
We are the creatures that stirred from the primordial grace of the one and true god I.O. He graces us with sentience and we shall not squander it.

Anthromorphs are sapient, beast-blooded beings born from the wild spirit of Seyruun itself, a sacred convergence of animal instinct and mortal thought. Created by the divine hand of IO as living reflections of the world’s fauna, each Anthromorph bears the traits, instincts, and spiritual resonance of a specific animal lineage. They are the sacred children of tooth and claw, fur and fang, not cursed, but chosen.
Living embodiments of nature’s will, Anthromorphs straddle two worlds: the primal and the civilized. To some, they are tribal warriors, shamans, and defenders of sacred lands. To others, they are clever diplomats, scouts, and pathfinders navigating the fragile boundaries between the wild and the empires of man. Regardless of where they walk, they carry with them the echo of the First Roar, the divine breath of IO that awakened their kind in the Age of Dawn.
They are bound not by flags or cities, but by kinship, totemic ancestry, and the rhythms of the earth. Each Anthromorph lineage, whether born of the wolf, bear, falcon, serpent, or lion, carries its own gifts, instincts, and rivalries, all part of the great circle that sustains their people. To understand an Anthromorph is to understand that survival is sacred, loyalty is unshakable, and the spirit of the beast is never far from the surface.
Whether thriving in the vast deserts of Triss, stalking through the jungles of Obraxus, or fighting alongside Elysia’s free peoples, Anthromorphs remain guardians of the forgotten truths of the natural world, fierce, noble, and forever untamed.
RACE DESCRIPTION
~~ Origin & Lore ~~
In the primordial days of Seyruun, long before the rise of cities or empires, I.O. walked the world alone. In his solitude, he observed the animals of the land, their strength, cunning, freedom, and unity with nature. From these traits, he created the Anthromorphs. They were not born to rule, but to safeguard the balance of the world when mortals would one day seek to twist it.
The first of their kind, called the Roarborn and Whispershaped, emerged from the deepest jungles and highest peaks. Each bore the essence of a specific animal, wolf, lion, serpent, falcon, bear, and countless others. They were gifted thought, memory, and will, but were never stripped of their instinct. To I.O., they were not lesser creations, but his natural children, entrusted with a sacred role: to maintain balance between the mortal world and the wilderness.
Where mortals built walls, Anthromorphs built kinship. Where empires claimed dominion, Anthromorphs remembered the pact of survival. They became spirit-speakers, beastwardens, and primal judges, walking the space between civilization and the sacred wilds.
~~ History ~~
The Dawn of Roar and Whisper — The Divine Awakening
In the earliest days of Seyruun, before written memory and mortal ambition, there was balance. IO, the All-Creator, walked the lands in silence, observing the animals of the world, wild, proud, and in harmony with the natural cycle. Seeing that mortals would soon rise, tear through forests, and bend nature to their will, IO made a sacred choice.
From the deepest jungles, the highest peaks, and the frozen wastes, IO selected the fiercest, wisest, and most devoted among the beasts. He gifted them a spark of sentience not as a reward, but as a responsibility. These beings became the first Anthromorphs, guardians of balance, fusions of animal instinct and mortal reason.
Known as the Roarborn and Whispershaped, these early beastkin were revered by primitive peoples as totems, oracles, and gods. They did not build cities, but sacred groves. They did not wage war, but protected the land from those who would.
The Totemic Divide — Tribal Ascension and Cultural Divergence
Over the ages, the Anthromorphs diversified. Some lineages claimed they were born directly from IO’s divine breath, true children of the wild. Others believe they were once mortal men and women who merged with totemic spirits during the Time Before the Sundering, an age of mysticism and shapeshifting rites.
Thus emerged the Totemic Tribes, each bonded to a specific animal spirit. The Wolfkin, the Pantherkin, the Bearkin, the Falconkin, the Serpentblood, and countless others. Each tribe developed unique customs, fighting styles, and spiritual rites. Their power lay not in steel or sorcery, but in their living bond with the land and its rhythms.
Some, like the Ramkin of Stormhelm, carved homes into cliffside caves and sang to the mountain winds. Others, like the Desert Jackals of Triss, built sun-drenched cities of sandstone and moonstone, ruled by spiritual dynasts and priest-kings. In Obraxus, jungle-dwelling tribes like the Crocodilekin and Tigerkin thrived in labyrinthine temples shrouded in vine and shadow.
Despite their differences, the tribes rarely warred among themselves, bound by ancient laws of territory, ancestry, and sacred animal rites.
The Sundering and the Rise of Empire — Chains and Resistance
All changed with the rise of the Old Elysian Empire, and later, the Avalonian Empire. Where IO had gifted freedom, man saw opportunity. As vampire kings and mortal conquerors expanded across Seyruun, they turned their gaze toward the wild lands, toward the Anthromorphs.
To Avalonia, the beastkin were tools. War beasts. Arena fodder. Genetic stock.
Thousands were captured, branded, and forced into bloodsport or arcane experiments. Some were hybridized with necromancy or fiendish grafts. Others were broken, forced to fight each other in the empire’s dark arenas for Avalonian amusement.
But Anthromorphs are not easily broken.
In the deep jungles of Anfang and Obraxus, Wolfkin scouts and Pantherkin assassins became the bane of Avalonian supply lines. They opened forgotten animal trails and vanishing paths that led rebels safely through imperial lines. The Gilded Pride of Triss, lionfolk nobles and warrior-philosophers incited full-scale rebellion in the desert cities, executing puppet kings and burning Avalonian war camps in the sand.
