Ravnivori Races: Core

As it seems unlikely it will ever see the light of day as a published product, I’ve decided to go ahead and publish my Homebrew Savage Worlds setting in piecemeal fashion here.  It’s already happened to a certain degree.  The Ravnivori Empire Pantheon posts and the ones with my space faring fantasy ship design rules are both from the document.  Also from the document are the races in the Union of the Snake, Battle of the Sexes and the Mechanids from the Fauxbots posts.

I’m going to go ahead and complete out my races over the next few posts, starting with what most consider the core fantasy races that originate on the Ravnivori Homeworld, then exploring the stranger native races and finally some of the races they have discovered since reaching the stars.

For those who don’t know, the Ravnivori Empire is a Swords and Sorcery in Space setting.  Sort of like Lord of the Rings meets Pirates of the Caribbean  meets Star Wars.

There are now 2 of my novels about one particular agent of the Empire on Amazon.

Lost Temple of the Soulless World

The Prince’s Fate

Dwarves are native to the Ravnivori lands and the mountains that form the border between Almatia and Shan. However, these two branches of the race are distinctly different. Both respect tradition, duty, and martial prowess and they both societies have a clan structure. The similarities end there, however. Ravnivori clans are all distinct and often at odds with each other. Before uniting under the rule of the Ravnivori Empire they often warred with each other. Shan dwarves, on the other hand are united under the rule of a single Mandarin. Ravnivori clans are completely self-sufficient while the clans of the Shan are each specialized, its members performing one service for the nation for generations. Thus, family and loyalty are much more important to Shan dwarves than they are to Ravnivori Dwarves. Even the physical features of the two branches are different. Both are shorter than humans or elves, being between 4’ and 5’ tall, and both are have stocky builds and are heavier than either humans or elves. However, Shan dwarves are more slender than their Ravnivori cousins and very thin members of their race can pass for short humans. Ravnivori dwarves have pale skin, hair and eyes. Their hair is often blonde, light brown, or red. Their eyes are generally blue or green. Shan dwarves have golden skin, dark hair and dark eyes with epicanthic folds. All dwarven men grow thick, long facial hair. The Ravnivori wear full beards whereas Shan shave and trim theirs into various types of beards, mustaches and sideburns that display their clan affiliation. Ravnivori Dwarves favor heavy sturdy weapons such as axes and hammers. Their armor is some of the toughest and most impregnable in the world, but is also quite heavy and they often wield equally effective shields. Shan Dwarves use curved blades similar to their human counterparts, but they are generally much heavier and thicker. Hammers are less popular amongst them, but also used. They disdain the use shields and all of their weapons can be wielded with both hands. Their armor is lighter, though still relatively bulky and protective. Both types favor crossbows as distance weapons, though Shan Dwarves are also prone to use the black powder weapons that have recently been introduced in the Empire.

 Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth.

They ignore attack penalties for Dim and Dark lighting.

Slow: Dwarves have a Pace of 5”.

Tough: Dwarves are stout and tough.  They start with a d6 Vigor instead of a d4.

Cultures: Dwarves are native to both Ravnivoria and Shan. They may choose either culture. Ravnivori dwarves are generally insular. Though there are a fair number of Ravnivori dwarves who venture out into the world to adventure or make their way in the larger world, the bulk of their clans not only do not mingle with the outside world but often do not mingle with each other. Shan dwarves, on the other hand, have a complex web of associations and alliances fostered through kinship and marriage between their clans. Ravnivori dwarves strive to retain their individuality. Shan dwarves strive to be a useful part of their clan. A recent addition to the dwarf population of the Ravnivori Empire is the Yoltsov clan.

Elves are native to both the lands of Ravnivorous and Almatia. They respect nature, learning and magic. They are a peaceful people, generally more than willing to remain in their secluded forest cities and spend their long lives in contemplation, thought and learning. However, when they wish, they make formidable warriors, uniting impressive magical skill and fighting puissance with equally impressive woodland abilities. Many young elves seek adventure by leading the life of a warrior. Despite existing on separate continents, all elves have similar physical forms. They are small compared to humans standing between 5’ and 5’6” tall with thin, willowy builds. They have pointed ears and almond shaped eyes. Hair, eye and skin color can vary widely amongst elves. Hair colors range from blue and black, through brown and red to blonde and even silvery. Eye colors include blue, green, brown, black and yellow. Skin color can be anything from pale pink to a deep mahogany brown. Unlike humans who once had very narrow skin, eye and hair colors in different areas, Elves of every skin tone, eye and hair color can be found in almost any community. Elves primarily use fast, elegant weapons such as longswords and rapiers. Elves disdain the use of shields, as most of them are ambidextrous and will use a weapon in both hands. Their armor is usually light, though, elven cavalry is known to use armor all the way up to plate on occasion.

 Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.

All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical or items of any design.

Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.

Cultures: There are Elves from both Ravnivoria and Almatia. They may choose either culture. Elves have also been discovered on Vel and some of these Elves have joined the Empire.

Humans are the dominant species in the Ravnivori Empire and on Retra, in general.  They are also the only sentient species to occupy all three continents before the unification of the planet.  Adaptable and outgoing in the extreme, these volatile creatures regularly try and do things members of other races don’t contemplate.  True Ravnivori humans are tall with broad shoulders and long limbs.  They have is very pale skin and their hair is usually blonde or red and straight or wavy.  They generally have blue or green eyes.  Alamatian humans are shorter and stockier than the Ravnivori with darker skin that ranges from olive colored to light brown.  Their hair is generally darker, usually brown or black, though auburn is not uncommon.  It varies from wavy to quite curly. Their eyes are similarly dark, usually brown or black with a few instances of hazel.  Shan are the smallest of the human races, shorter and more slender than either of the other two types.  Their hair is almost always black and very straight and their eyes are also black or dark brown.  Human weapons and armor run the gamut from light to heavy, from elegant to crude.

