role as they
age. Position in the hierarchy is determined strictly on the basis of age, but in cases of serious
delinquincy an individual’s age can be officially decreased. Conversely, individuals with important clerical
roles can be asked to delay dormancy for a century or two as a
service to the community.
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Population
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About 30,000 saplings and 600,000 Eldest live in the city. An equal number of
Eldest are scattered through the Empire, and about 150,000 saplings serve as
rural priests
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Names
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Makoo are named after virtues that they exhibit and consider it very
important to live up to their names.
Theoretically, an inappropriate name could be taken away,
a great humiliation.
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Role in Society
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Makoo act as priests, teachers, healers, and sages. The High Priest is always the oldest active Makoo.
Priestly duties can involve supervising the tending of the Eldest, spiritual counseling, enforcement of the
religious law, or religious instruction.
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Physical Advantages
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Their bodies can regenerate most missing pieces eventually. Tendrils are excellent at manipulation.
Potential immortality.
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Physical Handicaps
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Slow in movement and reflexes, which becomes much more acute with age. Poor leverage limits
strength, especially among smaller less upright young saplings.
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Social Advantages
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Revered for connection to Ancients. High status as founding race.
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Social Handicaps
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Viewed as hopelessly conservative and slow to adapt.
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Roles in games
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Priest, sage, healer, Magician: Sensitive (psychic) or Prophet
(worker of miracles by other’s belief)
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Special training suggestions
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Priest Training combines Theology, Law, History, Healing , Sensitivity, and magic based on drawing on
psychic energy of the Saints.
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Dragons
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Description
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Dragons are around eight feet long and about five feet high at the shoulder. They have a large head, and
a long segmented body. Each segment has both hands and feet. They are heavily armored, with a l
hooded neck guard and intermeshing plates on the segments. However, each segment can compress a
surprising amount, so they can actually squeeze through quite small passages. Dragons bodies are
colored in a bright pattern of reds, golds, and greens which is
distinct for each dragon.
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Social Organization
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Dragons live solitarily, but interact through a complex network of family, business, and political alliances.
Love among Dragons is intense, but rare and relatively brief. Children are raised by both parents,
alternating from one’s care to the other’s. Often other relatives and associates play a major role in
raising children.
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Role in Society
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Dragons are the intellectuals of the Crystal Palace. They act as sages, high-level adninistrators, and
dealers in fine art and other valuable goods. The Archon, head oif the Crystal Palace’s civil
administration, is traditionally a Dragon, although rarely other species have filled the role.
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Population
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There are about 25,000 Dragons in the city. Very few Dragons live outside the city.
This is a large decrease since the fall of the Science Tower
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Names
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Two or three one syllable names, usually Asian sounding. Family name is first.
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Physical Advantages
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Large size gives high overall body strength. Heavily armored.
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Physical Handicaps
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Hands are small and weak compared to body size. Large size can make movement through tight spaces
difficult, despite flexibility.
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Socail Advantages
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Reputation for wisdom, aesthetic sense and subtlety. Can usually draw on a network of associates and
familly. Status as Founding Race.
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Social Handicaps
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Viewed as effete and disinclined to direct action. Reputation as self-interested and corrupt.
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Roles in games
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Sage, Magicinl: Diviner (reading and influencing entire somna field, frequently for gaining information) ,
Animator (enduing inanimate objects with seeming life) or Archaeomancer (ability to use and modify
somna-channeling devices of past ages.) , tank (indestructible warrior ).
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Special training suggestions (see Magician suggestions above)
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Garu
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Description
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Werewolves. Garu have two forms, a humanoid form between six and seven feet tall, with a face with
canine features (elongated nose, canine teeth, and pointed ears) and a lupine form, a large-headed
intelligent-looking wolf.
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Social Organization
Garu live in packs of between 50 and 200. Packs are organized into clans of between 100 and 300
packs. There are currently 9 clans in the city, with a total population of 120,000. Each pack has a
leading mated couple, as does each clan. Leadership is subject to challenge to combat; frequently, the
challenge is resolved without actual combat, with the loser submitting to the winner and losing status.
