Newpark Games
  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C
Picture
kin-der
I am Kindre : They are Kindred : It is Kindred : This is about the Kindred
Also known as Beastmen, Kine, Savarel
The Kindred are a species from the world of Tendale who combine the traits of Men and beasts. From tribe to tribe, Kindred vary wildly in appearance, temperament, and social structure. Their home world is a place of wild beauty, strange and exotic flora, and monstrous fauna. Much of the world is racked by cataclysms that have been raging since primeval days and there is great political strife between powerful warring plans. Because of the constant turmoil on Tendale, many Kindred choose to leave and seek their fortunes elsewhere. Since the Second Age, Kindred of all shapes and sizes have migrated from their dangerous but beautiful Tendale, settling in wild parts of the Sphere or making their homes in the great cities of other Mortals. 

NATURAL DIVERSITY

It is no accident that the various ethnicities of the Kindred resemble different animals found throughout The Sphere. As children of Garou, Lord of the Wild, Master of Beasts, and creator of Tendale, the first Mortal souls that found their way to this wild world took animalistic shapes based on their varying temperaments. For the most part, a Kindre tends to keep with her own kind when possible. In cities where Kindred are most populous, it is not unusual to find entire neighborhoods where just one ethnicity lives exclusively.

Unlike other Mortals, Kindred of different ethnicities who partner together for children do not sire offspring with a mix of traits from both parents. Some children will bear the likeness of their father's ethnicity while others will resemble their mother's people.

The LIFE of a Kindre

After 9 months of gestation, Kindre are born in litters of three to five individuals and begin to mature quite quickly. Though they reach adulthood sooner than many other races, their lives are somewhat briefer, making every moment matter all the more.
Child: Ages 1-5
Youth: Ages 5-15
Adult: Ages 15-40
Elder: Ages 40-60
Picture
"I hear what you don't, smell what you can't, see what you miss. Stay low and follow me."

MOSTLY MODERN

While some Kindre groups (often called Kine) wander from place to place, living off the wilderness as their ancestors did, most Kine have abandoned tribal ways however, building or moving into large cities and living among others of their kind. Few still cling to the old ways, even on Tendale. Yet even those who live within artificial jungles of stone and masonry fill their homes and personal spaces with greenery and verge, and escape the city for brief respite among the comforting sights of nature.

Those Kindred who still live according to the old ways consider their Kine as a family.  These communities are tight-knit and small with less than 200 members, all belonging to the same ethnicity. Within a Kine, children are often raised not only by mother and father, but by the entire tribe.

THE ALPHA

Whether the live a modern or tribal lifestyle, Kindred tend to live and move in groups, which are invariably led by an Alpha who earns his position by exemplifying the values of the people he or she leads. In Kine that value prowess in battle, for example, the Alpha will be the most powerful warrior. Others who pursue the mysterious will be led by the most sagacious among them. Whatever his or her qualifications, the Alpha is responsible not only for the well-being of their Kine, but also for the preservation of its cultural heritage. As such, the Alpha acts not only as leader but as lore-keepers and historians of the Kindre, passing down their peoples’ heritage through the generations.
Picture

WILDBLOOD

Speed +1. Treat Rough Terrain that is natural in origin (tree roots, mud, loose stone, etc.) as though it were normal terrain.

Advanced

You can use an Asset to unlock the Advanced version of Wildblood, which works as above and adds the following: Total Actions +0.5. Once per movement, you may stop to perform another Action then resume moving once that Action is resolved.
  • Felis
  • Gida
  • Navi
  • Ortesus
  • Rhodiran
  • Simi
  • Ulrec
  • Vulpex
  • Wodo
  • Yuribi
<
>
Picture
feh-leez
Devilishly cunning, stunningly regal, and fiercely independent, Kine Felis have a reputation as fierce warriors and devious rogues. Held together only by a loose agreement on what is and is not proper behavior, one could mistake a Kine of Felis for a den of thieves. Each member of the Kine is mostly concerned for her own needs, taking advantage of others (and being taken advantage of) as circumstances dictate. In the eyes of Kine Felis, if you can steal it, it was meant to be yours, if you can get away with it, it's fair play, and if enough people believe you, it's the truth. Needless to say, this Kine does not always work well with others and its Kines are often quite small. Most Felis operate as individuals, chasing their own dreams and desires, guided by a personal moral compass wherever the road may lead. Their friendships are mostly self-serving and their alliances lasts only so long as they prove beneficial.

