What Is Your Lineage?
Are you one of the Elvani, long-lived and magically talented? Perhaps you are a Wildling, a manifestation of the world thinking, talking, and walking. Or maybe you are an Irregular, whose heritage is more complex and less well understood.
Each of the Lineages of Eos have unique abilities and vulnerabilities. Some affect your starting Attributes or CP expenditures. Others determine what kinds of damage you can shrug off and what hurts you more. Additionally, Lineage skills represent physical or magical developments within your character’s body as they accrue experience of the world.
Lineages of Eos
Dwarvani
These people are typically hardy and strong, but despite the common stereotype, are no shorter than other Lineages. They are naturally sturdier and more resilient than most other Lineages of the world and can live as long as 200 years, though some say that in the deep places of the mountains are Dwarves who remember seasons longer than the Elvani.
Centuries of delving within the mines has somehow given Mountain Dwarves’ skin a tough, stoney aspect. Their beards, shared by all genders, are thick, wiry affairs which are both tough and sensitive. Cutting this hair requires specialized, hardened tools, and is, by all reports, an intensely uncomfortable experience. Most Mountain Dwarves describe allowing someone to touch their beard as being a level of intimacy akin to a kiss for other Lineages.
Mountain Dwarves
Valley Dwarves beards are more a choice of fashion, and have evolved to be easier to groom and shave, since they are no longer biologically needed to filter out the dust of rocks and dirt from the underground. Their hair is still remarkably dense, and it is not unusual for mosses or mushrooms to sprout from even the most well-groomed Valley Dwarf coiffure. Perhaps because of these growths, they are believed to be some of the best brewers and alchemists in Eos.
Valley Dwarves
Elvani
In appearance, while an Elf may say otherwise, they appear as a Human but with enlongated, pointed ears. Elves mature much more slowly than other Lineages. While a Human is not considered an adult until approximately 18 years of age, an Elf is not considered mature until 100 years of age. Their bodies age at an extremely slow rate and they will not die of old age. Elves may be born one from another as mortal creatures are, but they also emerge fully formed from ancient trees, sometimes call Ancestor trees, which are carefully tended and fiercely protected wherever they are found.
Aetheric Elves are sometimes known as High Elves primarily owing to some of the more outlandish tales of their creation, as well as their ease when working with the Weave. Some do not appreciate the nomenclature, but many simply accept it as the perspective of the mortal beings with whom they share the world.
Aetheric Elves
The innate magic of Sylvan Elves is more attuned to the natural world than that of their Aetheric cousins, though their long lives give them a unique perspective on that connection. Those who have chosen to focus on non-magical pursuits, however, are often visually indistinguishable from similarly engaged Aetheric Elves.
Sylvan Elves
Humani
Humani do not live as long as the Elvani or even the Dwarvani, but reproduce much more readily. They adapt to their environment with unrivaled skill, thriving in places no other Lineage had previously survived in any meaningful numbers. As a result, they are now by far the most populous Lineage group across Eos, and are often the second or third most populous Lineage even in cultures dominated by other Lineages.
The very existence of the Dhampyr appears to contradict the usual rule that Lineages are magically distinct and do not blend, for Dhampyr develop Lineage skills that are similar but distinct from the abilities of both Vampires and Humans. However, Vampires appear to be incapable of creating Dhampyr with any Lineage other than Human, putting Dhampyr firmly in the Humani category.
Dhampyr
Though most Lineages have a presence in most cultures, Humans appear in numbers even in places where their biology should be a hindrance. They may appear working a mine shaft in Angthamr, or climbing the clifftops of the Aerie. Waset, famously the oldest continuous Human settlement, was founded long before the Nufian desert was tamed.
Humans
Irregulars
Irregular Lineages are so called because they seem to appear and disappear at random within a family tree. While it is not uncommon for Irregular children to be born to Irregular parents, it is just as likely that an Irregular child be born to parents of a different Lineage. Sometimes, the Irregular Lineage is not passed to the child despite both parents sharing it. Additionally, individuals with Irregular Lineages show the physical traits of other Lineages some or all of the time. Irregular Lineages most commonly look Humani, but they have been known to appear Elvani, Dwarvani, and even occasionally Wildling.