Entire resistance networks were built on Anthromorph cunning and terrain mastery, allowing the rebellion to strike hard, vanish, and reappear like wind over water.
The Golden Sands of Triss — A Culture Endures
Though scattered across Seyruun, the largest concentration of Anthromorph civilization today lies in Triss, a region of sun-baked dunes, emerald oases, and ancient stone ziggurats. Here, the Anthromorphs have built a flourishing, sovereign kingdom known for its intricate temples, sun cults, and hierarchies tied to animal lineage.
Led by ruling dynasties known as the Solar Houses, this Egyptian-inspired society blends tribal animism with mystical astrology and blood-rights. The Gilded Pride, the Hawk’s Eye Sect, and the Brotherhood of the Burrow all maintain ancient customs, priesthoods, and lineages that trace their ancestry directly to the Dawn of Roar and Whisper.
While Triss remains officially neutral in the greater rebellion, many of its warrior orders and spiritual emissaries aid Anfang in secret, slipping across borders to wage quiet war against Avalonian outposts.
The Diaspora — Present Day and the Fight for Balance
Now in the Fourth Age, Anthromorphs are scattered, some in isolated wilderness sanctuaries, others walking openly among elves, humans, and dwarves in allied realms like Elysia or Anfang. Yet they remain deeply tied to their kin, and the pain of the past lingers. Few Anthromorphs forget the centuries of enslavement or the screams of their kin in Avalonian arenas. Fewer still forgive.
But they do not dwell only in pain.
Many have risen as warriors, shamans, diplomats, and guides, symbols of balance, loyalty, and natural wisdom in an age of imperial madness.
Some walk the Wilds as Beastwardens lone rangers who protect sacred groves and dying animal spirits.
Others gather under banners like the Moonbone Pact, uniting Wolfkin and Pantherkin warbands in new acts of rebellion. And a few, known as the Twilight-Blooded, now seek to unify the scattered tribes, to reclaim the broken covenant of IO and awaken the ancient call of the Roar once more.
~~ Relations With Other Races ~~
Aasimar
Anthromorphs respect Aasimar for their divine nature, often referring to them as “Starborn.” Some tribes believe Aasimar are sacred guardians of balance and seek their guidance. Others, particularly more reclusive or primal clans, remain suspicious of their righteousness. In many places, alliances form naturally between spiritual shamans and divine warriors.
Celestials
To most Anthromorphs, Celestials are distant and awe-inspiring figures, almost mythic in nature. These divine beings are often seen as forces of law, structure, and purpose, traits that many Anthromorph cultures resist. While some tribes and kinships revere Celestials as guiding spirits or sky guardians, others view them as alien arbiters who cannot understand the wild heart or instinctual freedom of beast-kind.
There is no widespread hostility between the two races, but rarely do they walk the same paths. When they do, it is often in moments of divine intervention, prophecy, or when nature’s balance is disrupted on a spiritual level. Celestials tend to regard Anthromorphs with a measured tolerance, seeing them as emotionally raw but spiritually untainted.
Relationship Summary: Respectful distance. Celestials view Anthromorphs as primal but pure. Anthromorphs respect Celestials as guardians, but mistrust their rigidity.
Djinn
The Djinn are figures of fascination and wariness among the Anthromorph peoples. As magical wish-givers bound to artifacts and ritual, Djinn feel unnatural to many kinships who value authenticity, instinct, and earned strength. Still, there are tales in every Kinship of a chieftain, hunter, or wanderer who came across a vessel and had their fate rewritten by a Djinn’s power.
Some tribes see Djinn as tricksters, cousins to the Fae, masters of riddles and consequence, while others treat them as omens sent by the spirits of the world. When a Djinn walks among the Anthromorphs, it is never ignored. Many treat them with a blend of reverence, fear, and superstition.
Relationship Summary: Enigmatic outsiders. Revered and feared in equal measure. Trust depends on the Djinn’s transparency and the kinship’s traditions.
Dragons
Dragons are seen with awe and deep spiritual reverence by many Anthromorphs. Some tribes consider them the original totems, or the Elder Beasts. Anthromorph shamans often tell legends of dragon spirits walking among the people. When an Anthromorph earns a dragon’s favor, it is considered a sacred bond.
Dwarves
Relations with dwarves vary. Mountain Anthromorphs (such as Bearkin or Ramkin) often trade and forge alliances with dwarves. There is mutual admiration for strength, craftsmanship, and loyalty. Other tribes avoid dwarven cities, citing the metal-smog and stone-prisons of the deep halls as “death to spirit.”
Elementals
Anthromorph shamans see Elementals as spirit cousins, manifestations of nature’s raw power. They are treated with deep respect and caution. Some tribal rituals even call upon elemental forces as allies. While communication is rare and often symbolic, relationships tend to be neutral or reverent.
Elves
Relations with elves are mixed. Forest elves and Anthromorphs often share druidic philosophies and a reverence for the wild, leading to friendships and alliances, particularly in Miharu. High elves, however, sometimes view Anthromorphs as primitive or volatile. The feeling is often mutual, though mutual respect can be earned in times of shared struggle.
