Zakkarii Aarlen

Coming Up with Folk Lore (WBC Week 5)

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Today's post finally takes me back to the homebrew setting I mentioned in week one's post. I'm considering playing a solo TTRPG, Archivium, set in a university in this world. Mostly for worldbuilding funsies and to see if I could use it to develop ideas that may or may not make it into "canon". But this means I should flesh some details about the peoples in the setting, so I did. Here's a few traits that I wrote up tonight.

Bear-like Folk

Physical Traits

Often thick and muscular in frame with layers of protective fat. They have specialized eyes that see very well in the dark. (Unsure of this one, feels overused and not very special)

They are furry, and their fur colors range from naturals to unnatural thanks to special dyes created for that purpose. There are establishments where they can dye their fur in one of two different methods: Full body or by design. For full body or full coverage dyeing, they prepare a dye bath. For partial or designed dyeing, a dye artisan applies the dye, like a hairstylist.

Dyeing their fur comes from their history of tribes and warring, but is now done for fashion and personal preference.

Cultural Traits

Often loud and boisterous, they are fighters and lovers, and fiercely defend their homes and family whether it's in combat or in a debate. Thanks to more modern amenities, they no longer need to hibernate in the cold season(s), but still tend to grow sluggish during that time, and often have to fight the urge to binge eat during warmer seasons.

Because of their powerful builds and cave-dwelling origins, many can be found as miners, blacksmiths, and construction workers. Originated from the center region of the continent.

Bird-like Folk

Physical Traits

They bear eggs, but if they are of mixed blood, they may bear children the mammalian way. Their bodies and skeletons are lightweight to aid in flight, but as technology and science advances, it becomes more clear that magic from the (still undetermined) ore aids them in flight. As long as there are traces of the ore throughout the land, it helps give them lift into the air. Where the ore is more prevalent, they soar; where ore is faint, they mostly glide. Regardless of the presence of ore, their flight stamina is not very strong, since they were built for short flights and frequent dives in and out of briar patches.

Their wings are feathered, but their bodies are covered in patches of light, hollow, but durable carapace. This protects them from the briars, which spread across the region they originate from. They are able to dive in and out of thorny thickets without concerns. The coloration of their carapace is similar to crabs, and the hues vary along the spectrum.

Cultural Traits

They tend to be fairly independent, though the lack of resources in the briar region made communities necessary. They are often merchants, pursuing treasures like magpies and selling wares from different regions after traveling far to obtain them. Despite their flashy appearances, many who are combat-oriented excel in stealth missions since they can get in and out of trouble quickly. However, their wings can present some dexterity challenges.

They are very proud of their briar region, a reaction to other folk's perception of the area as being dangerous, sparse, and generally unwelcoming. They will happily chatter about the benefits of the area, and work hard to produce fine goods that could only be created in the region. They can often be found as artisans and crafters.

Deer-like Folk

Physical Traits

Where water is often shallow and scarce, they tend to be more petite in height. Where water is deeper, they are taller with long legs. Their feet don't end in hooves; they have long toes instead to walk in water, and their fingers are webbed. In more modern times, cutting and removal of the webbing becomes a body modification choice for many who live in the mega city without plans of moving away from it.

They tend to be lean in build, with antlers regardless of sex. Antler decorations are a long-running popular fashion choice. The style and materials of the decorations vary depending on the point of time in history.

Cultural Traits

Originated in the marshlands, but also up and down shorelines. They often have a herd mentality and stick together in clusters; however, they are also sometimes skittish and paranoid, making communities full of drama and suspicion.

Many often take to the water, using boating and seafaring as a way to escape issues at home while returning from time to time for the benefits. They tend to be excellent swimmers, fishers, and weavers. Those that dwell in the mega city often work in government, positions that require management and bookkeeping, or art studios.

Humans

Physical Traits

The original colony of humans was diverse in builds and color. This persists throughout history, though if they were able to compare the strength and ability of a colony member versus that of a more modern human, they would see a much larger capacity for increases in both. This would likely be caused by differences in the planet's make-up, atmosphere, and effect of the ore. For example, humans when they landed could not immediately access magic as well as modern humans.

Cultural Traits

About what you would expect of humans. Diverse in opinions, natures, and personalities, no two are the same, and sometimes they fight about that. But thanks to the disadvantages of their initial arrival and the continent-shattering mega earthquake that happened shortly after, the opportunities for conquering were reduced in favor of collaboration. Human remain versatile, imaginative, and resourceful.

Mixed Folk

Mixing happens and the traits passed on usually balance out in some way, with people rarely having all advantages and no disadvantages, and vice versa. Even if a lineage got muddied, a person would usually have two distinct and obvious bloodlines. So, while a lineage may contain all four kinds of folk, at most, a person would display two of them.

Pretty convenient genetic mixing, mostly for the sake of my creativity, but also because I'm not about to study genetics for realism's sake. A rock can give you magic on this planet, after all. Mechanics-wise, I'll probably allow only half/half mixes just to keep things easier to manage as a game master.