Runebearer Borakki Racebook(1), Podreczniki RPG, Runebearer

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Borakki Overview
Description
the Borakki nations make it hard for a Balarkan to raise an
army to make war on other Borakki. If the nation's clans do
not support a war, then peaceful resolution is likely.
Borakki look like humans, but are powerfully built. An
average Borakki stands over 7 feet tall and has a strong back
and muscled limbs. Borakki have light skin and thick hair
ranging from white to light brown or red.
External Relations
The Great Western Nation and The Nation of Bor's Children
border the Bostonians to their south. Historically, Borakki
and Bostonians have enjoyed good relations. Both sides
welcome trade and cooperation with their neighbor. Borakki
traders make frequent forays to Ansbrook, Blumbirith and
Salem, as well as the small mining camps and villages of the
north. At times, relations are strained due to the Bostonians'
distaste for the pagan religion of the Borakki. However, the
Bostonian Church has remained tolerant of the Borakki ways
in hopes of converting them. Several missions have been
built near the border and missionaries regularly enter
Borakki lands.
Lands
Borakki occupy the rugged hills and mountains to the north
of Bostonia. Their land is broken and rocky with long grasses
and scrub covering the hillsides and plateaus. Pine forests are
common in the higher elevations and birch and aspen grow
in the valleys.
Government
Borakki society is based on the idea of a clan. Clans are
groups of families joined together by proximity, common
goals or blood and political ties. Each clan consists of a head
family and from 30-200 families. An average clan has about
600 members and there are nearly 1000 clans in the Borakki
homeland.
All Borakki nations share territory with the Brown Ratlings.
Brown Ratlings are considered a nuisance to the clans. They
steal cattle and raid merchants. Borakki mines sometimes
damage Ratling burrows and provoke attacks. Though they
are not numerous, organized or ferocious enough to be
considered a real threat, most clans will actively hunt Brown
Ratlings in an attempt to drive them away.
Each clan is ruled by the leader of the head family, called a
Gaerkan (GAR - kan). The Gaerkan assigns work, makes
treaties with other clans and metes out justice. His word is
law unless superceded by a priest or a king.
There are rare occasions where a clan might engage in
positive relations with a Brown Ratling burrow. Trade
agreements have been made between several burrows and
mining clans. Often, the Brown Ratlings will trade labor and
tunneling expertise for finished goods and weapons. Where
White Ratlings are found, Browns and Borakki have
sometimes allied against their common foe.
A collection of clans joined by treaty, blood or marriage is
called a nation. There are three Borakki nations, The Great
Western Nation, The Cragshold and the Nation of Bor's
Children. Each nation is ruled by a king, called a Balarkan
(BAL - er - ken). Balarken mediate clan disputes and protect
the clan from outside threats. Balarken are chosen differently
by each nation according to their custom. For instance, the
Great Western Nation elects a king every eight years.
Cragshold chooses its king by heredity. Bor's Children
choose their king by holding contests of strength and courage
every ten years.
The Great Western Nation and Cragshold are plagued by
White Ratlings. There are several White Ratling enclaves
hidden within these nations and a couple massive enclaves
just outside Borakki territory. White Ratlings are aggressive,
organized and expansionist and will attack settlements to
obtain goods, slaves and territory. Many clans find
themselves battling White Ratlings every year. They are
considered a serious threat.
Internal Relations
Borakki clans are continuously competing for resources and
influence. Borakki clansmen often conduct cattle raids on
their neighbors. These raids hone the warriors' skills and
enrich the clan's stables. Usually, cattle raids are meant to be
non-lethal affairs, conducted with nets, bludgeons and slings.
The battles are matters of honor and are hotly contested.
Warriors get hurt, but no one is killed.
Family
Borakki tend to favor large families. Families of 4-7 children
are the norm and having 8 or more children is common.
Borakki believe that children bring laborers, warriors and
future leaders to the clan. Children are valued and included
at an early age in the day-to-day business of their family.
Internal conflicts of a larger scale or intensity are rare
between Borakki. In Borakki history, there have only been
three wars between nations. Two of the conflicts started as
disputes over logging and mining sites that escalated over
the course of years. The final war resulted from two Balarkan
settling a blood feud. In most cases, the traditions and laws of
Families are ruled by the eldest male. Once a man is too
feeble to accompany his clansmen on a cattle raid, then
control passes to his oldest son. Elder men are respected for
their experience and wisdom and are still consulted before
major decisions are made.