Adaptability:  Humans gain a free edge.

Cultures: Humans are the only race that originates from every continent on Retra. They may choose any culture. Ravnivori humans are known for their extremes of passion. They can go from being stern and foreboding to being loud and boisterous, often with no provocation in the opinions of others. Ravnivori feuds are legendary for their duration and ferocity as are their celebrations. One can have no more implacable foe and no better friend than a Ravnivori. It is not uncommon for them to occupy both roles at some point in a relationship. Almatian humans are somewhat easier going. While it is true that Almatian vendettas are the stuff of legend and often multigenerational affairs, Almatian humans see nothing wrong with enjoying life, relaxing and do so at every opportunity. A Ravnivori might shake an acquaintance’s hand and speak a few sentences when they meet on the street and a Shan will often simply bow and pass but an Almatian will start a conversation that lasts for minutes, if not hours. Even strangers receive warm greetings from an Almatian. Shan humans are much more serious and structured. Each person has a place and function in Shan society and thus in the universe as a whole. It is each person’s ultimate honor and goal to fulfill this function and most other activities are considered a distraction that should be avoided. Shan feel little need to associate with people not of their class. Humans have also been discovered on Vel and some of these Humans have joined the Empire.


Plot Device #5

Ok…so my non-existent oath to myself to post every week has not worked out.  I haven’t even been able to do every month, obviously.  It may just continue to be whenever I get enough inspiration, time and access to the full interwebs to post.

All that being said, this one’s not too big but another good example of how you can take the barest idea in Savage Worlds and work with players to come up with something pretty entertaining.

I’m not sure if it’s come up before, but my new home campaign is Savage Worlds using their new The Last Parsec setting.  I’ve already run my players through the two published adventures The Enigma Equation and Pranac Pursuit.

And, in true Savage Worlds form, I like to be able to use all the other published settings.  I use the end of the Enigma Equation to give the players the choice between the Dogs of Hades and Necropolis settings.  They picked the Dogs of Hades setting, though, honestly, the plot point campaign in that one is a little more high drama and social rping than my players really like or their characters are suited for.  Granted, I didn’t give them a lot of description to begin with.  Basically “do you want to go see the space Greeks or do you want to go fight space zombies?”

In my campaign both planets were settled by generation ships that were sent out before FTL travel was available and FTL travel requires a leapfrogging effect to get to places so they’ve been separated from the main society for centuries.

Anyway, I started an adventure or 2 in Dogs of Hades but didn’t start the real campaign.  I did set up for the below adventure using the Omega World setting.  As usual, stuff in <brackets> is what was added on the fly during the session, or an expansion of my notes, since you guys aren’t telepaths who know what I’m thinking.  Are you?  Wait, do you know what I’m thinking right now?  No…no, of course you can’t.  Can you?

Dr. Zarin comes up with a device that can drain radiation to be used as a power source.  Party has to take device into heavily irradiated area.  (Radiation dangers.)  <The Omega World setting is a planet in the Dogs of Hades area of space and was one of the ones that was settled by a generation ship.  After developing normally for a while, they suffered a thermonuclear Armageddon.  This is unusual because the main society of the universe no longer uses nuclear energy for anything.  The Radiation sink is kind of useless most places so Omega World is one of the few places where there is enough ambient radiation to be used.>

Area is being fought over by Badders (anthropomorphic badgers) and Hissers (anthropomorphic snakes.)  <Before they even got to this part, one of the players decided that he wanted to explore one of the ruins.  And this is what’s nice about Savage Worlds.  Omega World had some random adventure generator tables and I was able to use that and the stuff in the book to get something together on the fly instead of taking hours to figure out an encounter.  It ended up being an old retail store that had been converted into a stable.  The animals in the stable are Hoppers.  As those are not aggressive creatures, they ended up just stampeding because they were afraid.  The only real danger was that they would trample the party.  And then the Hoppers’ owners, a group of Arks attacked because the party had let their animals free.  And, for treasure, one of the party members got a riding Hopper.>

<When they got to the area where the radioactive sink was ready to be deployed, the Badders attacked while the Hissers watched.  After the party had done away with the Badders, the Hissers talked to the party.  Although it should be “talked” because it was all by telepathy so only 2/3rds of the party could hear them as one is just a robot.  The Hissers didn’t want to fight and just watched as the sink began to deploy.>

<I made the sink break down and forced the party to Repair (a skill 2 members have) as a Dramatic Task.>  Blaash is in area, too.  <The Hissers bolted when they realized the Blaash were coming.  For some reason, I thought they were bigger than they were and didn’t realize they didn’t’ have a direct attack.  The party killed the Blaash pretty quickly and got the machine repaired quickly, as well.>

<The Hissers returned after the Blaash was destroyed and just as the party was leaving.  They asked why the party wasn’t taking their machine.  The party explained that they were leaving it and the Hissers said they would have to ask their queen.  So, the organics went with the Hissers to meet the queen.>

<The Hisser colony was in an abandoned subway.  They came boiling out in a creepy way but only the queen spoke to them telepathically.  It took a while but they came to an agreement where the Hissers would allow the device to stay if they found some way to guard it.  Again, it took a little while but the party came up with leaving the robots they rescued from Pranac Pursuit as guards.  The Hissers found this acceptable and the party left, getting back to their point of departure to find that it was already working.>

Radioactivists as well? <Didn’t use these guys but maybe I’ll do a later plot where they are worshipping the sync/trying to destroy/trying to draw power from it.>

Party has to lay cable using a specific vehicle open to environment rather than their skimmer.  <I turned this into a primitive robot that they had to walk with.>