By day, you would never notice anything was different. These rarest of Irregulars go about their lives, working, adventuring, and just trying to survive in Eos. When the sun sets, however, a startling metamorphosis occurs: their living form gives way to one of undeath, like that of a ghast, revenant or zombie. When the sun rises upon them, they revert once more to their living form.
Nightwalkers
Across the world, individuals are born with a strong, intuitive, and natural connection to one of the four major elements. Unlike most Irregulars, it is impossible to mistake a Primal for any other Lineage. The element to which a Primal is connected — referred to as their Birth Element — is always clearly evident in their appearance, with a distinct color and metallic luster marking their skin and sometimes hair.
Primals
Shifters, also known as Beast Shaped, are born with the mark of a beast somewhere on their body, typically a birthmark in the shape of a paw print or bite mark. When the Shifters reach puberty, they begin to have dreams and visions of speaking with the spirits of their animals. Once the
two come to an accord, they will become bonded, manifesting the balance of spirits in their corporeal body.
Shifters
Wildlings
The Wildling Lineages all bear a strong resemblance to some ordinary aspect of nature, though they walk, talk, and think like any other Lineage.
Among the least common of the Lineages, Wildlings often vary widely in appearance from individual to individual.
The Birdfolk descended from the great birds in ages gone by. Those who study such things believe that their flight ability was lost over time spent dwelling in cliffside dwellings lower to the ground, living now only in their histories and legends. Those who remain in the cliffs of their ancient homeland are lore keepers, protectors of information otherwise lost to the ages.
Birdfolk
Treefolk are capable of spending years in a deep sleep, during which they are indistinguishable from ordinary trees. Since the fall of the Empire, more Treefolk have awoken and fewer have returned to their dormancy. The Treefolk themselves don’t seem to have a consistent opinion on the slow increase in their population. Many find it difficult to even explain what they thought or felt prior to awakening.
Treefolk
Fabled Lineages
Lineage and culture are largely independent within Eos, but there are Lineages of Eos who are inextricably linked to a culture, or who are so rare or isolated that they are closer to being culturally monolithic. We call these ‘Fabled Lineages’ and they are available only to players who have already retired or Faded a character.
Please Note: Vampires and Gremlins are NPC ONLY Lineages and are not available to players.
The bodies of Crystalis form a symbiosis with crystals which only form in the nearby mines. These crystals are as much a part of the Crystalis as the heart that beats in their chest. Believed to be the original creators of Resonance, their lives are bound to their corestones. For some, the crystal binds into their very flesh, for others, it becomes a talisman, always kept with them. But all are unable to be parted from their corestone without great pain.
Crystalis
Carved from the hearts of mountains, the first Gargoyles were created eons ago to guard the deepest secrets and most treasured sites of Mountain Dwarf cities. Through a mixture of magic and craft, the Gargoyles became self-aware and sapient. Now they travel out from the mountains searching for their own purpose, no longer bound to the caverns. Being made of solid stone, Gargoyles are a slow moving, but determined lot who are scared of nothing.
Gargoyles
Unlike other Fabled Lineages, the green-skinned Gremlins are actually quite common. They are a fecund and often quarrelsome Lineage, which has resulted in them spreading all across Eos, usually in relatively small bands. Most people have encountered at least a few by the time they reach adulthood, but it is well known that each band has its own micro-culture, and very few generalizations hold true across more than a handful of bands.
Gremlins
An aquatic Lineage living primarily in the sea that bears their name, Naiads are a reclusive people with little interest in the doings of the folk above the waves. Rumor has it that their capital city lies on the sea floor south of the City of Palendra. Sailors in those waters both fear and love them, for their queen is said to be as beautiful and fickle as the sea itself, and her people unwaveringly loyal to her whims.
Naiads
Satyros have been seen frolicking throughout the forests of Eos for as long as anyone can remember. These goat horned, furry legged people tend to live life at the extreme. Drinking, fighting, loving, nothing is done halfway, except perhaps hard work. Sometimes disparagingly called “Goat people,” for the most part the Satyros are an easy-going people, enjoying a good time.
Satyros
There is some debate over whether Vampires, the famous sapient undead, are a Lineage in the strictest sense of the word, as new Vampires are turned, rather than born. Whether they reproduce via magical or mundane means, their ability to influence the minds of other Lineages makes their proliferation feared. As such, their territory within the Mountains of Night is given a wide berth by most.