Fae
The Fae and Anthromorphs share a curious relationship, built on shared ties to the untamed world and love of the old magics. Many Fae see Anthromorphs as charming, primal artists, living sculptures of instinct and passion. In turn, Anthromorphs regard the Fae as both inspirational and irritating. While Fae games and riddles can frustrate the direct and action-oriented beasts, their shared respect for song, seasonal celebration, and ancestral memory allows rare bonds to form.
The two races often meet during wild moon festivals, equinox rites, or when forested places call their children home. Some Kinships even maintain ancient pacts with the Seelie or Unseelie, though these are remembered more in song than scroll.
Relationship Summary: Kindred spirits with conflicting rhythms. Fae delight in Anthromorph emotion; Anthromorphs admire Fae freedom but mistrust their motives.
Humans
Human-Anthromorph relations are complex. In rural or tribal regions, there’s more harmony and trade. In imperial territories or Avalonian cities, Anthromorphs are often treated as second-class citizens or outright beasts. While some integrate into human society, many distrust humans due to centuries of betrayal, colonization, or enslavement.
Lycans
Anthromorphs and Lycans share surface similarities but are culturally and spiritually distinct. Anthromorphs view Lycans as cursed or broken beings dominated by their beast instead of walking with it. Still, mutual respect can grow between warrior packs and disciplined Lycans who master their curse.
Orcs
Anthromorphs and Orcs often clash in borderlands due to shared desire for territory and strength. However, the two races share values of honor, community, and the hunt. Where dialogue is possible, powerful alliances form. In some regions, Anthromorphs and Orcs have even intermingled or created united clans.
Tieflings
Anthromorphs are often wary of Tieflings. Their infernal blood clashes with the primal purity many Anthromorphs revere. That said, a Tiefling who respects tribal customs and proves themselves can find a place among certain clans. Pantherkin especially respect Tieflings who walk the edge of light and darkness without falling.
The Undead
Undead are universally reviled by Anthromorphs. They are seen as perversions of the life-death cycle and disrupt natural spiritual energies. Undead presence is often met with hostility, and many Anthromorph clans have rituals specifically for purifying lands tainted by necromantic forces.
Vampires
Anthromorphs instinctively distrust vampires, sensing their predatory nature and detachment from the natural cycle. Many tribes have blood feuds with vampire nobles who once enslaved or hunted them for sport. However, some pragmatic packs recognize that not all vampires are the same, Pendragon-aligned vampires may earn respect through deeds, especially if they honor wild spirits or fight against Avalonia.
Warforged
Anthromorphs view Warforged with confusion or curiosity. Most consider them unnatural constructs, devoid of spirit. However, some tribes believe Warforged can develop souls through experience and name them “Stonewalkers.” A few outcast Warforged have found surprising acceptance in Anthromorph society, especially those who seek purpose and simplicity.
RACIAL PHYSICAL INFORMATION
~~ Appearance & Physiology ~~
Anthromorphs possess a powerful hybrid form, part humanoid, part beast, reflecting the divine balance of Seyruun's natural order. Their physical characteristics vary based on lineage, with each lineage descending from a sacred animal archetype. These features are never cosmetic. They shape the Anthromorph’s senses, instincts, and social roles within their tribe.
Height & Build:
Most Anthromorphs stand between 5.5 and 7 feet tall, with exceptional individuals reaching greater extremes depending on lineage. Their bodies are lean, athletic, and adapted to their totem’s environment, some are built for speed, others for raw strength or aerial grace.
Common Physical Traits:
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Animalistic heads or blended facial structures (e.g., muzzles, elongated jaws)
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Fur, feathers, or scales depending on the lineage
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Sharp claws, talons, or reinforced digits
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Digitigrade legs or muscular tails
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Eyes adapted for night vision and motion tracking
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Elongated limbs or torsos for speed or strength
Allowed Lineages
To ensure balance and narrative cohesion, only the following ten lineage archetypes are permitted for character creation. Each has its own physiology, behavior patterns, and potential tribal culture:
Each lineage has a corresponding culture and naming tradition tied to its totem. While physical differences vary, all Anthromorphs are fully sapient, capable of speech, magic, combat, and society.
~~ Food, Drink, and Misc ~~
Drinking and Eating:
Anthromorphs are omnivores, though their diet is heavily influenced by lineage. Feline kin prefer raw or lightly cooked meats. Avian kin often eat fish, grains, or small game. Bearkin and boarkin can eat almost anything, including roots, bark, and fermented fruit. All Anthromorphs can survive on mortal food, but some develop digestive issues or discomfort when subjected to processed or artificial diets. Fresh, wild, or ritual-hunted meals are spiritually and biologically healthier for them.
Alcohol:
Most Anthromorphs can become intoxicated, though tolerance levels vary. Boarkin and Bearkin hold their drink well. Small-bodied or high-metabolism types (such as Foxkin or Rabbitkin) may become quickly inebriated. Some tribes use fermented drinks in ritual practices or vision quests.
Weather and Environment:
Anthromorphs are uniquely resilient to natural extremes depending on lineage:
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Cold: Bearkin, Ramkin, and other mountain species are highly resistant.
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Heat: Jackalkin, Reptilian kin, and Desert-born species can survive extreme aridity.
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Rain/Humidity: Jungle-based species thrive in tropical climates but may suffer in dry cold.
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Altitude: Avian types and mountain dwellers handle high elevations better than others.
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Storms/Natural Disasters: Some lineages can sense approaching storms or earthquakes through instinct.
