Dramsibbian

Native to the Mimorneo planet Dramsibb, the dramsibbian people strongly resemble the precursors of Ealdremen. Their skin and eyes glow brightly like the stars in their night skies, though dramsibbians tend to be larger than precursors on average. Due to the rather extreme season changes on their toroidal planet, many of the dramsibbians have nomadic lifestyles where they follow the migrations of animal species to avoid overly-hot summers and lethally frigid winters. However, particular advanced cultures among them have found more stationary methods of coping with their planet's hostile climate.
==Sociology and Culture==
Nigh-universal among dramsibbians is the concept of true names and the power of knowing such a thing. While the term for a true name varies among the various cultures of Dramsibb, as do any sociological nuances surrounding it, it is a universal fact that knowing a creature's true name leads to greater control over it.  Some may use this as a means of controlling beasts and vanquishing monsters that may threaten settlements. Less than scrupulous "name-thieves" might attempt to find out the true names of individual people for a variety of sinister purposes, such as blackmailing the individual or selling their identity to someone with intentions of harm. On the other hand, willingly divulging one's true name is often a demonstration of great trust and often emotional intimacy.
===Relni Rosk===
The Relni Rosk honor light and heat, especially from fire. In the dark nights of Dramsibb, Relni Rosk cities can be seen from afar with their bright lights and enduring flames. Children are considered adults when they create their first fire without any outside aid whatsoever, using only sacred wood specifically harvested for the ceremony and flint and steel. Magic is expressly forbidden during these ceremonies, and the flame will burn a random color dependant on the qualities of the wood used (often, there are attempts to match the predicted color of the flame with the skintone or markings color of the individual). The individual then uncovers their true name from the "true name fire" in one of several ways. The most common way is to simply let the fire burn its course, eating through the sacred wood until the ashes and arrangement of the wood reveal to the individual their true name. Others hear their name from the snapping of the fire when it burns brightest. And yet others still do not receive their true name in either way; such individuals must build another fire and cast their arm into it as soon as it roars to life, where their true name will be inscribed onto their body in the form of a cauterized burn. Such burnt arms are a mark of pride among Relni Rosk, said to be a sign that instead of relying on the body's natural glow, the individual will draw the "lost" light from flame and sun alike; however, at the same time, they must cover the burn marks with great care, or their true name might be stolen from them.
Magic is not commonly practiced among Relni Rosk, and those among them who wish to learn magic often strike out for other lands. Those who receive magic innately or from divine sources may be similarly frustrated by the lack of understanding among the Relni Rosk in regards to magic. They tend to be suspicious of things they cannot actually perceive and may request magic-users to not practice their arts around them, especially if their magic "defiles" the purity of the flame by creating it from nothing. To the Relni Rosk, fire is creating life, but to create life, you must take it away from somewhere else. The universe is a balance in this manner; to receive, you must lose. Their enormous feasts and celebrations are a testament to this fact. Relni Rosk often have gargantuan celebrations for even the least important of occasions, giving gifts to all who attend and insisting for everyone to invite everyone they know to the celebration. However, the "catch" is that any who attend these parties is then socially expected to hold one of similar caliber later on, inviting the people they attended the celebrations of, giving them grand gifts, and allowing them to invite anyone they know. This perpetual cycle of equilibrium is seen as part of Relni Rosk life. Debts should be repaid promptly, and once they are repaid, they are forgotten. Holding a grudge is acceptable until amends are made; beyond that, it disrupts the balance of the universe.
Magic is viewed as a disruption to the universe as much as social problems can be. Magic appears to create something out of nothing, which is inherently unbalanced. Those who use magic in a Relni Rosk area will have to find ways of making their magic appeal to their sense of balance -- difficult, but not impossible. People who can cast magic without material components may fake using such components just to show the Relni Rosk that the magic isn't coming from "nowhere," it's simply like starting a fire with different objects. Relni Rosk prioritize the physical aspects of the body for similar reasons. It is a very clearly balanced act -- by expending energy, your body becomes stronger. When teaching others how to do something, "hands-on" experience is usually the first part of Relni Rosk lessons, not something that comes after the theoreticals and planning.
