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Wandrakin

The wandrakin are generally a smaller people, but exceptions do exist. One distinctive trait, other than their size, is that they tend to have noticeably larger ears. Some say that it is a natural adaptation to help the wandrakin avoid larger, more dangerous predators, yet wandrakin do not seem to have a superior sense of hearing. Others say that the wandrakin’s hearing is selective. Wandrakin say that it is so that they can hear what is not being said.   Wandrakin are found all over Urth, largely due to the need to travel. It is a curiosity, a need to see, hear and experience more. They need new experiences, new opportunities, and new challenges, but that pales beside the discovery of codes, riddles, puzzles, and mysteries. For some, the urge comes early in life, for others it can build over time until they can no longer stand it. Some wandrakin choose to travel the Urth to satisfy these cravings, others turn to more philosophical, emotional, or mental exercises such as research, entertainment, or debate, called the Wandering. Whatever the reason, it is how wandrakin came to be known by that name.   Members of this ancestry can be found as heralds, messengers, statesmyn, librarians, scribes, writers, composers, musicians, thespians, and other creative professions dedicated to the use of words. Other artistic professions such as painters and sculptors are represented, while quite a few become merchants. Wandrakin seek out Eloquence, the perfect way to express what they think, feel, and experience.   Wandrakin often bring their unique view of the world around them to their problem solving and decision making which is commonly referred to as “Thinking Sideways.” Wandrakin see patters and problems in many ways, allowing them to solve complex puzzles more easily than similar talents of other ancestries. This odd mental process also means that wandrakin are impossible to confuse or frighten as their minds seem to interpret the experience completely differently than the rest of the world. Wandrakin still experience these sensations, but they are exhilarated by the experience rather than hindered by them in any way. Some wandrakin give into this and constantly seek to place themselves in situations where they can experience the sensations of fear or confusion. In the case of confusion, many wandrakin seek difficult scholarly endeavors which serves them well and generally keeps them safe. Others seek difficult emotional situations, which either make them well loved or reviled as they constantly butt into situations that people see as none of their business. In the case of fear, wandrakin who seek to constantly experience fear give the ancestry their reputation as troublemakers. Most wandrakin work out these needs earlier in the lives, but others never get over the desire.   Another interesting or annoying aspect of the Wandering is that some wandrakin make strange, retro or avantgarde fashion choices. This is seen by many scholars as a relatively tame expression for some of the more risky or destructive manifestations of the wandrakin psyche.   When they are able, wandrakin gather together to perform a Telling, where they share the tales, art and experiences. When a new child is brought into the world, a First Telling is performed, where the eldest present tells the child their first tale. Some wandrakin believe that this tale influences them throughout their lives, and they remember this tale word for word all their lives.

Sideways Thoughts

  You perceive the world and interpret signs so differently from other ancestries, you are WARDED AGAINST the FRIGHTENED, RESTRICT FOCUS, RESTRICT SKILL conditions.

Eureka!

You are capable for flashes of brilliance and insight.
  • When you use the CREATE AN ADVANTAGE action, Failures result in the Aspect being created with a free invoke that only you can use. This must be used in the next exchange or be lost. No other character may tag the aspect until the wandrakin uses their free invoke.
  • Gain an extra success when you use an OVERCOME action to solve riddles, puzzles, codes, language, or communication related efforts.

Free Effect

  • Once per Scene, you may gain a free invoke on any Aspect in play.

Words of Power

You may use your voice in a nearly mystical manner to deliver effects tagged with the Words of Power trait using a Minor Milestone that normally require arcane energies, alchemical substances, or physical blows.
  • Use the CREATE AN ADVANTAGE on a target that can see or hear you within any adjacent zone called ‘Marked by Words!’ The Invoke lasts for the next Exchange. You may use Invokes of this aspect on the target while they are within the sound of your voice or able to see you to deliver your Marked by Words! tagged Effects as an UNERRING BY THOUGHT. These effects require FOCUS to maintain regardless of the original effect.

Epic Effect

FOCUS is not required to maintain the effect.

Mana Effect

  • The ‘Marked by Words’ Aspect is not needed to deliver the Effect.
  • Any known Effect can be delivered UNERRING BY THOUGHT through this ability, not just those marked by a Minor Milestone.

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