Miscellaneous Physical Traits:
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They can see in low-light or darkness, though true pitch black limits them as it does others.
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Their senses make them highly reactive to pheromones, adrenaline, and blood.
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Prolonged exposure to urban smog or magically corrupted areas may dull their senses or provoke nausea.
~~ Aging ~~
Anthromorphs age similarly to humans in early development but maintain physical vitality far longer into adulthood. Their longevity is influenced by spiritual strength and lineage purity. Some particularly ancient lineages (like the Owlkin or Tortoisekin) possess lifespans that rival elves.
Aging Breakdown:
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Young Adult: 13 to 20 years
Begin to enter tribal adulthood rites, develop secondary animal traits and instincts. May still be emotionally impulsive. -
Adult: 21 to 90 years
Physically and mentally mature. Most warriors, shamans, and leaders arise during this span. Remain in peak condition throughout. -
Senior: 90 to 120+ years
Revered as elders, storytellers, and spiritual leaders. Still retain surprising vitality unless lineage is weakened. Owlkin, Serpentblood, and Turtlekin may live past 140.
Unlike humans, aging is rarely marked by frailty in Anthromorph culture. Physical decline is gradual and dignified, often accompanied by greater spiritual sensitivity.
~~ Procreation ~~
Anthromorphs reproduce biologically in a manner similar to other humanoid races, but their reproductive process is deeply sacred and regulated by ancient spiritual law. Totemic purity is paramount within Anthromorph culture, and interbreeding between different animal lineages is not only taboo, it is biologically impossible.
Each bloodline is bound to its own ancestral spirit, and those spirits do not allow their essence to mingle. As such, a Wolfkin and a Pantherkin cannot produce offspring together, nor can a Bearkin and a Falconkin. Attempts at cross-lineage reproduction simply fail at the biological level. This divine restriction is seen by Anthromorphs as proof that their bloodlines were meant to remain pure and spiritually distinct.
Mating rituals are often accompanied by tribal blessings, drumming, or dance ceremonies, depending on the culture. Offspring always inherit the full traits of the parent lineage, including physical, behavioral, and spiritual characteristics. Totemic birthright is absolute.
Gestation & Birth:
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Gestation Period: Typically 6 to 8 months, depending on lineage.
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Birth Traits: Cubs or kits are born with prominent lineage traits (e.g., fur, eyes, claws, tail).
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Rite of Naming: Newborns are named in accordance with ancestral vision or a prophetic dream seen by a tribal elder.
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Communal Care: Most children are raised by extended kinship networks, not solely by the parents, reinforcing tribal cohesion and loyalty.
Fertility Notes:
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Anthromorphs are fertile only with members of their own lineage.
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They cannot reproduce with other races, including humans, elves, dwarves, or Lycans.
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Myths of Halfkin born of forbidden unions exist in old stories, but they are universally regarded as superstition, metaphor, or divine punishment.
This system reinforces the sacred cycle of the beast-totem, ensures spiritual stability in the offspring, and prevents dilution of the totemic bond that defines each Anthromorph’s place in the Circle of Kinship.
RACIAL GROUP INFORMATION
~~ Racial Hierarchy ~~
Kinships of the Anthromorphs
In Seyruun, the Anthromorphs are not bound solely by bloodline or family, but by Kinship, the deep bond of shared instinct, territory, and survival. Their society is organized into Kinships, tribal, cultural, and spiritual collectives formed around a shared ancestry, animalistic nature, or primal code. Some Kinships are born from ancient blood pacts, others from sworn alliances between distant tribes, and a few from the necessity of survival in a hostile world.
Each Kinship represents not only a hunting band or tribal unit, but a living heritage, a shared way of life cultivated through ritual hunts, sacred feasts, and the telling of ancestral tales. While some Kinships preserve their ancestral territories and traditions, others are nomadic, chasing prey across seasons or moving with the great migrations. A rare few have abandoned old customs entirely, adopting hybrid cultures that blend Anthromorph instinct with the practices of other races.
Kinships function as formal racial groups under the Seyruun system and use the shared 1 to 5 dot advancement path. They do not unlock custom discipline trees but provide significant cultural, survival, and narrative benefits over time. Kinships influence Anthromorph law, territory rights, initiation rites, and even their standing in intertribal politics.
What Is a Kinship?
A Kinship is a living alliance bound by instinct, territory, and shared survival values. It is defined not only by blood, but by:
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A shared animal heritage or predator-prey lineage
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A defined hunting ground, migration path, or ancestral homeland
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Rites of passage, seasonal hunts, and blood-oath ceremonies
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Sacred totems, animal spirits, and the honoring of ancestors
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Codes of conduct that dictate loyalty, honor, and pack behavior
In practice, a Kinship can be equal parts extended family, hunting guild, warband, and tribal council. Many Kinships trace their origins to the First Age, when Anthromorph tribes hunted under the open skies before the rise of cities. Others formed during the great migrations of the Second Age, when famine and war forced different tribes to unite.
Kinships often gather for seasonal hunts, great feasts, dominance trials, or spirit-call ceremonies in sacred lands. They are rarely static,Kinships can grow, fracture, or merge depending on survival needs, leadership changes, or blood-oath disputes.