1
Borakki women have restricted access to power. Women
cannot be heads of families. Thus, they do not have final say
in business or political affairs and they cannot become
Gaerkan or Balarkan. Still, women are an important part of
Borakki society. They control much of the daily operation of
their household. They work beside their men in the fields, the
shops and the battlefield. They are permitted to speak in
assemblies and testify before clan leaders and kings. Often,
the women of a clan form a taban (TAY - ben) -- a gathering.
Here the women of a clan decide on issues and present a
single, unified voice to the men. Since women make up a
considerable fraction of a clan's workforce, taban wield
considerable influence.
Borakki use a unique creature as a source of labor and food.
Stoors are huge, furred ants that are found in underground
nests in the northern hills. Borakki sometimes make forays
into stoor nests to collect eggs that they hatch. Stoors are used
for heavy farm labor, as pack animals and as mounts in
battle. Stoors cannot be trained. The creatures are controlled
by alchemical scents that are placed on their antennae or
along the ground. These scents can calm the creature, incite it
or guide it along a path. Useful as Stoors are, they are hard to
capture and feed. Thus, they are rare and available only to
clans with the resources to keep them.
Stoor honey is a thick, sweet liquid much in demand in
Borakki lands. In stoor nests, certain of the ants are found
hanging from chamber ceilings, their thoraxes bloated with
gallons of stoor honey. No one has discovered how to induce
this state in a stoor; so brave collectors will raid nests to
obtain the liquid.
Food and Drink
Borakki clans base their wealth on their livestock. Cattle,
sheep, oxen and goats are common. Borakki rely on these
animals for meat, milk, cheese and butter. The lowlands are
fertile and used to grow wheat and rye. Hillier land is used
for grazing and to grow potatoes, cabbage, turnips, radishes,
carrots and rockroot. Some clans raise fowl and those near
rivers and lakes fish for trout and salmon. Various highland
berries, gin nuts, stoor honey, mountain lion and boar
supplement the Borakki diet.
Clothing
The northern lands are cold and damp much of the year.
Summers are pleasant, but wet and short. Winters are long
and harsh. Borakki dress to weather the cold. Furs, heavy
woolen cloth and leathers are standard. Most clothing is dull
colored as only black, red and orange dyes are common.
Typical travel garb consists of leather boots, leather or
woolen leggings, leather vest, wool shirt and a fur or fur-
lined coat or cloak. Reed spun cloth is available to some
clans. Fibrous reeds called Greenwisps are collected from
lakes and streams. Their fibers are extracted and woven into
a light, breathable, green cloth. When necessary, leather
goods are rubbed in fat to waterproof them.
Economy
Many of the tree species that grow in Borakki lands are
softwood trees. Stands of hardwood are rare. Those that exist
are forested to produce timber for buildings and furniture.
Hardwood forests are coveted by the clans near them. Most
hardwood used in Borakki buildings is imported from
Bostonia.
Buildings
Borakki lands are rich in mineral wealth. Tin, zinc, gold and
silver veins exist. Much of this remains untapped though as
many Borakki have a distaste for dark, claustrophobic mines.
Mining families exist, but they are rare and considered
eccentric. In some cases Brown Ratlings are used to build
tunnels. Bostonian miners have also come north to work the
Borakki hillsides.
Stone is the most common building material. Borakki lands
have little hardwood forests so timber is not often used in
large construction. Stones from quarries or riverbeds are
mortared together for most large buildings. Smaller
structures are built using a mix of mortar, an adobe-like
substance and gravel. When ancient sites are found,
stonecutters are called to cut the ancient walls into massive
blocks that are then used to build military strongholds,
communal buildings and homes for the powerful.
Two metals that are rare in Bostonia exist here in abundance.
These are Urandine and Beggar's Silver. Urandine is a dull,
soft, dark gray metal. It is easy to work and is used to make
pipes, fittings and alchemical equipment. In addition, it can
be alloyed with iron and tin to make Borakki Steel from
which many Borakki weapons are made. Beggar's Silver is a
shiny silver ore that is fairly light and brittle. Alloyed with
iron, it forms a strong and light steel called Brightsteel.
Each clan has different housing patterns. Some build rows of
longhouses in which 5-10 families dwell. Others allow each
family to construct its own small house, made of stone and
mud. Most clans build some permanent community space
such as storehouses or meetinghouses. Some huts herd
migratory animals and travel with the herds. These clans use
temporary mud huts or tents for living space.
Borakki weapon smiths are some of the finest in the world.
