The Morigena

The Morigena are the Champion Race of Water who did not betray Lord Morian during The Age of the Void. They possess the ability to manipulate water and enjoy a life of extended longevity versus that of the other races of man. They suffer a fractured society following the rebellion of House Tremaine that led to the rebels becoming Agents of the Void and taking the name of The Fomori.

morigena.jpg

In recent years, a movement has begun between the two factions, known as the White Shields in an attempt to reunite the race. To date it has not been successful, though this may change with the return of Lord Morian.

The ancestral home of the Morigena is the island of Golgotha which lies in the heart of The Fomori Islands, any attempt to colonise the island has failed since the rebellion ousted the Morigena and the survivors fled, yet to return or to reclaim their lands.

The Morigena are made up of the survivors of House Telluwyn.

History: During the Age of Air, the Morigena were a united race. They were an enlightened race that created great architecture and did much for the world of the Elemental Union. But factions in the Morigena grew uneasy with the rule of monarchy, and led by nobles within House Tremaine, they started a bloody usurpation of power and all but destroyed the royal line; in the process they embraced the Void and took the title of the Fomori.

The Age of the Void was much an age of power for the Fomori who sought to destroy the Elemental Union and in pursuing surviving Morigena, succeeded in the banishment of Lord Morian, who was lost along with relics of power from the previous age. That Age of the Void came to an end when the Fey-Sirona sacrificed nearly everything to save the Fomori and returned them to the fold of the Elemental Union.

As the Age of Fire progressed, the Fomori remained on the outskirts of society among the Elemental Union. They continue to dislike the surviving Morigena who have made a kingdom in Lyrzeria and long for the day when one of the contending Fomori houses claims the ruling island of Golgotha, the central island of the Fomori Kingdoms and prove their bloodline true against all others. The return of Lord Morian poses questions that remain unanswered between the factions, even now as the Fomori turn more and more towards the Void.

Physical Characteristics: The Morigena dress practically dependent on their situation while the Fomori dress with a decadent style that reflects in their architecture also, both factions favour long hair, which is often dark and men often go bearded. Favoured colours among them are blues, greens and purples, they will make use of all types of weaponry, but swords are favoured by this people who have a love for duelling, they also make use of all types of armour and fully clad for war they make for an imposing and impressive force. They are an enduring race that enjoy life spans of up to three hundred years, though rarely do this race die of old age, such is the burden of their status as Champions.

Culture: The Morigena are a sea-loving race and excel in all matters of seamanship, but they are also a lover of politics in all aspects and work tirelessly for the greater good of the Elemental Union. The Fomori think they are better than all other races of the Elemental Union and expect to be treated as such, their houses are ruled through matriarchal or patriarchal lines with loyalty expected at all times and conflict as much as possible with the Morigena. A small faction known as ‘The White Shields’ are devoted to bringing the factions back together, who exist within both the Morigena and the more lenient houses of the Fomori.

Racial Advantage: The Morigena were blessed by the Lord and Lady so that they possess the Natural Ability to Manipulate Water as a Divine Blessing.

Racial Disadvantage: The Morigena weakness is the temptation of the Deep Sea, the mystery and the depth where the Void sometimes lurks, as such the Morigena pay a higher price to buy off Void Points, with it costing them 15 Experience Points to buy off per point of Void Taint.

In addition, due to their betrayal, any who claim to be of the houses of the Fomori find that Nimorian Healing does not work on them, this weakness is nullified if the Fomori becomes a ‘White Shield’.

Notes: The Morigena and the Fomori are inspired by and share some relation to Atlanteans from myth and the Numenoreans from Lord of the Rings.

Morigena Houses

rana3.jpg

House Telluwyn is the royal line of the Morigena and the rebellious Fomori whose ancestral seat of power is the island of Golgotha in the heart of what is now referred to as the Fomori Islands.
House Telluwyn is currently ruled by the boy king, King Everyl Telluwyn, 1st son of King Harwyn Telluwyn and Queen Lausanne Una and rules from the city ofNor-Dalgontor in the Morigena Kingdom.

The Lesser Houses of House Telluwyn before the Kin Strife were:
1: House Branwine.
2: House Dae.
3: House Damenyon.
4: House Portense.
5: House Salui.
6: House Tremaine.

The Lesser Houses of House Telluwyn since the Kin Strife are:
1: House Branwine.
2: House Charla.
3: House Dae.
4: House Stern.

House Branwine:

Part of the royal house of House Telluwyn, rulers of the Morigena people. They govern the county that makes up the middle part of the Morigena Kingdom known as Wes-Kurul, though their ancestral home is the island of Treminus in what is now known as the Fomori Islands.

Sigil: A Blue Whale swimming to the right in the depths of the ocean. House Branwine uses the motto 'To explore without fear'.