Besides the leaders, there is a fluid social order inside the packs, with status depending on reputation,
success in combat, appearance, and the health and fitness of one’s family. Higher status members will
be called upon for leadership roles within the pack. Mated Garu couples are extremely close, and divorce
and adultery are almost unheard of. The status of a married couple is linked together, and unmarried
adults and inferitile couples have the lowest status. Both parents are heavily involved with raising
children. Individuals with perceived genetic flaws are not allowed to marry.
- Population: 120,000 in the city, about 1.5 million outside
city.
- Role in Society:
- Garu are the bulk of the army and civil police. They also act as butchers, guards , hunters and overseers.
The Warlord is almost always a Garu.
- Names
- Garu have one two or three syllabic name, typically with gutteral sounds. If there is a possibility of
confusion between Garus with the same name, the pack can be used as a surname.
- Physical Advantages
- Garus are agile and fast, especially in wolf form. In wolf form their senses of smell and hearing are keen,
and their teeth and claws act as natural weaponry. They can heal small wounds by shifting.
- Physical Handicaps
- In wolf form, they lack manipulative limbs. They cannot shift if wearing bulky clothes or carrying heavy
objects.
- Social Advantages
- They are respected for their skill and dedication, and for their status as Founders.
- Social Handicaps
- They are feared, and thought violent tempered. Other creatures are frequently uncomfortable around
them. They are viewed as overly rigid and authoritarian.
- Roles in games
- Warrior, detective, scout, ``berserker’’, leader, magician: transmogrifier (magic that changes the user’s
form or abilities)
- Special training suggestions
‘’Dog-fighting’’ is a style of combat that emphasizes rapid shifting, threats, feignts, and lunges. It includes
use of dagger, and teeth, as well as cultural aspects: ettiquette and ethics of challenges, submitting, and
accepting submission.
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Unicorns
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Description
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Lithe antelope-like creatures, about 3' at the shoulder and 4’ long.
They have manes and a single horn,
used more for manipulation than as weaponry.
Their coloration varies.
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Social Organization
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Unicorns live in herds. There are few hard-and-fast rules incumbant
on herd members, but obnoxious or
unco-operative individuals are sometimes banished from the herd.
Highest status and respect is given to
older females. Herds tend to have communal responsibility for the
land on which the herd lives, often
involving care for Makoo ancients. The herd is recompensed by the
Church for these duties. Individual
herd members also have their own interests and vocations, and
sometimes use income from these to
buy out of collective duties. Unicorns are unique in having dual
citizenship in both the Radiant Empire
and the Unicorn Prarie, provided they make a pilgrimage to the
Prarie before they come of age. Mating
is usually within a herd, but is not a long-term commitment.
Although many child-rearing tasks are
performed collectively, the ultimate responsibility for caring for
the young is the mother’s.
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Role in Society
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In their collective roles, Unicorn herds are gardeners,
grounds-keepers, and tenders for Eldest Makoo.
Individually, Unicorns are healers, artists, and magicians of all
kinds, especially Witchcraft. Unicorns are
uniquely familiar with the lands outside the Empire,
due to the required Pilgrimage.
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Population
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About 100,000 Unicorns live in the City's Parks. Half a million others
live in places througout the Empire.
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Names
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One name with windy, braying sounds. Herd location
can be used in case of ambiguity. e.g., Hialaca of
Marsh Park.
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Physical Advantages
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Unicorns are fast and agile, and their horns are
a natural weapon, although they rarely use it offensively.
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Physical Handicaps
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Unicorns have no manipulative limbs, although they can dig and push things with hooves and horns.
They usually use magic to circumvent this.
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Social Advantages
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Unicorns are considered beautiful and benevolent, and are
universally liked. They have high individual
freedom as far as social mores.
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Social Handicaps
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Their reputation for kindness leads other species to regard them as easy marks. The loose organization
of herds means that Unicorns are slow to take collective action.
Roles in games
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Magician, esp. Witch (user of sympathetic binding magic not reliant on somna), Sensitive and Animator.
Healer. Scout (outdoors/nature expert).
Druid (nature magician)
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Special training suggestions
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Witchcraft. Natural and cultural lore of Unicorn Praerie.
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Aerad
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Description
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Slender delicate insectoid creatures, with shimmering dragonfly
wings and a glowing thorax like an
especially bright firefly. They are about two feet high,
and have a wingspan of four to five feet.