Borakki weapons are well balanced, sharp and powerful.
Traditionally though, they are made of the heavy Borakki
Steel and can only be used by Borakki or the strongest human
warriors. More recently, Brightsteel weapons have become
more common. These are lighter, but still retain many of the
fine qualities of Borakki weaponry. Most of these weapons
are shipped south for trade in Bostonia.
Recently, trade towns and cities have developed along
crossroads, rivers and at the borders between clans. The
largest Borakki cities have around 10-15,000 inhabitants. The
emergence of cities marks a divergence from clan life. Urban
dwellers still belong to a clan, but have left their clan to live
and work in the city. Some cities have "clan streets" where
several members of the same clan have taken residence. In
many cases, the streets of a Borakki city mirror the political
situation of the Borakki people as a whole.
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Religion
Temples to Bor are often found at the sites of great battles
and at the foot of large mountains and rock outcroppings.
Some of Bor's temples are adorned with regal thrones, murals
and fine furnishings while others are more spartan
structures. All temples have some type of crude statues
depicting bears, or powerful warriors engaging in feats of
strength.
There is no organized church in Borakki society. The Borakki
often say that they "carry their gods with them." Worship is a
personal and family matter. Each family passes their
traditions and prayers from generation to generation. Most
Borakki have a god to which they say a prayer or to which
the pay tribute each day. This private worship fulfils the
individual's daily obligation to the gods. However, on holy
days, or when special guidance or favor is needed, Borakki
go to a temple to worship.
Priests of Bor are considered the wisest of all the priests. They
are warriors and diplomats. They are often consulted by
gaerkan and balarkan for advice. They mediate disputes,
broker treaties and teach battlefield tactics.
There are few temples in Borakki lands. Certain places are
considered holy due to some natural quality or because they
are featured in some legend. Temples are built on these sites.
Borakki temples can be found everywhere from the cities to
the most remote rocky crags. They range from elaborate
buildings decorated with fountains and statues to a stone
marker and boulder carved to receive sacrifices.
Toron
Toron is the god of death, disease, necromancy, night and
stealth. He is patron of thieves and necromancers as well as
doctors and alchemists. He favors magic, sorcerers,
cleverness, trickery, miners and thieves. He is god of fall and
oversees the harvest. Toron favors stealth or magic over
battle, but wields a poleax when needed. He appears as a
Borakki man with bright red hair, or as a huge bat.
Temple worship is often accompanied by an appropriate
sacrifice. Livestock and wild animals are often accepted. Each
god will accept different items for sacrifice based on their
spheres and disposition. For example, Horthan accepts
worked goods and Zephyrn takes sacrifices of grain. A priest
oversees all temple worship and sacrifice.
Borakki believe that the spirits of the dead travel
underground until they find Toron's court where they reside.
Toron guides and protects the spirits from the Shadows that
still lurk deep underground. Toron also judges the spirits.
Those that the gods find worthy are allowed to rest. The
unworthy are made to toil at the beck and call of
necromancers for all time.
Each temple will have a priest and from 1-3 acolytes. These
servants of the gods maintain the temple and preside over
services there. Priests are considered outside normal Borakki
society. They are often isolated, passing time by
contemplating the virtues of their patron god, fixing or
improving the temple site, or training their students in the
ways of the gods. Each god has a magical rune associated
with it. Priests take the rune of their patron and can take
other runes, though not those of the other gods.
Temples to Toron are found in caves, swamps, near mines or
at the site of mass deaths. Temples are often little more than
an ornate stone altar surrounded by many markers of bones
and skulls.
Priests of Toron are divided into two cults. The Hemacaer
(HEM - eh - car) are healers and alchemists. They worship
Toron's stewardship over the dead and his battle with the
remaining Shadows. Toron's second cult, The Shunned,
worship Toron as judge of the dead and god of night. The
Shunned are often necromancers that use undead constructs
to do their bidding. They are outcasts -- tolerated, but not
permitted to operate in normal society. These two cults hate
each other and continuously work to undermine the
operations of their rival.
Priests choose acolytes from the ranks of the clans' children.
Priests will travel to nearby clan homes and choose the
children they want to accompany them. Children with red
hair are often chosen because the Borakki believe that red
hair is a sign of magical prowess. The clans give up their
children without argument since to refuse would be an
affront to the gods.
Gods of the Borakki
Horthan
Bor
Horthan is god of the forge, craftsmanship, skill and
building. He is the patron of smiths and all craftsmen. He
favors hard work, trade, cities, innovation and civilization.
