Three and a half humans, goblinorcs and wyrms


There are three core species in (the current world being developed for) Vivid, with humans being the most common - and ethnicities are a big thing.

Cambri are the most plentiful human ethnicity in the game area. They're bronze-skinned, dark haired (think ancient Mesopotamian). They are united by traditions and religion, but very much separated by loyalty to their local liege. Ever since the disaster 80 years ago, there's no unifying government. It's recommended they develop Household on character creation.

Elves are a human ethnicity. They're tall and slender compared to cambri, and they have their own lands somewhere else. Those who arrived to cambri-land are usually merchants, exiles, or the like. Since most of them are outsiders trying to be welcomed, it's recommended they develop Casual or Empathy on character creation.

Dwarves are a human ethnicity, generally shorter and stouter than cambri. They used to have a big group of nations, but most of them fell in the disaster 80 years ago. Most of them who live in cambri-land are 2nd or 3rd generation immigrants, who gather in private communities or try to become part of the great cambri society. Since their tradition and religion gives an emphasis on handiwork, it's recommended they develop Tinkering on character creation.

Half-lings are not halflings, they are half human, with the other half being something very different. When the magic went away, 50 years ago, all humans who were turned to stone, or polymorphed to bears, or became plants, found themselves back in human form, but some of the magic lingered and some of their limbs remained weird. Rejected by the greater cambri society, they gathered in small communes. The PCs is going to be a second generation half-ling, and two of their limbs are made of magical material, chosen at character creation. 

  • Stone or gem-like crystal
  • Wood or hard vines (possibly myconid)
  • Bulky or bear-like
  • Metal
  • Can also have antlers, tail. 

This provides context, which is a game term, and can grant adds (bonus) or the like, when relevant in the fiction. Since they live away from society, it's recommended they develop Exploration during character creation.

That's it for humans, let's check the goblinorcs.

Goblinorcs are a single species with two different expressions, two sides of the same coin. A goblinorc kid goes through early puberty at around the age of two, where they have a 1 in 4 chance to develop into the kind (goblin or orc) opposite of their parents'. It is possible but rare for a goblin and an orc to have a kid, and if they do, it's a 50% either way. There's a lot of baggage around this - most goblinorc societies consider it unbecoming, even cruel, to raise a kid from the other kind, so cross-kind adoption is common, meaning both goblins and orcs have an unusual definition of "family" compared to humans. 

Goblins are short and green with a wide variety of facial features. Their lands were destroyed along with the dwarves', but unlike the dwarves, they became nomads. There are now many small goblin clans with countless specialisations, each trying to make themselves useful - or become the best raiders they can be. Because of this, goblins have no single recommended skill to develop at character creation. 

Grims is a the cambri name for the main orc society in the land. Orcs in general are large and green, with prominent tusks - you know, orcs! The Grims are fearsome and militaristic, closest thing to Klingons in this land, and they are turning more and more aggressive with each year, even since the big revolution 50 years ago. It's recommended they develop Direct at character creation.

The Outcasts are a renegade group of orcs, previously the magic users and rulers of Grim society, now thrown out. Now they are scholars and nobles who are slowly becoming their own culture, "the TRUE Grim lineage". Because they know most about magic, it's recommended they develop Wonders at character creation.

Finally, let's go further away from human, and mammals in general.

Wyrms are the cambri-given name for the humanoid lizard-like species. There aren't many of them around, living in their isolated communities, all over the place. It seems like once they had a good thing going, but perhaps an old disaster, pre-cambri settlement, ruined their kingdoms. There are many breeds of wyrms, kind of like dogs - the vary greatly in shapes, sizes, colours, and features. They're the only ancestry that get a starting recommendation based on their physical characteristics: they should develop Balance. 

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