Thrall
The Thralls are a hybrid race of warrior neomorphs. Hairless and devoid of pigmentation, they are distinguishable only by sex; otherwise, all members of each gender look exactly alike. To attain individuality, Thralls decorate their bodies from head to toe with elaborate tattoos.
History and Origins
Bred long ago by sorcerers of a forgotten kingdom, Thralls were created to serve as an army of slave warriors.
- Freedom: Following The Great Disaster, they were freed from servitude and wandered the Wilderlands of Zaran for many years.
- Settlement: They eventually settled in the jungles of Taz and later became a founding member of the Seven Kingdoms confederation.
Military Society
Thrall society is modeled after a military chain of command.
- Structure: The family functions like a platoon, a settlement like a division, and the entire race like an army.
- Alliances: Males and females form "alliances" rather than marriages, remaining steadfastly loyal until death.
- Upbringing: Young are raised in separate training facilities and are fully grown by age eight.
- Villages: Fortified camps ringed by stone palisades, containing communal barracks, foundries, and stables for mangonel lizard mounts.
Martial Philosophy
Bred for combat, Thralls excel at both offense and defense.
- Discipline: They are skilled strategists and tacticians, never ruled by passion or demoralized in battle.
- Equality: They do not discriminate on the basis of gender; all Thralls are trained for war.
- Specialization: While highly intelligent in tactical matters, they often have little interest in or comprehension of other professions or magic. [^1]
Thrall Characters
| Attribute | Male | Female |
|---|---|---|
| Physique | 6’8”, 300 lbs | 6’4”, 200 lbs |
| INT | -3 (Special) | -3 (Special) |
| PER | +2 | +2 |
| WIL | +2 | +2 |
| STR | +3 | +3 |
| DEX | +2 | +2 |
| CON | +3 | +3 |
| SPD | +1 | +1 |
| CR / RC | +6 / +2 | +6 / +2 |
| Hit Points | 30 | 30 |
- Skills: Language (Low Talislan - native), Language (Thrall Tattoos - native), Cultures (Thrall) +5, Cultures (Seven Kingdoms) +3, Brawling +2, Weapon (any one) +2.
- Special Abilities: INT +3 for tactical/combat matters; unable to comprehend magic.
- Quirks: Immune to Fear, Tazian Combat.
- Starting Equipment: Loincloth and vest, sandals, greatsword, flask of Tazian fire-ale, 35 gold lumens. [^2]
Relations and Religion
- Seven Kingdoms: Taz is an integral part of the confederation's defense. Thralls leave diplomacy to the Cymrilians and focus on the security of the Seven Roads.
- Faith: They revere ancestor spirits and have no illusions about their magical origins. They know they were created by sorcery, not a deity.
- Burial: The deceased are cremated in simple ceremonies. To die in battle is considered the highest honor.
Language and Names
- Tongue: They speak Low Talislan simply and movingly.
- Tattoos: Their tattoos serve as a visual language, recording history and personal achievements.
- Names: Militaristic in tone (e.g., Ramm, Axa, Striker, Blade, Cestus).
[^1]: Thralls are often mistakenly assumed to be dull-witted due to their lack of interest in non-military pursuits. [^2]: Thrall characters replace any armor received from Paths with Garde or Partial Garde. They do not gain attribute adjustments from Path selection but may adjust one attribute up and another down by 1.