In this sense, Relni Rosk are often regarded as direct and perhaps even blunt, because they do not want misunderstandings about where one stands in another's eyes. "What do you think of me?" is a question they might ask if they're unsure. Receiving an answer that indicates the relationship is somehow out of balance or unequal (such as one person being more emotionally invested than the other) is usually a sign that something must be corrected, though in egregious cases, the Relni Rosk might seek for the relationship to be broken off entirely if it cannot be fixed. Because of the emphasis on equilibrium, Relni Rosk may view overt acts of altruism to be some sort of sign that something is wrong -- maybe the person witnessed something horrible and is trying to counterbalance it, or they did something bad and are trying to make up for it.
===Relni Sehth===
Relni Sehth dramsibbians dwell mostly underground and are often sensitive to light as a consequence; however, this is less an aspect of their biology and is more simply because many of them will never venture into the open sunlight if they can avoid it. They revere the earth and all its bounty, emphasizing the quiet contemplation on the whispers of the underground crystals that are said to speak to those with a connection to the eartjh. Gemstones and precious metals are found in great abundance in their societies, even among the poor, but their deific view of these minerals means that they rarely suffer outsiders taking from the earth. Traders will usually only part with their metals and crystals in exchange for food or anything that cannot be found underground. Even then, only a truly desperate Relni Sehth -- or perhaps one who seeks to cast away their identity -- would part with their name-crystal.
When a Relni Sehth comes of age -- usually approximately eight to twelve years old -- they roam the underground caverns with others seeking their name-crystal, which is a precious stone that will whisper only to the dramsibbian whose name it "contains" when that individual comes close to it. All other name-crystals will be silent to them. Finding one's name-crystal is a process that takes several days in most cases; a rare few might find it substantially quicker, and those that cannot find their name-crystal are said to be nameless until they do. Because name-crystal groups are guided by an experienced druid, cleric, or other member of the community with a deep connection to the earth, it is rare for name-crystal groups to fall afoul of trouble. Very rarely, multiple name-crystals may speak to an individual, which is taken to be a sign that that individual is a reincarnated soul.
Relni Sehth believe in reincarnation, but they do not think that all people reincarnate; only those who have a reason to return to the world of the living will do so. Those who are "proven" to be reincarnations by having multiple name-crystals are often scholars or wanderers, for they are pushed into finding out all they can about their past lives and what might have brought them back to the world so urgently that they departed from the afterlife for it. Assumed reasons for reincarnation can vary -- an unfulfilled duty, a desire for vengeance, or restlessness as a spirit and needing to return to the world to live again are just a few of the reasons one might be reincarnated. It is said that reincarnated souls will bear striking resemblances to people they are reincarnated from, such as having the same markings on parts of their bodies.
Their culture is one of quiet, and they often have numerous idioms relating to speaking the most one can in as few words as possible. Despite their apparent introversion, they tend to form close bonds in very small groups where the sharing of one's true name might become socially expected. Leaders of large enough groups often know one another's true names to promote faster communication. Their insular culture punishes dissonant views harshly; a "heretic" that robs the earth of its metals for their own gain can be expected to be exiled into the sunlight, never to return. Word travels fast among the Relni Sehth of who is and who is not to be trusted. Group unity is encouraged, and individuality is not tolerated when it jeopardizes the well-being of the group. Someone who does not fit in with the group they were born into might strike out on their own to find somewhere they do belong -- occasionally even above ground.
Settlements are often small and built into various underground passages. When needed, experienced magic-users will reshape the earth to expand caverns for a growing settlement. In expansive caverns, there are a few expansive Relni Sehth cities that serve as go-betweens for the various smaller groups throughout Dramsibb's caverns. Despite the large populations dwelling in these cities, outsiders may find Relni Sehth cities to be unsettlingly quiet. Conversations, especially outdoors, tend to be whispered, giving rise to the stereotype that a dramsibbian who mostly whispers and says little must be from a Relni Sehth city.
