The Purple People
Found all over the subtle speckled plains and vales and river-valleys, Jurasts are the cat-tamers, the sun-watchers, the ones who first found out water is purified by boiling.
Their skin goes from wine-brown-maroon to deep bruise-red-purple, while their tongues and throats are always bleached pale. They have wavy black hair that grows in profusion, and most cultivate some facial hair. Notably, the connections between their bones are very flexible, and they are able to compact or contort themselves through spaces no larger than their skulls; this takes some dedication and time, though. They're known as being curvy and hourglass-shaped.
They deal with big cats—primarily leopards—for short-term riding, fighting, and reconnaissance. They lie out and bathe under the sun every noon, when the sun is hottest.
Jurasts are thought to be tasteless, attentive, patient, melancholic at night, vile, very receptive to new opinions and ideas, devoted to cleanliness, friends to all cats, sleepy. If there is a Jurast in a story they're probably a romantic interest.
- Can contort to Small size
- If Charisma is 13+, cats will bring you small gifts
The Yellow People
On the mainlands and lower peaks, the ridges and shallow honeycomb caves, Ompreuts are the linguists, the bee keepers and florists, the ones who designed money and the concept of value and its definition.
Their skin is golden to bronze, with their palms and the soles of their feet being a strained, blotchy vegetal blue. Their hair transitions from black at the roots to ginger at the body to almost blonde at the ends, and is almost invariably micro curls. They all have a knotty asterisk of muscle, tendon, cartilage, and nerves on the left side of their chests around their hearts; through gentle massaging the whole heart can be removed from the chest and inspected for disease. As such, Ompreuts only have one nipple, and one breast.
The fact that they can expose crucial organs has influenced how business is done between Ompreuts: anything calling for a 'heart-to-heart' is considered deadly serious, while trying to idly check the organ is regarded as vaguely embarrassing and distasteful. They have seeded their linguistic habits through much of the known world as subtly as possible, there are few places that don't recognize their concept of value; this has allowed for a 'common' trade language to flourish.
Most things they eat are made with honey.
Ompreuts are thought to be joyful, late, talkative, loving of tongue-twisters, fond of food and flowers, sensitive to smells, unrelenting in their optimism, prudish, confused, tactical, sour, tone-deaf. If there is an Ompreut in a story they're probably the narrator.
- Mutually intelligible with most languages
- If Charisma is 13+, you have advantage against poison if you remove your heart for purging
The Red People
Scattered around broken island archipelagos on the frozen seas, Venuclas are said to have come from outer space on glass-and-silver-wire disks. They are the drug-dreamers, the brewers, the gondoliers, the ones who can get you what you want and probably already have it on hand.
They are dusky red, all of their veins standing out with a darker hue, but can become pinkish when exposed to radiation. They look a bit like anatomical models with all muscles visible. Their eyes are vibrant red-within-blue and can operate independently of one another, Venuclas have an excellent sense of balance. They very rarely have body or head hair beyond a light, translucent down. They tend to be well-built, at least a little muscular.
They're practiced glassmakers, sometimes sending out hollow globes en-masse in a southward direction for others to find; these globes are made with auspicious branching patterns alike to the devices they travelled through space on. These globes are also their fiat currency, worth at least a building each. To find a Venucla globe is to find an investment of value into your future from a complete stranger.
Most Venuclas will also fight you to death to collect this investment. It makes interactions with them a little tense.
Venuclas are thought to be martial, moderate, prone to addiction, single-minded, easily lost, easily found, individualistic to a fault, very good swimmers, loathing of mirrors, generally pretty weird. If there is a Venucla in a story they probably killed someone else.
- Advantage on Strength saves
- If Charisma is 13+, you can see faint visions of possible futures when fully intoxicated
The White People
Found in the extremes of the world, on mountaintops and in the middle of the oceans and in the deepest wastes. Cacylits are the potters, the idol-makers, the screamers in the dark, the ones who dragged deities down to their level with tin and salt.