Appearance

Kine Felis resemble various cats, from meek house cats to mighty lions, from stealthy panthers to striped tigers. Felis range in height from five to nearly seven feet tall with frames, eyes, and patterns of fur to match the cats they are meant to resemble.

Homeland

Kine Felis can live anywhere, and most prefer to take up residence among other Mortals, whom they may take in with their charms. Some live in the larger cities of Aldegan and The Wynderwood while some prefer the plains and deserts of Sundar, Simbala, and Cal Vanol.

Features

Felis characters get ONE of these Features: 
Catlike Agility
Con Artist
Freerunner
Gift for Subtlety

Jack of All Trades
Killer Instinct
Light Touch
Uncanny Senses

Resources

Felis start the game with 10 Supply and have 25 Crowns worth of Armaments.
Picture
ghee-duh
To outsiders who do not share the mind and cultural values of Kine Gida, their ways can seem brutal, vulgar, and uncivilized. Above all else, the Gida prioritize usefulness and efficiency. Anything that does not contribute to one's survival or the betterment of the Kine is a waste of time, energy, and scarce resources. Gida do not waste time with love (mating is a singular act done for survival), religion, philosophy, science, or art. Material wealth makes no sense - the Gida would much prefer a sturdy spear, a useful tool, or a good meal to some useless metal coins. Prisoners make no sense - why waste food and space to keep a dangerous law-breaker alive? Funerals make no sense - what a waste of good meat! Unless a Gida has spent a good deal of time around other Mortals and learned their ways, she is cold, logical, painfully honest, and does not beat around the bush or take any path that is not a direct route to the goal. 

Appearance

Kine Gida resemble lizards, walking upright with long, muscular tails, clawed hands and feet, and horns that come in a wide array of shapes and arrangements. Their scales can come in any color of the rainbow and their yellow, red, or blue eyes gleam with savage strength.

Homeland

Gida prefer tropical or semi-tropical environments, making their home far from the complications of modern life. Very few find respite among other Mortals, settling in remote villages in places like Fal Talestria, Ora Makesh, Arhona, and Khandir.

Features

Gida characters get ONE of these Features: 
Boundless Energy
Imposing Presence
Indomitable
Killer Instinct

Natural Athlete
Strong Swimmer
Student of War
Uncanny Senses

Resources

Gida start the game with 5 Supply and have 50 Crowns worth of Armaments.
Picture
nah-vee
The avian Kine Navi make their homes in the high peaks of mountains, cliffsides, and ancient forests where the trees grow tall as towers. They are an elusive and mystic people who have served as messengers of the gods for ages. Each Kine of Navi is a monastic order devoted to the service of a particular Celestial. Though Navi honor all the gods (and show proper deference to both Dragons and Medicon when they must), each Kine dedicates itself to the teachings and service of one god above the others. Navi travel great distances, born on the back of the wind and the word of the divine, to deliver messages, speak prophecies, and work miracles for those their god wishes to touch. Navi may use an Asset to acquire Deific Wings or may trade Wildblood for Deific Wings during character creation.

Appearance

Kine Navi resemble various species of birds, from the lowly sparrow to the fierce hawk, from the raven to the rook. Navi are covered in feathers, with sharp yellow or black eyes, a beak, and a pair of wings (which may or may not allow for flight) attached to the shoulder.