===Dalshro Dosk===
The Dalshro Dosk were once peerless in their mastery over engineering and magic, interpreting the heavens as the blueprint of the universe. They praise those who are able to see the future, believing it to be a rare gift that ought to be cherished, and their worldviews tend to be deterministic and believing that everything is foretold and set in stone. Because all that will happen cannot be changed, those who can interpret the starry night sky have access to knowledge of the future. They were -- and still tend to be -- very isolated and almost elitist in their view of intelligence, imposing strict educatory requirements on all who wish to dwell in their cities, especially the closer one got to the creed-schools that ruled over the city. Knowledge is power to the Dalshro Dosk. While this means the elite will freely trade research on subjects and take great pride in collaborations and unions between different disciplines, it also means that the illiterate and "stupid" are considered hardly better than animals and are generally given jobs with low prestige. Such jobs are regarded as necessary for society, but they are not given much respect.
However, for all of their divination and fortune-telling, it was not enough to prevent the catastrophic war between their various creed-schools that left their entire civilization in shambles. The war began approximately a hundred years ago, and almost every creed-school, which focused on a different discipline and skill, was a participant in the war, but it only came to its tragic conclusion twenty years ago. The war was, essentially, a destructive argument over which of the creed-schools ought to rule over the Dalshro Dosk when the creed-school of truenaming was revealed to consist primarily of people with extraplanar heritage and had, in fact, been sheltering many Beyonders. With the power vacuum, the largest of creed-schools made a grab for supremacy over the others, dragging in the smaller creed-schools into the conflict with a tangled web of alliances.
Some Dalshro Dosk adamantly have remained in the ruins of their once-proud cities, seeking to rebuild and reclaim knowledge lost to the war. Others are wanderers who took the destruction of the Dalshro Dosk as an event foretold by the heavens; they often believe that it was a punishment for hubris, or at least a sign that the Dalshro Dosk did not hold all knowledge as they thought they did and that they were now to seek out knowledge they overlooked in their isolation. As such, Dalshro Dosk can be found in many other societies that took them in, and the children of first-generation immigrants to non-Dosk settlements will only recently be coming of age. Of those who hunt Beyonders, the Dalshro Dosk tend to be the most methodical and obsessive in their approach, lurking in the shadows until they have found their quarry.
Prior to the war, the creed-school of truenaming would send a representative yearly to speak to any children of age (around twelve years old) and divine their true name through interpretations of the heavens. With the creed-school of truenaming utterly destroyed, truenaming for Dalshro Dosk -- if not done through the customs of whatever area they have settled in -- is a confusing dilemma. Some seek out non-corrupt refugees from the creed-school of truenaming or independent fortunetellers out of desperation to find their true name, for the Dalshro Dosk know that just because you are ignorant of something does not mean that knowledge is yet unknown to others. Ignorance is their greatest enemy, and being unaware of one's own true name is a disaster in the making.
===Dalshro Daan===
Inspiration, spontaneity, and ideals guide Dalshro Daan society. A great many artists flourish in their cities, sometimes performing bizarre or strange acts in the name of artistic inspiration, and some might regard the Dalshro Daan as overdramatic or even theatrical as they express their emotions in however they see fit. They are open to outside views and gladly take in exiles from other settlements, even tolerating the presence of Beyonders in their settlements for the most part. However, those with views discordant with the local view must be prepared to defend and explain them, for the Dalshro Daan love little more than to analyze and explore the "deeper" meaning of everything. After all, in art, everything is supposed to be intentional and part of a greater picture, and thus it is with life. Dalshro Daan rarely take something at face value; something is symbolic of another thing, for better or worse. As such, people whose ideals and views do not align with a given Dalshro Daan society might find themselves feeling defensive, pushed away, and like they ought to leave, much to the bafflement of the Dalshro Daan themselves, who just perceived their actions as how one might critique an art piece when searching for meaning.