Forming a Kinship in Seyruun
To form a Kinship, you must:
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Have 3 or more active Anthromorph characters
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Share a totemic bond (same or spiritually adjacent animal lineages)
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Choose a Kinship name, animal emblem, and ancestral code
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Submit a group sheet that includes:
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Kinship Colors or Totemic Paints
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Your Rite of Founding (IC lore + mechanical scene)
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Totemic ranks or roles (e.g., Alpha, Fangwarden, Sunbone Oracle)
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Tribal code or law (e.g., “Only the hunt sustains”, “Fury before Fear”)
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Roleplay a minimum of 3 ritual scenes
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Maintain IC tribal gatherings, hunts, or rites once per month
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Once submitted and approved by Storytellers, a Kinship becomes an official racial group and may advance through the ranks of the Kinship Path.
XP may be split across all active members. Storyteller moderation ensures fair advancement and thematic integrity.
CREATING THE ANTHROMORPH CHARACTER
~~ Creating the Character and Race ~~
To create an Anthromorph character on the Seyruun server, follow the standard rules for character creation in the modified oWoD system, with the following race-specific additions and expectations:
Step 1: Choose Your Totemic Lineage
All Anthromorphs must select a Totemic Lineage, which defines the animal family that shapes your character's physiology, instincts, and tribal traditions.
You must choose from one of the approved lineage groups:
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Canine Kin (Wolf, Jackal, Fox)
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Feline Kin (Panther, Lion, Tiger)
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Avian Kin (Hawk, Owl, Falcon)
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Reptilian Kin (Serpent, Crocodile, Lizard)
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Ursine Kin (Bear)
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Bovine Kin (Ram, Bull)
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Primate Kin (Gorilla, Baboon)
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Rodent Kin (Rat, Squirrel)
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Insectoid Kin (Beetle, Mantis)
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Mustelid Kin (Badger, Weasel)
Your Totemic Lineage cannot be changed once selected. It determines:
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Physical attributes and appearance
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Natural resistances and banes
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RP culture (tribe, customs, Kinship structure)
Step 2: Assign Attributes and Skills
Use the standard character creation system:
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Attributes: 7 / 5 / 3 (Physical, Social, Mental – assigned in any order)
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Skills: 13 / 9 / 5 (Physical, Social, Mental – assigned in any order)
Your lineage may influence these choices. For example:
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Wolfkin may favor Survival and Reflexes
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Lionkin may lean into Leadership and Brawl
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Owlkin may favor Insight and Lore
Choose Attributes and Skills that reflect your animal instincts, tribal role, and survival style.
Step 3: Choose Custom Discipline Tree (Optional)
Anthromorphs do not receive racial Discipline trees by default. However, all characters in Seyruun are allowed to create a 10-dot Custom Discipline Tree (if desired), which represents personal evolution, ancestral rites, or beast-spirit fusion.
You do not start with access to this tree unless purchased through XP. It must be earned through:
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In-character milestones
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Spiritual quests or trials
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50+ XP minimum to unlock Tier 1
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Staff approval
This is entirely optional and does not affect core Anthromorph abilities.
Step 4: Assign Backgrounds and Resources
You may begin with up to 5 Background Points, representing your character’s tribe, social standing, or worldly resources. Suggested Backgrounds for Anthromorphs include:
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Totemic Mentor (Elder Shaman or Spirit Guide)
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Kinship Status (standing in your tribe or pack)
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Territory (controlled land, sacred ground, hunting path)
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Beast-Friend (a sentient animal companion or bonded beast)
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Wildcraft (access to survival tools, herbs, traps, or shamanic items)
You are also free to take Allies, Contacts, Influence, or other backgrounds as appropriate for your setting.
Step 5: Apply Racial Mechanics
All Anthromorphs receive racial strengths, flaws, and innate traits (see the next section).
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You begin with Kinship Group eligibility
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You may take Anthromorph-specific Merits and Flaws
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You automatically receive access to the Feral Spirit Pool (Power Pool), starting at 20 points
Anthromorphs do not suffer from supernatural vulnerabilities like vampires or fae, but their bestial instincts and tribal rivalries impose unique challenges.
Step 6: Write Your Origin Scene or Rite of Awakening
All Anthromorphs must submit a Totemic Origin Scene that reflects their entry into the world as a recognized adult of their tribe. This should be a short narrative or bullet-point background covering:
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Your animal lineage and family (parents, tribe, or solo birth)
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The Rite of Awakening, First Hunt, or First Shift
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Your place in your community (hunter, healer, scout, exile, etc.)
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How you came to leave (or stay within) your Kinship
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Any significant encounters with spirits, elders, or enemies
If your character is Kinless or an outcast, include why you lack a tribe or were driven from one.
Anthromorph Character Creation Checklist:
Once your sheet is complete and approved by Storytellers, your Anthromorph is ready to run wild through Seyruun.
~~ Strengths, Flaws or Banes (if any) ~~
Anthromorphs are not beasts cursed by savagery, nor are they mortals clad in fur and fang. They are spiritual children of I.O., created to embody the balance between instinct and awareness. Their strengths arise from this divine-animal fusion, but their flaws reflect the tension between nature and civilization.
These traits apply to all Anthromorphs unless removed through supernatural severance, divine punishment, or transformative rituals. They represent the default state of their physical and spiritual design.
RACIAL STRENGTHS
TOTEMIC ENDURANCE
You are built for survival. You may ignore up to 1 point of Bashing damage per scene and reduce fall damage as if you always land on all fours. You recover from bashing damage at double the standard rate.