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Social Organization
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Aerads live in hives of several hundred. A hive is treated
like a dormitory or boarding house. It is not
presumed that individuals have strong ties to their hive,
although socialization within the hive is frequent
and encouraged. The hive is presided over by an older female
Manager addressed as Matron, who sets
rules for day-to-day living. Only one in twenty Aerads are
male, and males tend to be largely viewed as
social ornaments supported by the hive’s females.
Eggs and young are raised collectively in the hive, by
Nannies who are usually but not always hive members.
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Population
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Around 50,000 in city, and about 350,000 outside the city,
concentrated in the Delta
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Role in Society
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Performers, Entertainers, hosts, receptionists,
messangers
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Names
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One name with insect sounds :Z, B, Ch, K, T
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Physical Advantages
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Can fly. "Tail lights" can be used to illuminate,
but also to stun or cause altered states in viewers if used
skillfully.
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Physical Handicaps
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Delicate, light-weight body means they are
weak and fragile.
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Socail Advantages
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Viewed as beautiful and delightful. Company is sought
by other species. Aerad dancing is exquisite.
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Social Handicaps
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Thought emotional and tempermental,
not taken seriously. (Of course, this can also be used to
advantage.)
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Roles in games
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Performer, socialite, spy, scout (reconaisance),
magician(Conjuror or Sensitive), manipulator
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Special training suggestions
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Aerad dancing training includes aerobatics, fine control of lights to stun and impress, ability to read
audiences, basics of Conjuring and Sensitivity.
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Varagh
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Description
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Varagh are bipedal warthogs about human size. If you need more
of a description, ask Josh. Varagh
have phenomenal memories, and excellent
communication skills.
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Social Organization
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Varagh live in single (but extended) family dwellings.
Varagh maintain an extensive network of family and
business associates. Mating is generally for life,
but separation is not unheard of.
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Population
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About 120,000 in the City, and 350,000 outside.
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Role in Society
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Lawyers, accountants, civil servants, administrators,
entrepeneurs, chefs, scribes, bartenders, academic
researchers.
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Names
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Two multisyllabic names, generally with snooty
connotations or place names.
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Physical Advantages
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Robust constitution, good sense of smell, can wear armor
and use heavy weaponry. Excellent memory.
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Physical Handicaps:
None
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Social Advantages
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Viewed as competent and solid. Usually have network of
family and business allies to draw on, including
financial assistance. Frequently wealthy.
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Social Handicaps
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Viewed as long-winded and overly cautious.
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Roles in games
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Financier, leader, sage, “tank” (heavily armored warrior),
“bard” (adventuring gossip)
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Special training suggestions
“Ritual Combat” training includes use of plate armor, shields,
heavy axes and polearms. As well, it
includes training in the etiquette and law of battle,
which is as involved as, say, the Japanese tea
ceremony. It is usually practiced as a hobby for physical
and mental fitness, but it is still very viable as a
Martial Art.
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Cham
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Description
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Chams are bipedal lizards with skins that adapt to their environments like that of chameleons. They are
about 3 feet tall, with a tail that extends another two feet. They have suction-cupped hands and feet that
allow them to climb.
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Social Organization
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Chams are territorial loners. Except when mating and raising children,
Chams live alone and cannot
tolerate other Chams in their turf. Mated couples do live together
until the egg is hatched, at which point
the father is left to raise the child. There are Cham meeting
houses for Cham to meet on neutral territory,
to discuss mutual interests, but these are
operated by non-Cham.
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Population
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About 50,000 Chams live in the City, 500,000 live in the Sipsa delta,
and about 200,000 live elsewhere in the Empire.
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Names
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One name, with reptilian or amphibian sounds.
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Role in Society
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Artisans, engineers, scientists,
skilled craftsmen, thieves.
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Physical Advantages
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They can control their coloration to the point of almost total
invisibility. They can climb walls. They have
great manual dexterity and agility.
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Physical Handicaps
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Relatively small build limits strength.
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Socail Advantages
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They are viewed as intelligent and skilled.
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Social Handicaps
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Not trusted. Stereotyped as criminals.