Societies are organized around similar worldviews and outlooks on life, and polar opposite views tend to be found near each other for as much debate, critique, and challenging one another's views. As such, one might find a town full of anarchists who predominately govern themselves on an individual basis right next to one with a strict government. It is considered socially acceptable and even expected to go from city to city and "try on" different identities or worldviews in search of the one that makes most sense. Someone who stays in only one area and only one mindset their entire life is regarded as stagnant and strange, particularly if they specialize in a particular skill rather than try to be more versatile. Dalshro Daan tend to have many names on top of their true name, sometimes even going by entirely different names in different areas. Because of their emphasis on symbols, they may "rename" people who are important in their lives to symbolize just what that person means to them. Though the Dalshro Daan see this as adding to someone's identity, foreigners may not approve of it.
Morality and ethics are seen as up to individuals and group agreement. What's legal in one place might not be legal in another. Dalshro Daan accept this, and though they may argue about why their view is correct, they tend to accept that discordant worldviews are just a part of the world and that if everyone believed the same thing, then the world would be significantly more drab. Light is meaningless without darkness, and darkness is meaningless without light. If someone wants to be evil, then they can seek out like-minded people and develop their own community. "Go do it yourself" is a common response to critiques that are seen as trying to take away the soul of something. It's one thing to point out a mistake or where something could be improved. It's another to say, "You should have done this instead of that".
Unlike many other cultures, Dalshro Daan do not seek their true name until later in life, often in their 20s. Prior to that, identity is supposed to be flucuating, changing, and volatile; knowing your true name before you even know who you are is a strange concept to them. Going to receive your true name, which is a part of your identity you cannot change, is a momentous act that requires deliberation and preparedness. Some Dalshro Daan will refuse to go seek their true name until there's some sort of life-changing event that they can truly take as a symbol that it is time to know their true name. Once a Dalshro Daan knows their identity (or at least is certain enough of it that they are prepared to receive their true name), they take with them something that symbolizes that identity and go on a pilgrimage to a place of importance to their identity, often somewhere secluded and far out of the way such as an old ruin from eras gone by, an uninhabited forest, or a far-off mountain. What they bring with them can be almost anything -- it might be another person, an object, an animal, or even something not physical such as a song. Once they reach the place, they declare to whatever will listen -- spirits, the world, gods, other people, nature itself, the beasts of the forest, and so on -- who they are, what they have learned, and what they believe. They are to do this without stopping until they have said everything they say, and then declare to whatever is listening to give them their true name. In a flash of inspiration, their true name will come to them, and they will know for a certainty that this is who they are.
===The Beyonders===
Be they exiles with nowhere else to go or someone who willingly forsook their old life, Beyonders seek power, knowledge, and perhaps even acceptance from creatures outside this mortal plane. The vast majority of them appear to even have some sort of otherworldly heritage manifesting inside them, such as with horns from an infernal bloodline or an angelic halo from a celestial lineage. Beyonder settlements tend to be prepared to move at any given notice and almost never stay in one place for too long; plane-touched individuals are rarely accepted by the other cultures of Dramsibb, and Beyonders might be persecuted as if they were monsters rather than people. Those raised by Beyonders, or those who are pushed away enough that they willingly seek out Beyonders, are often mistrusting and suspicious of others, never giving their true name except to those who have proven beyond a shadow of a doubt that they can be trusted with it.
Beyonders that can pass as "normal" are often go-betweens for their fellow Beyonders and non-Beyonder settlements. Individual perceptions of "normal-passing" Beyonders can vary -- some view them as great gifts that make life substantially easier. Others might be suspicious of them and think that it is only a matter of time before they try to leave for an "easier" life away from the Beyonders. Those who are not extraplanar in heritage but seek to join the Beyonders are treated with great wariness -- there's no way of telling if this person truly seeks a new life among the Beyonders or if they intend to sell them out to various bounty hunters as soon as the Beyonders turn their backs.