PRIMAL REFLEXES
Gain +1 die to all Athletics or Reflex-based Dodge rolls. When ambushed or surprised, you may roll twice and take the higher result to determine initiative.
BEAST SENSE
Anthromorphs possess one dominant sense based on their lineage (smell, sight, hearing). Once per scene, you may declare a sensory burst to detect danger, track a scent, or detect hidden presences within your line of sight or smell radius.
KIN BONDED PRESENCE
When within 30 feet of another Anthromorph of the same lineage or tribe, you gain +1 die to Social rolls when coordinating or protecting one another. This stacks with cooperative actions.
TERRITORIAL MASTERY
When operating in your native terrain (e.g., tundra, jungle, desert), you gain +1 die to all Survival, Stealth, and Ambush-related rolls. You also reduce movement penalties from difficult terrain.
FERAL SPIRIT ACCESS
You begin with access to the Feral Spirit Pool (see Power Pool section). This fuels your spiritual abilities, primal surges, and racial gifts.
Anthromorphs carry instinctive burdens. Their beast-souls bring primal challenges that cannot always be suppressed. These flaws are part of their design and persist unless altered by magic, rites, or divine rebirth.
RACIAL BANES
FERAL RAGE
When reduced below 50% HP or faced with betrayal, roll Inner Resolve (Diff 6). Failure triggers a frenzy lasting 1 round per dot in Rage. You cannot distinguish friend from foe unless they share your Kinship.
TOTEMIC RIVALRY
You suffer –1 die on all Social rolls with Anthromorphs of a rival lineage (e.g., Canine vs Feline, Serpent vs Rodent). This may increase at Storyteller discretion in tense scenes.
PREDATOR'S MARK
You cannot pass for mortal. Your eyes, gait, or scent betray your animal origin. You always suffer +1 difficulty when attempting to blend in with humans, elves, or city-dwelling societies.
UNBOUND BY LAW
Anthromorphs chafe against social hierarchies. You suffer –1 die to rolls involving courts, legal appeals, or highly structured diplomacy unless acting on behalf of your Kinship.
MAGIC RESISTANCE
You gain no natural defense against spells. You suffer +1 damage or +1 turn of duration from magical spells unless cast by a shaman or Anthromorph tribal caster.
INSTINCTUAL WITHDRAWEL
When your Feral Spirit Pool hits 0, roll Inner Resolve (Diff 7). On failure, you become overwhelmed by grief or disconnection and lose 1 die on all rolls for the remainder of the scene. You cannot speak more than simple phrases unless guided.
You may take one of the following thematic flaws at character creation for additional Freebie Points. These enhance depth, tension, and storytelling.
OPTIONAL FLAWS (+3 FREEBIES OPTIONAL)
BEASTSKIN CURSE
Your animal traits are extremely pronounced: visible fangs, thick fur, scales, or eyes that glow in darkness. You take –2 dice on any roll attempting to pass as another race or conceal your identity.
WANDERER'S HEART
You cannot remain in a settled location for more than 3 days without suffering a penalty. Each day beyond this threshold, take –1 die to Social and Mental rolls until you move or spend time in the wild.
BLOODLINE GUILT
You are descended from a Kinship that once served Avalonia. You suffer –1 die to Leadership or Persuasion rolls among other Anthromorphs unless your redemption is known or documented.
SAVAGE HUNGER
Certain sounds (screams, prey scent, the smell of fear) trigger an involuntary predatory response. Once per day, roll Inner Resolve or take a penalty to all Social actions as your instincts flare.
CURSE OF ISOLATION
Your lineage was wiped out or driven to extinction. You begin with no Kinship bonuses, and all attempts to form bonds with other Anthromorphs suffer a –1 die penalty until you are adopted by another tribe.
RITEBOUND
You are bound to a sacred oath, totem, or vow. Breaking it, even accidentally, causes your Feral Pool to drain to 0 and applies a –1 die penalty to all actions for 24 hours or until the rite is restored.
~~ Innate Benefits (Free Merits/Traits) ~~
All Anthromorphs in Seyruun gain the following innate Merits and traits automatically at character creation. These represent their divine origin as spirit-touched guardians of the natural world, created by IO through the breath of the First Roar. These traits reflect their deep connection to beast and land and are granted freely as part of their racial birthright. They do not cost XP or Freebie Points and cannot be removed except through divine interference or a complete race transformation.
Innate Merits
Totemic Agility (2 pt Merit)
You gain +1 die to any Dexterity-based roll when performing agile or fluid motion. This includes Melee, Dodge, Climb, or Stealth actions. Your animal grace allows you to move with smooth, instinctive control that mimics the flow of your totemic beast.
Primal Endurance (3 pt Merit)
You gain +2 bonus HP beyond your base maximum. You also add +1 die to rolls that resist pain, exhaustion, or forced repositioning. Your body was built for the wild, and you push past the limits that halt most humanoids.
Dominant Aura (2 pt Merit)
You gain +1 die to any Social roll involving intimidation, assertiveness, or dominance displays when dealing with others who recognize your strength, rank, or lineage. This does not stack with magic but reflects your commanding presence and beast-born charisma.
Totem-Blooded Resistance (1 pt Merit)
You receive a +2 bonus to resist magical curses or hexes that target nature, instinct, or animal traits. Your totem spirit shelters you from unnatural influence, and you shrug off lesser spells of sickness, confusion, or animal-binding.