House Advantage: Once per day the scion of House Branwine may call 'No effect' versus any 'Mundane' or 'Enchanted' forms of 'Fear'.

House Disadvantage: Slow and ponderous at times, they must spend +1 Experience Point when buying or upgrading Skills from the Fields of Battle.

House Charla:

They occupy the County of Wesoui-Narkil in the Morigena Kingdom, though the ancestral home of House Charla is the island kingdom of Treminus in the Fomori Kingdoms.

Sigil: A Warship upon a quiet ocean facing right. The Charla motto is ‘To watch for Devils’.

House Advantage: Once per day, members of House Charla can 'Sense Void Taint' within a group of individuals (no more than ten players or Non-Player-Characters).

House Disadvantage: It costs members of House Charla only 13 Experience Points as opposed to 15 Experience Points to buy off a point of Void Taint, because with their House ability the Void tries a little bit more to seduce them, and gives them a break for indulging Void Taint.

House Dae:

Part of the royal house of House Telluwyn, rulers of the Morigena people. They govern the county that makes up the southern part of the Morigena Kingdom known as Souwei-Lorsan, though their ancestral home is the island of Rostir in the Fomori Islands.
Baron Vorsten Dae, 1st Son of Godfrey Dae runs House Dae and has as yet to respond to not being appointed as the new Earl of Souwei-Lorsan, a matter which is likely to raise contention, especially since the elevation of Rana Dae to Duke of the Morigena Kingdom, though he has accepted the position of Lord-Commander of the Southern Watch in the recent shuffle of power.
This matter seems to have met with some satisfaction to Vorsten Dae, with his elevation to Earl by Duke Rana Dae early in 914 of the Age of Fire.

Sigil: Three Grey Dolphins leaping out of the sea to the left, with a dark sky overhead and the island of Golgotha in the distance. House Dae use the motto 'To take light into Shadow'.

House Advantage: Royal Blood, as one of the surviving and true aspects of House Telluwyn, all Morigena of House Dae begin game with the Level One High Nobility Social Status of Royal Blood.

House Disadvantage: The pressure is always on a Dae to match the heroics of the Rana Dae who gave his life to bring about the end of the Age of the Void, alongside Inishi Quorill and Kylyn. As such, if a Dae buys the Heroic Status Skill List, they must pay +5 Experience Points on top of all standard costs for the Skill List.

Skill Lists

HOUSE TELLUWYN: The royal house of the Morigena people, ripped apart by the treachery of houses Tremaine, Damenyon, Salui and Portense, of who tried to kill those that remained loyal and the ruling royalty. Fortunately, and with the aid of the Nimorians, the Morigena escaped and have managed to survive.

pliskin.jpg

Level One: Blood of Kings: Immunity to ‘Mundane Poisons’, the Line is also Resistant to Enchanted Poisons (they only do half effect) – this does not include beneficial Alchemical Concoctions.

Level Two: Strength of the Sea: The character gains +2 Hits to all Locations.

Level Three: Enhanced Elemental Manipulation: The Divine Elemental Manipulation of the Morigena grows in power and control, with extended range increasing to twenty five metres, and coincidental damage increases from being limited to one location doing a ‘Triple’ to being able to do a ‘Global Triple’.

Level Four: Blood of Kings II: Immunity to Enchanted Poisons.

Level Five: Strength of Kings: The Divine Elemental Manipulation of the Morigena grows so that it is superior to any other Fomori or Morigena. Five Times per Event the character may crush opponents with water by concentrating its internal pressure doing damage that calls ‘Mass Global Quad’.**

THE MASTERS OF THE SEA: As the Champion race of the water, the Morigena are unsurpassed when it comes to sailing on the seas of Urutau, as such, all those who enlist into the Morigena Navy gain access to this list.

Level One: Lores of the Sea: With the progression of this list, the character gains equal equivalence in the understanding of the Laws and Ways of the Sea.

Level Two: Strength & Agility: The character gains +1 Hits to All Locations and +1 Dodge versus Mundane Attacks.

Level Three: The Ship is my Sanctuary: Three times per day, the character may use one of their own Dodges to allow their ship to avoid an attack from an enemy ship, as waves leap up and the ship weaves slightly to avoid the hit.

Level Four: Command the Sea: During an Event, the character may summon up to four points of the following, though please note that these creatures are all tied to the sea and will not leave a body of water for any reason whatsoever.
:
- A Dolphin (1pts).
- A Shark (2pts).
- A Sea Serpent (3pts).
- An Average Sized Kraken (4pts).

Level Five: Master of the Waves: Once per Event, or once between events, the character may use this ability to increase the sailing speed of a ship by up to five times its normal sailing distance for a day. The Ship can only withstand one use of this skill per event, or three times between events, without running the risks of destroying the ship.