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Roles in games
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Thief, assassin, “ninja” (sneaky warrior), engineer,
scientist, mechanic, magician (esp. Archaeomancer)
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Special training suggestions
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“Shadow warrior” training involves best use of ambushes, stealth, pressure points and a style of combat
involving leaps and sudden strikes with daggers.
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Gorilla
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Description
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Pretty much like a gorilla. They are more intelligent looking, with a larger head and more facial
expression. They can be up to six feet tall and weigh up to 800 pounds for a full-grown male.
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Social Organization
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Gorillas live in close-knit packs of ten to fifty. The pack generally includes one to three adult males, who
are the leaders, with the rest divided between females and young. Adolescent males group together in
rogue packs until they can gain acceptance into a pack as an adult. At adolescence, females are usually
courted by other packs. Packs are somewhere between a kibbutz and a biker gangs. They tend to share
resources, but also have private property. In many packs, most of the pack have a common occupation
which names the pack. Other packs are named after their home turf or a common interest. It is not
uncommon for a pack to change its name, or to disband, with members seeking admittance into new
packs. Sex is fairly casual within a pack, and the alpha males usually mate with all the females
eventually. It is not unheard of for a female pack member to have sex with a non-member, but it is taboo
to mention it. Youngsters are raised by their mothers with help from the other females. Although the
alpha males are in charge, they usually consult with the most experienced and knowledgeable females.
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Population
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About 100,000 in the City. 500,000 live in Bama Territory, and an equal
number live in the rest of the Empire
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Role in Society
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Teamsters, heavy equipment operators, smiths, bouncers,
musicians.gurus, sailors, overland traders.
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Names
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Single common monosyllabic first name or nickname.
Last name is Pack name.
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Physical Advantages
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Immensely strong.
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Physical Handicaps
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None
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Social Advantages
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Some view as having “forest wisdom”, or being “noble savages”. Respected for ability to enter Makoo-
like trances.
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Social Handicaps
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Many drop the “noble”
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Roles in games
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brick (strong tough warrior); “gentle giant”,
Magician (Sensitive or Transmogrifier), acrobat, scout,
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Special training suggestions
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Wrestling is a Marital Art that includes grabs,
holds, use of cestae, and training in psychic defenses.
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Taz
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Description:
As in Warner Bros cartoons
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Social Organization:
That's an idea!
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Population
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Less than a thousand in the City, almost all of which are in
the military
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Role in Society:
Soldiers, scouts, bodyguards
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Physical Advantages:
Amazing speed and natural weaponry (teeth and claws)
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Physical Handicaps:
High metabolism means almost always hungry
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Social Advantages:
Novelty
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Social Handicaps:
Considered barely civilized
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Roles in games:
Speedster, berzerker, scout
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Telleri
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Description
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Featureless bipeds which are identical as far as outsiders can see. Non-Tellery are not sure whether they
are organic or mechanical.
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Social Organization
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The City’s 961 Tellery live in a single complex, where they delight in subtle contests of art, skill and
manners, which are totally opaque to non-Tellery. In the rare event of a Tellery’s death, a new Tellery is
created jointly.
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Names:
Integers from 1 to 961
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Role in Society:
Fine craftsmen
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Physical Advantages
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Incredible vision which allows them to see microscopic objects and to detect miniscule variations in color.
Amazing hand-eye co-ordination.
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Physical Handicaps:
Slight build limits strength.
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Social Advantages:
Respected for refinement and skill
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Social Handicaps:
Considered bizarre and incomprehensible.
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Roles in games:
Detective, artist, sage
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Darby
Description-
Gnomes about 3 feet high. Always active and eager to
please.
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Social Organization
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Darby families live everywhere, performing all day-to-day
chores. Almost every residence has a Darby
living there.
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Role in Society
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Housekeepers, servants, crafts, janitors,
maintenance workers
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Population: about 400,000 in the city, and growing fast. About a million
live outside
the city.
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Names: end in "by"
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Physical Advantages
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Very fast reflexes and speed.
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Physical Handicaps
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High metabolism. Small stature.
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Social Advantages:
Appreciated and thought harmless
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Social Handicaps
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Taken for granted; always ordered around.
Servile behaviour expected.
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Roles in games
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Not really recommended for PC’s but could be spy or thief.
Next document:
History