Homeland

Navi make their home high on mountaintops and cliffsides, carving their homes into the very rock. Some Kine live in the tops of enormous, ancient trees. Their homes can be found throughout mountainous regions like Aldegan, Mul Z'orrah, and Hemnyspek.

Features

Navi characters get ONE of these Features: 
Clergy
Divine Connection
Lightning Reflexes
Mystic

Noble Bearing
Orator
Uncanny Senses
Well-Traveled

Resources

Navi start the game with 10 Supply and have 25 Crowns worth of Armaments.
Picture
or-tee-sus
Kine Ortesus are a race of Kindre who resemble pigs, boars, and other porcine species of animal. While they have a reputation for being gluttonous and hedonistic, Kine Ortesus are also deeply social, and have an incredible capacity for empathy, kindness, and social/emotional connection with others. They are the life of the party, warm and welcoming souls with large circles of individuals they call friend with all sincerity. And an Ortesus will do anything for a friend. Physically strong and naturally athletic, Ortesus are skilled warriors with stout hearts who charge fearlessly into the fray when war looms like a shadow over their otherwise bright lives. Kine Ortesus are also gifted craftsmen, and most make their living either as artisans or merchants within the cities of other Mortals or settled in the wilderness just beyond their outskirts, ready with a bargain and a party for anyone who wants to stop by.

Appearance

Kine Ortesus resemble pigs and boars, many with tusks, curly tails, and long, drooping ears. Most Ortesus are bald, but some have blonde, black, or red hair, fashioned in wild, outrageous styles. Their eyes are either brown or blue and they are powerfully built at well over 6.5 feet.

Homeland

It's rare to find Ortesus living far from the settlements of other Mortals. Most make their homes in large cities or just on their outskirts, working as merchants and artisans. One may find Kine Ortesus in the large cities of Aldegan, Cardinia, The Wynderwood, and Sundar.

Features

Ortesian characters get ONE of these Features: 
Artisan
Comic Relief
Everyone's Best Friend
Hulking Strength

Iron Fortitude
Mind for Business
Natural Athlete
Team Player

Resources

Ortesus start the game with 5 Supply and have 50 Crowns worth of Armaments.
Picture
roh-deer-uhn
The mighty Rhodiran, scourge of their enemies, masters of the plain. At least, that's the fearsome reputation they once held. Kine Rhodiran has fallen from their mighty pedestal in this modern age, victims of a curse laid upon their entire Kine. Once, these rhino-like Kindre were mighty warriors, unconquerable in battle. But not all battles can be fought in the field. Famine, plague, and infertility have all gradually led to the collapse and shrinking of Rhodiran society, to the point where they are among the least populous of the Kindred. Their villages consist of only a few close-knit families, barely totaling over a hundred individuals. Most Rhodiran have adopted the modern ways, living now in the cities of other Mortals as mercenaries or laborers, accepting that the golden days of their tribe are long passed. Yet there are still those who hold out hope for Kine Rhodiran, believing that a hero may yet unite the Kine and break its curse. Rhodirans may use an Asset to acquire Savage Valor or may trade Wildblood for Savage Valor during character creation.

Appearance

Kine Rhodiran are large, muscular, and mighty, standing over 7 feet in height and resembling the armored rhinoceros in appearance. Their skin comes in varying shades of gray, most are bald or have short, black or brown hair, and their eyes are black, grey, or blue.

Homeland

These days, there are very few Rhodiran who live according to the old ways. One may find tiny villages nestled in remote parts of the plains in Ofelia, The Eastmarch, or Sundar. But most live in the larger cities of Odain, Arhona, Sundar, and Moranthe.