THE MYRMIDON: The Morigena have a long established policy, like many races, to keep a professional army and this skill list represents what some of the best can achieve among their trained warriors.

Level One: Deal with It: A toughened life allows the Myrmidon to ignore Mundane ‘Singles’ done against them.

Level Two: Soldiers Grit: The character gains +2 Hits to all Locations.

Level Three: Battle Mind: Trained for war, and with an extended understanding of the nature of war allows for the Myrmidon to purchase combat skills from the Fields of Battle at –3 the standard experience points cost.

Level Four: Soldiers Grim Determination: Immune to any Mundane Psychology that would force them to flee a battle or cower in fear. Outside of battle conditions they gain a +4 bonus to Deception to allow them to resist Mundane forms of 'Fear' and 'Intimidation' only.

Level Five: Soldiers Gristle: All locations have a -15 Overflow instead of the standard -10 all standard characters have.

THE WASTELANDS HUNTER: Moving into a polar environment, the Morigena quickly had to adapt to the harsh landscape, making use of the resources of Lyrzeria as well as that of the seas. Working alongside the Dracosylph, they studied and learnt the ways of the icy tundra and embraced the strange lifestyle that tests a person’s courage and stamina to the limit.

midas.jpg

Note: Dracosylph may learn this Skill List also, as they helped to develop the skills that fused their own with the cunning of the human mind.

Level One: Hunters Instinct: Once per day, the character may rediscover a ‘Mundane’ trail that has been lost.

Level Two: Movement of the Hunter: Adept at moving fast and silently, the Wastelands Hunter is an agile character and gains the dodge ability twice per day versus Mundane Attacks.

Level Three: Hunters Senses: The character gains a +3 Tracking & Stealth bonus when hunting in Lyrzeria, The Morigena Kingdom, The Savage Mountains or The Zarian Wastes. Outside of those named, they receive no +3 bonus.

Level Four: Strength of the Predator: The Hunter has learnt to adapt even better to the environment and by hunting with the Dracosylph, gaining +4 Hits to All Locations.

Level Five: Predator's Strike: Providing the Hunter has stealth level five and the appropriate combat skill to be used at level five, the hunter may now deliver a ‘Fatal’ blow to their prey, once per day, with this skill – regardless of the inherent hits the prey has, the fatal blow reduces the prey to their death count (unless of course they are undead – in which case the strike will destroy them – unless enchanted means are required, though if an enchanted weapon is used, this skill will work against all prey*).

*Elemental Lords and Ladies and certain creatures are not included in this loose category – if in doubt please ask the Referee before striking and they will clarify for you.

WHITE SHIELDS: They are an organisation, secret in many parts of the Fomori Kingdoms that are keen for reunification with the Morigena and a return to the old ways. Becoming a White Shield instantly ranks you as an enemy of House Tremaine.

Level One: Oceans Serenity: By becoming a part of the secret order, the character loses its specific racial disadvantage, so long as they wear their 'Divine' blessed White Shield brooch, which can be concealed for secrecy.

Level Two: Strength of the Sea: The character gains +2 Hits to all Locations.

Level Three: The White Shield: The character may use their ‘White Shield’ brooch to deflect three ‘Enchanted’ attacks. After absorbing, or deflecting the damage, the brooch is rendered useless and needs fixing by a Priest of Lord Morian or Lady Yaleena.

Level Four: Healing Prayer: Somewhere between the natural healing of the Nimorians and the healing of a priest, this skill allows the White Shield to heal up to +4 Hits to any one location, four times per day after praying over the location for four minutes.

Level Five: Ocean Purity: A White Shield may, either through the expenditure of Fate Points, or by taking on ‘Enchanted’ global wounds to their person, negate Void Points in a Morigena or a Fomori on a one for one basis up to a maximum of five Void Points per Event.

HOUSE DAMENYON: These Fomori are officially firm allies of House Tremaine, though the truth of the matter is that they are under thrall to House Tremaine. To this extent they follow where Tremaine lead. House Damenyon was also once a part of the noble line that remains Morigena, but they followed House Tremaine fully and embraced the Void when they tried to eradicate the ruling line.

House Damenyon do deal with the Nimorians and have a good relationship with the Fomori of Swordpoint. They will work alongside the Fey-Sidious, but leave all dealings with them to house Tremaine. It is rumoured that a few among the nobility of house Damenyon court with the 'White Shields', but this is a highly dangerous game for any member of Damenyon to play…

Level One: Sense Motive: Members of House Damenyon, can, after a small conversation with their target, sense their motives once per day.

Level Two: Strength of the Sea: House Damenyon is a strong house with strong blood, this skill grants the character +2 Hits to all locations.

Level Three: Teflon-Coated: Three times per Event, the character may test versus a Referee to avoid getting a Void Point, as they shrug off their own responsibilities onto following the lead of House Tremaine.