He has no season. He favors a sword and shield in battle. He
appears as a muscled and dirty Borakki carrying smith's
tools, or as a beaver.
Bor is the god of strength, power, leadership and excellence
in battle. He is a patron of warriors and kings. He favors
wisdom, honor, honesty, plain dealing, families and herding.
He is god of summer and father of all Borakki. Bor favors the
hammer in battle. He appears as a huge, white-haired
Borakki man, or as a white bear.
Horthan was born when the Cleansing Fire touched the
earth. The contact of the fire and earth formed the various
metals found in the ground. Horthan was also created in this
event and the same metals that flow in the earth flow in his
veins. Soon after Bor created Borakki, Horthan was teaching
them to work the earth and the metal therein.
Borakki believe that the world started as a place of darkness,
ruled by nightmares and terrors called Shadows. Then the
Cleansing Fire came and destroyed the Shadows and gave
the world light. Bor was born in the explosion of Cleansing
Fire to heal the world and rebuild the land. Once he finished
that task, he took the "bones of the earth" and created Bor's
Children -- Borakki.
3
Horthan is a god of construction and crafts. His temples are
not found near natural sites, but rather near the works of
Borakki. Each city has a temple of Horthan near the
marketplace. Temples to Horthan can be found near some
mines, dams, and bridges -- anywhere a feat of engineering
has taken place. In addition, the Borakki have built shrines to
Horthan near impressive ancient sites.
Borakki believe that active worship of Zephyrn is depraved.
Most common temples have someone designated to maintain
it, but this person is not a priest. There are priests of Zephyrn,
but they are outcasts, hoping to exchange their worship for
some of the god's awesome destructive power. Zephyrn's
cult is despised and destroyed wherever possible.
Helene & Barda
Priests of Horthan are artists, traders, craftsmen and teachers.
Horthan's temples serve as schools for arts and crafts. Priests
oversee building projects and run caravans of goods to the
human cities.
Helene and her twin Barda were goddesses of the sea. Like
Bor, they were born when the Cleansing Fire exploded into
light. However, both were born trapped on an island and
held there by an ancient magic and a beast of great power.
Bor rescued the two goddesses and created a bridge of land
to the island, breaking the ancient seals that held them
prisoner.
Sil
Sil is goddess of the valley, agriculture, nature, plants and
animals. She is the patron of farmers and loggers, but also
protector of the deep forests. She favors harmony with nature
and living within its means. Hers is the spring thaw. She
wields a scythe and wooden shield into battle. She is a tall,
voluptuous woman in flowing robes. Her blonde hair is
made up in braids adorned with wildflowers. She also
appears as any woodland animal.
Both sisters loved Bor. Bor fell in love with Helena and
married her. Helena bore two children, a son and daughter.
Barda became jealous of their love and plotted against her
sister. She returned to the island that once held them prisoner
and studied the strange ancient sigils there. Once her magic
became powerful she ambushed her sister and transformed
her into a hideous creature like the one that tormented them
on their island. Helene's face drained of color and her skin
seemed to mold to the bone underneath. She grew scales,
talons and her head sprouted poisonous snakes. When she
turned to ask her son for help, he was turned to stone.
Sil is the child of Bor and Helene. As a "second generation"
goddess, she is more closely tied to the mortal world than are
the gods born of Cleansing Fire. Sil is said to visit the forests
and hills of Borakki lands often, tending to her hidden
gardens. She is the only being able to stand the sight of her
mother.
Bor's rage found Barda. He struck her down and as he did so,
she fell to the earth and turned to stone. When he tried to
help his bride, she had fled into the mortal world. Helene's
daughter, Sil followed her and comforted her. Still, nothing
could be done. Helene fled and hid herself in the darkest
corners of the mortal world, never to be seen again.
Temples to Sil are found deep in the woods in groves of great
beauty and serenity. Temples are built to blend into nature.
Many temples are simply an area with rocks, water, trees and
wildflowers in a striking arrangement. If a structure is
present, it is small and open.
Helene is said to dwell in the deepest cave in the world. Over
the years, she has gone insane and now spends her days
creating the terrible beasts that plague her nightmares. She
lets these beasts out into the world for her twisted
amusement. Barda is a gigantic statue lying half buried
under Grundermont ("Mountain of Treachery"). Whether she
is dead, or just dormant is unknown.