Features

Rhodiran characters get ONE of these Features: 
Fearless
Hulking Strength
Imposing Presence
Indomitable

Student of War
The Big Guy/Girl
Tough as Nails
Wandering Warrior

Resources

Rhodiran start the game with 5 Supply and have 50 Crowns worth of Armaments.
Picture
see-mee
A Kine full of mystics, travelers, and seekers of truth in whatever form it may take, Kine Simi are a restless sort, never staying in one place for too long. They are guided by the whims of the winds and the voices of the divine, spurring them on to their next adventure. Deeply spiritual and wise beyond what first impressions may tell, Simi have a talent for seeing deeper than others and answering the question behind the question in their search for answers. They have an odd (and often off-putting) sense of humor that turns convention on its head, forcing anyone who hears the joke or witnesses the prank to see things from a different angle before they realize not only the humor of the jest, but its deep wisdom as well. Often times a Simi's words or actions will haunt the receiver for days, weeks, months before they finally understand the full meaning behind the bothersome antics of the wandering jester.

Appearance

Simi resemble monkeys of all kinds; baboons, gibbons, apes, monkeys, orangutans, etc. Their hair is often wild in style and color and their gold, orange, grey, blue, green, or brown eyes dance with mischief. They are fit, agile, and stand at around five to six and a half feet high.

Homeland

Kine Simi have no permanent home to call their own, but wander the worlds far and wide in their search for truth, adventure, and a little good trouble here and there. One may find roving bands of Simi traveling across Sundar, Cardinia, Arhona, and the plains of Moranthe.

Features

Simi characters get ONE of these Features: 
Acrobat
Comic Relief
Freerunner
​Gift for Subtlety

Mystic
Nose for Trouble
Ready for Anything
​Well-Traveled

Resources

Simi start the game with 10 Supply and have 25 Crowns worth of Armaments.
Picture
ool-rehk
Mighty Kine Ulrec sees themselves as law-givers and peace-keepers amongst the disparate Kindre tribes. Once, they ruled small mountain cities in the far north, but modern times have seen to the disbursement of Kine Ulrec among many other Mortal peoples, where those strong of body often serve as guardsmen, soldiers, and bodyguards while those with strong wills and minds find a place as judges, bureaucrats, and magistrates. If an Ulrec values anything, it's law and order. As soldiers, they uphold the chain of command. As magistrates, they adjudicate by the letter of the law. As guards, they uphold and enforce the law of the land, even those that go against their personal convictions. Ulrec therefore take great care in the oaths they swear and the contracts they forge; for once an Ulrec gives his word, heaven and earth will pass away before trust is broken.

Appearance

Kine Ulrec resemble bears of all kinds, from polar to panda. Standing at nearly eight feet of fur and muscle, the Ulrec is an imposing sight to behold, though their dark eyes belie a gentleness one might not expect. Most wear armor and carry heavy weapons on their person.

Homeland

Ulrec tend to prefer colder climes and make their homes in the cities where the summers are mild and the winters are harsh. Places like Rathik, Cyrre Calnón, Hemnyspek, northern Aldegan, and the entire region of Midgard are favorite spots for the Ulrec to settle in.

Features

Ulrec characters get ONE of these Features: 
Born Leader
Bureaucrat
Detective
Hulking Strength

Imposing Presence
Iron Will
Natural Athlete
Tough as Nails

Resources

Ulrec start the game with 5 Supply and have 50 Crowns worth of Armaments.
Picture
vuhl-pix
Bold heroes, dashing rogues, and charming troubadours, Kine Vulpex has the reputation one can only hope to obtain after a lifetime of unbelievable escapades. So few Vulpex are left in the worlds these days, its hard to verify if any of the stories they tell of their great heroes are true or some mix of history and fantasy. After an age of legends and great deeds, tragedy struck the Vulpex as conquering enemies chased them from their lands and hunted down the exiles to near extinction. The few remaining Vulpex keep their inheritance of wandering from place to place, always looking over their shoulder for enemies. Many become traveling bards, making use of their natural charisma to win new friends wherever they go. Others become adventurers, carrying the torch of greatness passed down from their ancestors. Whatever path the Vulpex chooses, odds are the way is winding...but clever and sure are the feet that walk it.