Level Four: Sly Minded: The character gains +1 to Stealth & Tracking, and Combat skills from the Fields of Battle cost -2 experience points to learn.

Level Five: Water Blade: Five times per Event, members of House Damenyon may create a weapon from water that lasts for five minutes, or coat a weapon with water, so that for the abilities duration the weapon may act as an 'Enchanted' weapon.

HOUSE PORTENSE: they are the Fomori rulers of the island known as Sword Point that have long focused their strengths in warfare and take pleasure in challenging the houses of Tremaine and Damenyon - for the simple fun of it. They will often sell their swords as mercenaries around the world, but all too often succumb to the call of the Void. They too were once a part of the Morigena noble line, but they also embraced the Void under the influence of House Tremaine; they were also the first ones to break that domination when the Fey-Sirona made their great sacrifice marking them as something of a capricious house.

They have had dealings with the Nimorians and will parley with the Morigena; they may also become 'White Shields'.

Level One: Coral's Edge: House Portense gain +1 hits to all locations due to the craggy nature of their skin, hardened like the coral off their coasts.

Level Two: Strength of the Sea: House Portense is a strong house with strong blood, this skill grants the character +2 Hits to all locations. This stacks with the level one skill of 'Coral's Edge'.

Level Three: Battle Mind: Combat skills fro the Fields of Battle cost -3 experience points to learn.

Level Four: Water Dancer: The character gains Four Enchanted Dodges per Day.

Level Five: Water Blade: Five times per Event, members of House Portense may create a weapon from water that lasts for five minutes, or coat a weapon with water, so that for the abilities duration the weapon may act as an 'Enchanted' weapon.

HOUSE SALUI: Rulers of the more balanced island of Emryn, House Salui is a powerful opponent of House Tremaine and the only house that has regular and established trade with the Wrotan Republic. They are also sympathetic to the 'White Shield' movement and openly support the notion of a reunification with the Morigena. They too were once a part of the noble line of the Morigena; they also followed House Tremaine in the fall from grace.

They embrace the old ways by having good relations with the Nimorians and also trade regularly with the Feymori and are working to build relations with the Angmori. They get on well with House Portense and manage to survive the outright hatred of House Tremaine.

Level One: Noble Blood: House Salui are resistant to all Mundane Poisons and Alchemical Concoctions in that they only do half effect versus the character.

Level Two: Strength of the Sea: The character gains +2 Hits to all Locations.

Level Three: Voice of Reason: Three Times per event they may negate the effects of the House Tremaine ‘Suggestion’ ability in either themselves other Fomori, or even the Morigena.

Level Four: Noble Blood II: House Salui are Immune to all Mundane Poisons but have a level of bodily control that allows them to absorb Alchemy Concoctions.

Level Five: Water Talk: House Salui may communicate with any living thing to do with the element of Water five times per event, asking up to five questions in that they are understood and understand what is said back to them in return.

HOUSE TREMAINE: House Tremaine are devious, strong and often will align themselves to the Fey-Sidious or use the Fykari to further their own ends. They have domination over House Damenyon from the island of Rostir and may never become 'White Shields', unless they want to be hunted down by their kin. House Tremaine are the rulers of the island of Treminus.

They were the ringleaders in the division between the noble 'Morigena' and the common folk that became 'Fomori'. To this day they remain aggressive towards the Morigena (despite being a house from that noble line). They openly despise the reliance the noble line are expected to have with the Nimorians, but strangely enough, house Tremaine is organised in a strict matriarchal society, very similar to the Nimorians.

Level One: Sense Motive: Members of House Tremaine, can, after a small conversation with their target, sense their motives if they win a simple test (At least one minute of conversation).

Level Two: Strength of the Sea: House Tremaine is a strong house with strong blood, this skill grants the character +2 Hits to all locations.

Level Three: Enhanced Elemental Manipulation: The Divine Elemental Manipulation of House Tremaine grows in power and control, with extended range increasing to twenty five metres, and coincidental damage increases from being limited to one location doing a ‘Triple’ to being able to do a ‘Global Triple’.

Level Four: Suggestion: By spending a Fate or Void Point, the Fomori player may make a suggestion to another player or NPC that must be followed to completion, though it will not allow the individual to commit an act that will openly lead to their death, though often a cunning member of House Tremaine will suggest an act that leaves them in a tricky situation! This is a Divine Mind Effect.

Level Five: Conviction: House Tremaine set their mind on something and will not be swayed through any level of ‘Mundane’ or ‘Enchanted’ levels of Intimidation or Mind Tricks, or be Dominated or Possessed against their will - though they remain subject to rules concerning Void Points and Referee direction when they have them.

rana.jpg

The Morigena and Fomori can also learn The Way of the Kraken.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License