Groups of Beyonders, called coveys, do not intermingle much unless they happen upon one another by accident or chance. However, they usually lend their aid if needed, and there is a code among the Beyonders to never turn away the earnest plea of a kinsman. Of course, with no real power to enforce this code, it is very much an individual's decision to adhere to this code or not, and even their interpretation of this code can vary immensely.
Life in every covey tends to be different depending on the individuals present in it. However, for the most part, Beyonders do not impose strict rules on one another; dictators tend to be quickly chased out, or they otherwise find their "subjects" rapidly leaving for other coveys or even forming their own. On the other hand, this also means that generally speaking, coveys do not interfere with matters in other coveys (unless they see it as a scenario that falls under the code of hearing out fellow Beyonders' pleas). Freedom and liberty are greatly important to them, and they tend to adopt a mindset of, "As long as it's not hurting the covey, it's allowed".
Vengeful Beyonders might raid settlements for supplies or simply out of revenge. Benevolent coveys of Beyonders may instead attempt to improve the reputation of those with otherworldly heritages by performing acts of altruism. The majority of Beyonders, however, simply stay out of sight where it's safe, and they avoid contact with others outside of their coveys if at all possible.
==Racial Traits (3.5e/Pathfinder)==
The various cultures of the Dramsibbians bequeath not only different outlooks on life, but also subtle differences in the various individuals that comprise these cultures.
===Relni Rosk===
The Relni Rosk value physical perfection above all else, decrying magic as disruptive to both society and the body. Whether they focus on their fortitude or agility, a Relni Rosk is expected to push the limits of their natural prowess.
Relni Rosk have a Climb movement speed of 10ft. They receive a +2 racial bonus to Knowledge (Nature), and Knowledge (Nature) is always considered a class skill for them. In addition, they have a +1 racial bonus to Fortitude. A Relni Rosk can then choose from one of the following abilities to receive in addition to the previous ones:
*A +2 racial bonus to Knowledge (History), and Knowledge (History) is always considered a class skill.
*A +2 racial bonus to Diplomacy, and Diplomacy is always considered a class skill.
*A +2 racial bonus to Acrobatics, and Acrobatics is always considered a class skill.
*A +1 racial bonus to Reflex.
*An additional one hit point per character level.
A Relni Rosk may choose one of the following flaws and pick another racial ability in addition to their previously selected ones, if they take one of the following racial flaws:
*A -2 racial penalty on Swim, and Swim can never be a class skill.
*A -1 racial penalty on Initiative checks.
*A -2 racial penalty on Knowledge (Arcana), and Knowledge (Arcana) can never be a class skill.
*A -1 racial penalty to Will.
===Relni Sehth===
The Relni Sehth require both keen senses and strength of the body to dwell in their cavern homes; in the dim light, even the most important of details must be accounted for, and new tunnels must be dug to grant passage to desirable locations.
Relni Sehth have a Burrow movement speed of 5ft. They receive a +2 racial bonus to Knowledge (Geography), and Knowledge (Geography) is always considered a class skill for them. In addition, they have a +1 racial bonus to Will.
*A +2 racial bonus to Knowledge (Religion), and Knowledge (Religion) is always considered a class skill.
*A +2 racial bonus to Perception, and Perception is always considered a class skill.
*A +2 racial bonus to Stealth, and Stealth is always considered a class skill.
*A +2 racial bonus to Heal, and Heal is always considered a class skill.
*A +1 racial bonus to Fortitude.
*An additional one hit point per character level.
A Relni Sehth may choose one of the following flaws and pick another racial ability in addition to their previously selected ones, if they take one of the following racial flaws:
*A -2 racial penalty on Climb, and Climb can never be a class skill.
*A -1 racial penalty on Initiative checks.
*A -2 racial penalty on Knowledge (Local), and Knowledge (Local) can never be a class skill.
*A -1 racial penalty to Reflex.
===Dalshro Dosk===
The Dalshro Dosk once had a grand culture of academia and engineering, watching the heavens for signs of the future. Now with their society since fallen, many of the lost Dalshro Dosk roam a dangerous world with only their wits and reflexes to save them should they come into danger.
