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Murrow
Murrow are almost exclusively found in Salceny. In the submerged streets (canals), they have created an entire domain reaching into the city’s depths both literally and figuratively. Some isolated villages of Murrow can be found in Andrynn and Dechaine, but they are few and far between. Rarer still, are the Murrow who have chosen to dwell in the demanding land of Gondal. There are no marshes or wetlands there to support villages, only the occasional briny tidal shores, but nonetheless a few hearty individuals have chosen to carve out a living there.

As a culture, the Murrow are known for their fishing skills and their abilities with brewing, but this in no way reflects their demeanor and intellect. In Salceny, they dwell in the heart of some of the cities and interact with other races daily but never truly intermingle. Their clannish and insular nature obfuscates the fact that they cunningly acquire dark secrets to ply in their submerged subterfuge. More than one cry in the dark followed by a suffocating splash might be traced to the canals of Salceny if someone dared accuse the temperamental Murrow.

Their attention can flow from one subject to the next like water in a stream, but their thoughts can run as deep as the ocean as well. Those that would deal with the Murrow would do well to keep in mind the legacy that lays hidden in the ocean depths. The outsider that mistakes the eclectic intellect of the Murrow for a lack of focus or flightiness is only preparing themselves for a rude surprise.

Their relationships are notoriously short-lived. Marriage within the Murrow culture is a year-long bond only. Children are raised with whichever parent has the means to best care for them. Trades and skills are passed on through example and practice, with formal education being somewhat unusual. A Murrow fisherman might take his child on forays, while a brewer might allow her offspring to witness the effects of toxins on subjects.

The Murrow do not have an established government system of their own nor do they see the need for it. They obey the government of whichever nation they dwell in, for they realize that such obedience is necessary. Despite their lack of a native political system, they are quite adept at turning their "rulers" towards a suitably accommodating relationship. The thought of an antagonistic community of Murrow dwelling beneath the murky waters has given more than one Doge pause.

Within the Murrow communities disputes are settled by anyone who is respected by both parties. Only rarely do the Murrow gather together as a united force, though small bands and cabals do form to address collective needs and projects. This ability to structure and disband themselves has been a point of notorious frustration for those seeking to deal with Murrow communities or strike at their activities.

Murrow who possess magical ability often find their way to the Lirité. The loose organization of that school appeals to the Murrow mind. Each individual mage is allowed to pursue her own path so long as she does not violate certain established codes.

Murrow have long stringy hair, which almost seems to be made of seaweed or marsh grass. They tend to have a bluish pallor. For casual wear, they usually favor loose-fitting clothes and shady mantles or hoods to protect their delicate skin from the sun. When action is called for they often don lightweight armor, fast practical weapons and darker hues.

Special Rules

Murrow may purchase the following Racial Abilities: Resist Poison and Water Affinity. These abilities may be taken a maximum of three times, though the full cost must be paid each time. They must pay double cost to use any missile weapon, however they may purchase Brewing at half cost.

No Murrow may join the Nokutai Naran. Furthermore, Murrow may not receive any "Stoic" spells, as their unique minds make it impossible for such spells to take hold. Finally, no Murrow character may advance twice in a row in the same skill. For example, if Lucentio Darkwater just learned the first level of Armorsmith; he’ll need to put points into another skill before going back to get the second level of Armorsmith.

Required Makeup

Murrow should apply enough facial makeup to give them a bluish pallor. The hair should be tinted with green and should be long and stringy if possible.

Murrow Cultural Variations

Andrynn/Dechaine

There are just a few Murrow fishing villages dotting the coastlines of both Andrynn and Dechaine. These small villages remain fairly isolated from each other as well as human settlements. Although rustic by the measure of mainstream Murrow culture, they value their privacy and will go to great lengths to assure it. Some claim that legends of overly curious travelers being led astray by will o’ wisps have their basis in lantern-bearing Murrow deciding that outsiders have encroached a little too close to their holdings. Murrow from the Andrynn and Dechaine cultures treat their Gondal and Salceny cousins little differently from other races, wanting nothing much to do with them.

Gondal

Much more belligerent than their cousins in Andrynn and Dechaine, the Murrow of Gondal coax a tenuous living out of the harsh salt pools of Gondal’s unforgiving coastline. Hardened by the land and their neighbors, these people are fierce and isolationistic. Hospitality to outsiders usually consists of giving them a headstart. Their isolationism is tolerated in Gondal only because their numbers are so small. Only rarely will temporary trading agreements arise between them and outsiders. Even then, these agreements last only as long as the Murrow perceive the need for it. Those Gondal Murrow who know of their cousins, regard the Andrynn/Dechaine ones as overly soft bumblers and have a cold respect for the Murrow of Salceny.

Salceny

Far more numerous than their other cousins, the Murrow of Salceny are the most widely known and form the stereotype by which murrow are most often identified. Clever, eclectic, adaptable and often coldly practical, the unfathomable logic of these beings often makes others question their demeanor. It is not unknown for Murrow to decide to abandon human friends of years because of some unknowable motivation in their coiled intuition. Their legendary capacity for brewing and endless curiosity for its application has ensured them a firm place in Salceny’s often-mercenary society and even the most convoluted families handle their Murrow allies with care. For the Murrows' part, they are comfortable in the semi-submerged depths and labyrinthine bowels of the cities above their heads. None know their secret ways better or protect them more possessively. Salcenean Murrow consider their Andrynn and Dechaine cousins to be rustic buffoons and the Gondal strain to be brutish and lacking in finesse.

Last Modified 10/14/07 01:28.
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