Priests of Sil lead lives of quiet contemplation. They are
isolated from Borakki society and are perfectly at home alone
in the wilderness. They are expert woodsmen living in
harmony with nature. They are charged with protecting their
woods from unnatural creatures and to make sure that
anyone taking from the land is offering a proper sacrifice.
Zephyrn
Zephyrn is the god of the wind, storms and the sea. He is the
patron of sailors and is the god of the winter. He favors long,
harsh winters, blizzards and people who are drowning or
freezing to death. He wields a long spear tipped with ice. He
appears as a tall, almost starved Borakki man in tattered
clothes. Alternately, he appears as a winter wolf.
Of all the gods, Zephyrn is the only one considered wholly
evil. He is the child of Barda -- born from her blood just
before she turned to stone. He hates the other gods for what
was done to his mother. His breath is the chill wind and his
touch is the numbness in a travelers limbs. He is said to bring
the harsh Borakki winters out of disdain for Bor's children.
Borakki fear Zephyrn and sacrifice to him in hopes of
appeasing his appetite for destruction. Common temples to
Zephyrn are simply carved stones placed in a circle. They are
built on rocky crags and lonely mountaintops. Docks and
lighthouses often have Zephyrn's shrines nearby.
4
Rules
Stat Modifiers
Suggested Attributes
CHA, INT, PER
Suggested Limitations
Clanless:
This character is outside the clan structure that
is prevalent in Borakki society. He has no clan or family.
This means that other Borakki will tolerate him, but likely
treat him as a second-class citizen. In addition, his rights
under the law are lessened. If his station is known, the
character has a -2 in social situations with other Borakki.
(4 points)
Borakki
STR +3
AGI -12
DEX -1
TOU +3
SPI -2
INT -1
Flirt:
This character loves to flirt and cavort with
members of the opposite sex. Depending on the situation,
this can get him in a fair bit of trouble. (2-3 points)
Racial Traits
Resistant to Cold:
Borakki are naturally resistant to cold
weather. In any temperature above freezing, a Borakki
would be comfortable in light (summer) clothing. In
freezing weather, a Borakki would have to wear heavier
clothing, but any penalties or damage from the cold
would be halved. In addition, saves against cold related
spells or effects are at a +2 and any damage is reduced by
1 point/die.
Loves a Good Story:
This character will do just about any
crazy thing to be on the scene when an epic story breaks.
This desire will tend to get the character involved in
dangerous situations. (1-2 points)
Blessed of Bor
Dislike of Heat:
In hot summer weather, Borakki sweat
and are generally uncomfortable. When the temperature
hits 80 degrees F (about 25 degrees C), they will take a –1
to all skill rolls due to this discomfort. All heat based
saves are at a –2.
Blessed of Bor
Combat: Choose+1
Combat: Unarmed +2
+5 Hit Points
Repair
Tactics, Personal
+26/23 Buy Points (see below)
Templates
Description
A minute number of Borakki children are born with stark
white hair. These children are considered blessed by Bor
and are said to have part of his strength within them.
These children are trained as warriors by their clan. Once
their warrior training is complete, they strike out and find
a temple of Bor. The priest there tells them of their legacy,
their power and what must be done to unlock it.
Bard
Carouse+1
Combat: Choose
Combat: Choose
Converse +1
Craft: Musician
Craft: Storyteller
Etiquette
Kn: Legends and Myths
Literate
Orate
Persuade
Pickpocket
Trade
+26 Buy Points
Each of the Blessed must perform a service to Bor and to
the Borakki people. The service could be nearly anything.
This could mean killing some terrible beast that roams the
tundra, or it could mean constructing a grand temple to
Bor, or it could mean exploring new lands. Each of the
Blessed is required to find his own way to serve Bor.
Once the service is performed, Bor appears to the Blessed
in a dream and leads them to the final test, which is a test
of strength and courage. Upon passing this test, the
character is Vehlbor (VEEL - bor), Blessed of Bor. This is a
great honor among the Borakki. In addition, the Blessed
can turn into a large, white bear when in need.
Description
Borakki have a tradition of storytelling. Bards are a way
of keeping old legends alive as well as a way of passing
news of the land from clan to clan. Bards are wandering
musicians and storytellers, traveling from town to town,
telling their tales for a few coin or free food and lodging.
Some bards travel with heroes or follow priests and kings
so they may later tell of their exploits.
Suggested Attributes
STR, TOU, DEX, AGI
Suggested Limitations
Always Seeking to Help Others:
This character needs to
help others and is always looking to do so. This could be
physical, spiritual or financial aid. He is willing to do
5
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