Dalshro Dosk have a +10ft racial bonus to their base land speed. They receive a +2 racial bonus to Knowledge (Engineering), and Knowledge (Engineering) is always considered a class skill for them. In addition, they have a +1 racial bonus to Reflex.
*A +2 racial bonus to Knowledge (Fortifications), and Knowledge (Fortifications) is always considered a class skill.
*A +2 racial bonus to Sense Motive, and Sense Motive is always considered a class skill.
*A +2 racial bonus to Disable Device, and Disable Device is always considered a class skill.
*A +2 racial bonus to Survival, and Survival is always considered a class skill.
*A +1 racial bonus to Will.
*An additional one skill point per character level.
A Dalshro Dosk may choose one of the following flaws and pick another racial ability in addition to their previously selected ones, if they take one of the following racial flaws:
*A -2 racial penalty on Diplomacy, and Diplomacy can never be a class skill.
*A -1 racial penalty on Initiative checks.
*A -2 racial penalty on Knowledge (Religion), and Knowledge (Religion) can never be a class skill.
*A -1 racial penalty to Fortitude.
===Dalshro Daan===
The Dalshro Daan emphasize unity within a group, aspiring for everyone to articulately express their views of the world so that they might find others like them. They typically have supernatural views of the world, believing in superstitions and inspiration having a role in their day-to-day lives.
Dalshro Daan have a 10ft racial bonus to their base land speed. They receive a +2 racial bonus to Knowledge (Local), and Knowledge (Local) is always considered a class skill for them. In addition, they have a +1 racial bonus to Will.
*A +2 racial bonus to Knowledge (Nobility), and Knowledge (Nobility) is always considered a class skill.
*A +2 racial bonus to a Perform skill of their choosing, and a +2 racial bonus to Linguistics, and both of these skills are always considered class skills.
*A +2 racial bonus to Escape Artist, and Escape Artist is always considered a class skill.
*A +2 racial bonus to Perception, and Perception is always considered a class skill.
*A +1 racial bonus to Reflex.
*An additional one skill point per character level.
A Dalshro Daan may choose one of the following flaws and pick another racial ability in addition to their previously selected ones, if they take one of the following racial flaws:
*A -2 racial penalty on Intimidate, and Intimidate can never be a class skill.
*A -1 racial penalty on Initiative checks.
*A -2 racial penalty on Knowledge (Fortifications), and Knowledge (Fortifications) can never be a class skill.
*A -1 racial penalty to Fortitude.
===The Beyonders===
The Beyonders' connection to the outer planes grants them an innate connection to magic that few other Dramsibbian groups can claim to have, let alone understand. Though they are despised, they tend to blend in with other groups quite well, keenly understanding other cultures well enough to disguise themselves and deceive long enough to get what they need; their extraplanar heritage may sometimes even lend itself towards a natural charm that is only unsettling once its origin is discovered.
Beyonders have energy resistance 5 to one of the following energy types of their choosing: fire, acid, cold, or electricity. They have a +2 racial bonus to Knowledge (Planes), and Knowledge (Planes) is always considered a class skill for them. In addition, they have a +1 racial bonus to Will.
*A +2 racial bonus to Knowledge (Arcana), and Knowledge (Arcana) is always considered a class skill.
*A +2 racial bonus to Bluff, and Bluff is always considered a class skill.
*A +2 racial bonus to Fly, and Fly is always considered a class skill.
*A +2 racial bonus to Disguise, and Disguise is always considered a class skill.
*A +1 racial bonus to Fortitude.
*An additional energy resistance 5 to either fire, acid, cold, or electricity (must be different from the energy type originally selected).
A Beyonder may choose one of the following flaws and pick another racial ability in addition to their previously selected ones, if they take one of the following racial flaws:
*A -2 racial penalty on Sense Motive, and Sense Motive can never be a class skill.
*A -1 racial penalty on Initiative checks.
*A -2 racial penalty on Knowledge (Local), and Knowledge (Local) can never be a class skill.
*A -1 racial penalty to Reflex.
Category:Mimorneo Races