Kinbond Trust (2 pt Merit)
When supported by a willing member of your Kinship or racial group, you both gain 1 automatic success on your next action taken together (once per scene). This represents the instinctive synergy and trust between tribe-bound warriors, hunters, or bonded allies.
Innate Systems Access
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Power Pool: Begin with access to the Feral Pool (see Power Pool section). You start with 20 Feral Points. These are spent to fuel racial abilities and primal instincts.
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Instinctual Recovery: Anthromorphs recover 1 Bashing damage per 10 minutes of rest. With survival aid or downtime, they may heal 1 Lethal damage per hour.
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Environmental Adaptation: You are immune to common environmental hazards like natural poison, spoiled food, and temperature-based fatigue. Your body adapts quickly to wild terrain and conditions.
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Beast Kinship: You can sense the emotions of natural animals and gain instinctive warnings about nearby threats. This does not require language and functions through scent, posture, and spiritual bond.
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Totemic Bond: You are spiritually connected to your lineage and tribe. Tribal shamans or elders may sense your emotional state or spiritual distress through rites or ancestral awareness.
~~ Racial Merits (Unique to This Race) ~~
These Merits are exclusive to Anthromorph characters in Seyruun. They reflect the primal instincts, totemic connections, and wild-born heritage of beast-kind. Each merit represents a spiritual or biological trait tied to a character’s lineage, survival history, or tribal training.
These Merits can be purchased with XP or Freebie Points during character creation or earned through significant roleplay milestones with Storyteller approval. They are not available to other races. Some may require specific lineages, environmental ties, or pack status to qualify.
Minor Racial Merits (1–2 XP)
Totemic Awareness (1 XP)
Gain +1 die to Perception + Survival when tracking or hunting creatures tied to your lineage’s prey. (Example: Wolfkin tracking deer, Hawkkin tracking rodents.)
Low-Light Precision (2 XP)
Your animal vision adjusts to dim environments. Gain +1 die on rolls that require visual clarity in darkness or wilderness conditions.
Packbody Reflexes (2 XP)
When fighting alongside a member of your Kinship or racial group, gain +1 die to Dodge or Block rolls once per scene.
Instinctive Balance (1 XP)
Gain +1 die to Dexterity + Athletics when climbing, leaping, or navigating unstable terrain. This reflects your natural coordination and primal grace.
Standard Racial Merits (3–5 XP)
Blood of the Totem (3 XP)
Choose one passive resistance tied to your lineage (e.g., cold for Bearkin, poison for Serpentkin). You gain +1 die to resist related environmental effects or conditions.
Roar of Ancestry (4 XP)
Once per scene, you may emit a primal cry or gesture that inspires allies of your racial group. Allies within 20 feet gain +1 die to their next roll if they share your lineage or totem.
Beasttongue (5 XP)
You may speak fluently with non-sentient animals of your totemic category (e.g., all cats if Pantherkin, birds if Falconkin). Gain +2 dice on Animal Ken checks for these animals.
Tribal Fortitude (3 XP)
You gain +1 bonus die to resist Fatigue, Hunger, or Environmental Stress checks. This includes travel, exposure, or survival situations.
Advanced Racial Merits (6–10 XP)
Warden of the Wilds (6 XP)
You may declare a specific natural area as your “Ward” (with ST approval). While within this area, you gain +1 die to all rolls related to Survival, Stealth, or Combat.
Elder Totem’s Favor (7 XP)
Once per week, you may invoke a blessing from your ancestral spirit. Gain +2 dice on any one roll tied to your totem’s aspect (e.g., hunting for Wolfkin, endurance for Bearkin). Requires a ritual or symbolic offering.
Moonborn Resilience (8 XP)
During nighttime or full moons, gain +1 die to all Stamina rolls and soak rolls. This does not stack with magical buffs but enhances physical resilience.
Spirit-Fused Blood (10 XP)
Once per Chronicle, you may enter a state of primal transcendence. For one scene, you gain:
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+2 to Feral Pool maximum
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+1 to all Reflex and Strength-based actions
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Immunity to fear effects or magical mind control
At the end of the scene, you suffer –2 dice to Mental actions for 12 hours due to spiritual fatigue.
~~ Racial Power Pool Name & Function ~~
Primal Pool Name: Primal Link
Anthromorphs do not channel magic or consume blood for power. Instead, they draw upon a wellspring of spiritual instinct, physical drive, and ancestral resonance. Their Primal Instinct Pool represents the raw energy of their totemic soul, called upon in moments of survival, rage, protection, or ritual. This pool fuels their special abilities, heightens their senses, and unlocks the ancient strength passed down through generations of beast-blooded kin.
Power Pool Basics
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Starting Pool Size: 20 Primal Points
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XP Advancement: +1 Maximum Primal Point per 5 XP spent
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Hard Cap: 50 Primal Points (unless raised through ancient rites, sacred tattoos, or Storyteller-blessed relics)
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Refill Method: Meditation, combat, hunting, rituals, or sacred communion with nature
Recovering Primal Points
Unlike blood or mana, the Primal Instinct Pool cannot be bought with potions or drained from others. It returns through action, tradition, and ritual.
Some relics or locations (sacred groves, moonstones, storm altars) may grant additional Primal recovery at the discretion of the Storyteller.