They are chalk-white-pink-purple and have exaggerated splotches like huge fingerprints all over their bodies, densest on their scalps, their pubic areas, and their knees. They have smooth black hair and a tendency for unibrows. Their blood is incredibly thick and clots when exposed to cold; Cacylits take extensive measures to regulate their body temperature, lest they freeze and be left in stasis. However, said blood is also very poisonous.
It is likely that they codified all the deities in the world, or at least gave them names. For every people, a deity, and for every deity, a name dedicated to them by the Cacylits and carefully inscribed in calligraphy on remote mountain shrines. These shrines can have hundreds of names, most unpronounceable, some conflicting. It is considered polite for all able-bodied members of a community to visit at least one shrine.
Cacylits are thought to be communitarian, obsessive, insular, generous with physical possessions, mean-spirited, prone to celebrate any occasion, early to everything, forever hungry. If there is a Cacylit in a story they're probably a religious figure or a drunk.
- Blood is a contact poison
- If Charisma is 13+, can be revived from being frozen with heat and alcohol
The Brown People
Coastal and delta people, found wherever there is water, the most populous of people in the world. Miterceps are the mushroom-growers, the navigators, the foremost in mapmaking and star-charts, the ones who know where everything is and where it was and where it probably will go.
They come in all shades and saturations of brown, and are usually taller than everyone else, six feet at least. They are mostly blonde, and uniformly go grey early in life. They have a third, opaque, pearlescent eyelid that allows them to see underwater and sleep with their eyes open; this lid eventually fuses with their eye's surface in old age.
Along the eastern marshes and deltas, they hold court on flotilla-towns, each with detailed copies of what tide routes the towns take. All significant decisions are made when multiple towns come together to exchange policy and contemplate how local events will unfold; these gatherings happen at least once every five years.
They eat large mushrooms, deep-water rice, and languorous eels they breed in pools.
Miterceps are thought to be solemn, gender fluid, confident, well-informed, a part of a larger social network, fond of text, enemies of birds, absolutely everywhere in the world at any given time. If there is a Mitercep in a story they're probably a mentor.
- Can swim up to one hour underwater
- If Charisma is 13+, you always know exactly where you are if able to see the sky
The Hollow People
Desert- and waste-dwellers exclusively, a small population. Claits are the theologian oracles, the nighttime storytellers, the tree-growers, the ones who won't go anywhere without a hat.
They are a pleasant mahogany, and are diminutive and skinny, never taller than five feet. Their hands and feet are disproportionately small and withered for their bodies, while their limbs gradually darken from their shoulders to their digits. Iron hairs, attuned to magnetic north, grow on their forearms and calves like little lightning rods. Their bones are a little like mercury and can reform lost or damaged body parts over the course of a month; this is an uncomfortable process that requires extra calories to be effective.
The best compasses have Clait iron in their guiding needles.
Claits are thought to be stoic, nocturnal, always planning ahead, improvisational, really bad at remembering the past, immortal if left alone, difficult to talk to, beautiful, always looking at the stars. If there is a Clait in a story they're probably a guide or rescuer.
- +2 to saves against lightning, stunning, or incapacitation
- If Charisma is 13+, you can regenerate lost body parts over one month when constantly eating
The Tall People
Trackless moon-dwellers come unto the earth on fire and great bolts of lightning. Sferadollies are the surgeons, the low rumor-mongers, the princesses, the ones who put too much value in metaphors and live their lives on lies.
They are a kind of blue that is not blue, and can be best described as very desaturated violet or light tan. They have excessive amounts of hair flowing down their necks and backs, of any color. They have very dense constellations of freckles, moles, and birthmarks. They have no external ears, and their eyelids close horizontally rather than vertically. They have huge pupils. They are taller than even the Miterceps, but their torsos are ill-proportioned and are slightly too short for their limbs; as well, their heads seem slightly too small.
Sferadollies are thought to be emotionally toxic, affectionate, deep thinkers, shallow sleepers, collectors of the weird, painfully self-unaware, electric, sensual, indirect, users of too many words. If there is a Sferadolly in a story, they're probably the cause of the problem.
- Advantage on Charisma saves
- If Charisma is 13+, you can go without eating or sleeping for as many weeks as you CHA modifier