Appearance

Kine Vulpex resemble foxes, with fur of red, white, brown, white, or black or some mixture of these colors. Their yellow, red, purple, blue, or green eyes are sharp and bright and they often grow their dark hair long, wearing it in wild, fashionably edgy styles.

Homeland

There is no place that Kine Vulpex can call home. They make their way through the worlds as wanderers and exiles, living only so long as they must among others before the open road calls to them again. One is likely to find Vulpex in Aldegan, The Wynderwood, and Sundar.

Features

Vulpex characters get ONE of these Features: 
Adventure is My Middle Name
Con Artist
Entertainer
Everyone's Best Friend
Gift of Gab
Jack of All Trades
Storyteller
Well-Traveled

Resources

Vulpex start the game with 10 Supply and have 25 Crowns worth of Armaments.
Picture
voe-doe
Tilling in the fields, hunting in the woods, fishing in the stream, or busy in the shop, when one finds a Wodo, he is sure to be working hard and pursuing his passion. Kine Wodo are a simple, peace-loving folk who do their best to get along with everyone and lead productive lives. They are an optimistic and energetic people who are highly social and hard-working in all they pursue. A Wodo can see the good in anyone and find a silver lining in the darkest clouds. They are passionate and have a wide array of interests, all of which they pursue with endless drive. While a Wodo may not be particularly good at any of his various interests, he works hard and nothing can dim his spirit. Indeed, few consider Kine Wodo as great warriors or craftsmen or scholars. A Wodo is something more. No matter what he may or may not be good at, the Wodo is always a good friend.

Appearance

Kine Wodo resemble various breeds of dogs, from wolves to bulldogs and every shade of breed in between. They vary wildly in height, weight, musculature, and color of hair and eyes. But all are kind, simple folk who dress very plainly and don't put on airs.

Homeland

Of all the Kindre, Wodo are the most integrated into the society of other Mortals and as such, are likely to be found in large cities like those of Aldegan, Cardinia, and Nakaga on Thera or Sundar and the city-states of The Wynderwood on Arcadia.

Features

Wodo characters get ONE of these Features: 
Able Bodied
Artisan
Everyone's Best Friend
Grace & Charm

I Know a Guy
Jack of All Trades
Team Player
Uncanny Senses

Resources

Wodo start the game with 5 Supply and have 50 Crowns worth of Armaments.
Picture
yuh-ree-bee
A race of sages, savants, and truth-seekers, Kine Yuribi are gifted with a natural connection to the mystical forces of the Cosmic Machine.  There are no wild tribes of Yuribi, nor any large communities of their kind to be found living amongst other Men. The scattered remnants of the Yuribi make their homes in libraries, colleges, and halls of forgotten lore. The Yuribi are the keepers of Tendale’s lore and histories, keeping what can be gathered of Kindred history and culture, and working ceaselessly to preserve and restore what remains of their people’s story. To this end, some venture from their book-strewn halls in search of knowledge, treasure, and memories of their forgotten past. Many are gifted magicians, blessed with a natural connection to Mana and an acute grasp of the intricacies of spellcraft.

Appearance

Kine Yuribi resemble rabbits with whiskers and large ears. They stand 3-4 feet tall and are covered in soft white, black, brown, red, or spotted fur. Their large eyes come in green, blue, brown, red or amber and many have a heterochromia, especially those with strong magic.

Homeland

While the Yuribi have no homeland to call their one, one may find them buried up to the tops of their ears in books and scrolls. Cities with a prominent library like those in Aldegan, Simbala, Sundar, Nexo Domina, and Calo Atanbar are host to many Yuribi.

Features

Yuribi characters get ONE of these Features: 
Academic
Arcane Prodigy
Bookworm
Data Collector

Genius
Lightning Reflexes
Ready for Anything
Scientific Approach

Resources

Yuribi start the game with 10 Supply and have 25 Crowns worth of Armaments.
Powered by Create your own unique website with customizable templates.
  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C