Using the Primal Instinct Pool
Anthromorphs may spend Primal Points for the following:
Primal Pool at 0
When your Primal Pool reaches zero:
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You suffer –1 to all Physical and Mental rolls
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You cannot use any racial or totem-based powers
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You lose your animal edge, tracking, survival, and instincts are dulled
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You must roll Inner Resolve or fall into Totemic Exhaustion, becoming emotionally cold and spiritually empty for 24 hours
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You are vulnerable to spirit possession or corruption in sacred or cursed lands
Special Notes
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Some Kinships may unlock unique Primal recovery methods (e.g., Falconkin sky rites, Pantherkin blood dances).
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The Primal Pool is not just power, it is identity. Running dry spiritually may weaken your link to your totem and affect roleplay deeply.
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Storytellers may reward flavorful, culturally grounded roleplay with bonus recovery or narrative blessings.
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Unlike vampires, Anthromorphs cannot become addicted to power use, but they may suffer Totemic Drift (detachment from their lineage) if they misuse or ignore their spiritual ties too long.
FINISHING THE CHARACTER
~~ Finishing Your Character ~~
Once you’ve chosen your lineage, Kinship group, racial traits, and totemic background, you are ready to complete your Anthromorph character and enter the world of Seyruun. This section provides a complete checklist for finalizing your sheet and preparing for full roleplay integration.
Finalization Checklist for Anthromorph Characters
Make sure the following elements are complete before submission:
1. Attribute Assignment
Use the standard 7 / 5 / 3 allocation across Physical, Social, and Mental attributes.
Anthromorphs tend to favor Physical due to their primal roots, but Social and Mental builds are welcome and viable.
Your attribute choices should reflect both your beast lineage and your upbringing (e.g., a Pantherkin diplomat may focus on Dexterity and Manipulation).
2. Skill Allocation
Distribute 13 / 9 / 5 points across the Physical, Social, and Mental skill categories.
Your selected lineage (e.g., Falconkin, Bearkin, Viperkin) should influence your skill themes.
Examples:
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A Wolfkin scout might favor Stealth, Survival, and Tactics.
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A Bearkin elder might lean into Leadership, Insight, and Endurance.
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A Serpentblood mystic could focus on Rituals, Occult, and Persuasion.
3. Discipline Selection
Choose 3 Discipline Trees to begin with. These may include:
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One lineage-based or culturally appropriate Discipline (e.g., Primal Might, Totemcraft)
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Two general Disciplines (e.g., Beastshape, Shamanism, Wildsong)
Each starts at ● (1 dot) unless you purchase more with XP or Freebie Points.
Custom 10-dot Trees are unlocked later through major XP milestones and cannot be selected at creation.
4. Merits and Flaws
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Select any Racial Merits from the Anthromorph list.
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Optional Racial Flaws grant +3 Freebie Points each (must choose at least one).
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Standard server-wide Merits and Flaws are also available (see Merits system doc).
Ensure your Merits match your lineage, totem, or culture.
5. Backgrounds
You begin with 5 Background Points. Choose from:
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Allies
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Kinship Influence
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Totemic Guide
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Sacred Territory
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Tribal Status
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Mentor\
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Reputation
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Choose backgrounds that reinforce your kinship and tribe identity.
Ex: A high-ranking Tigerkin warrior may have "Kinship Influence ●●●" and "Sacred Territory ●●".
6. Power Pool
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All Anthromorphs begin with 20 Primal Instinct Points (see Power Pool section).
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Feeding is not required. Primal Points are regained through ritual, meditation, combat, and connection with nature.
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Document your preferred recovery method (e.g., forest meditation, moon-howl rites, blood feasts, etc.).
7. IO Blessings & Resources
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Begin with 5 IO Blessings (Willpower).
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Reflex and Fortitude begin at 1 dot by default unless altered by Flaws or Merits.
You may spend Freebie Points to increase these at creation.
8. Health and Defense
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Base Health = 10 + Stamina
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Defense is calculated from Reflex + appropriate defensive modifiers (from Merits, traits, or armor).
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When reduced to 0 HP, Anthromorphs enter a Totemic Crash state (see system rules for effects).
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They do not enter torpor or die immediately but suffer spiritual exhaustion and collapse unless stabilized.
9. Profession and Wealth
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Choose a starting Profession (if applicable), using the Professions system (e.g., Scout, Mystic, Warrior, Beastwarden).
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Assign a Wealth Rating from ● (impoverished) to ●●●●● (affluent).
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Wealth and profession should reflect your tribal role, personal history, and cultural standing.
Ex: A Ramkin elder shaman may be poor in coin but spiritually revered, earning resources through Kinship ties.
10. Racial Group Registration (Kinship)
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Choose your Kinship group, such as the Moonbone Pact, Gilded Pride, or Brotherhood of the Burrow.
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Register your character under an existing Kinship or begin forming a new one using the racial group rules:
• 3 members minimum
• Lore and lineage
• Totem symbol, rites, and philosophy
• Ritual or ancestral rite scene (RP-based)
Kinships grant RP bonuses, social power, and access to cultural benefits.
Storyteller Reminders
Before you can enter play, submit your character sheet with the following:
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Fully completed sheet (server template required)
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Stated animal lineage (Wolfkin, Serpentblood, etc.) and Kinship (if applicable)
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A short written backstory (250+ words)
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Your selected Racial Flaws and Merits
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Any custom item or roleplay scene that needs approval
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If creating a Kinship, include the name, sigil, and tribal philosophy
Once approved, you will be able to take part in story arcs, join missions, and forge your place within Seyruun’s primal legacy.