The Na'Garo are an offshoot of humanity who inhabit the deep 'Tween, living nomadic existences on clannish clutches of hulk-ships that travel hither and yon, wherever the Winds might take them.
Physically identical to mainstream Humans (though they all uniformly have silver hair and violet eyes), the Na'Garo have adapted to their habitat over many thousands of years and are both more and less than normal. While they are physically and mentally advantaged and able to survive and navigate in the 'Tween with ease, they seem to lack the capacity for good humor, compassion, or empathy with others and are notoriously cold and self-possessed.
Na'Garo are infamously tenacious and many are unreasonably difficult to put an end to; some even live lifespans to rival that of Ælves. Many are also held to be inexplicably lucky, benefiting from unusual coincidences and statistically improbable outcomes.
Na'Garo can interbreed with baseline humanity; the offspring of such unions typically favor one heritage over the other with Na'Garo tending to be dominant.
Race Package: (5e)
| Na'garo Race Package |
| Cost | Ability |
| 3 | Dexterous: +1 DEX |
| 1 | Quick-witted: +1 INT |
| 1 | Strong Personality: +1 PRE |
| 1 | Strong Body: +1 STR |
| 2 | Strong Will: +1 EGO |
| 2 | Healthy: +1 CON |
| 2 | Durable: +1 BODY |
| 1 | Good Looking: +2 COM |
| 10 | Quick: +1 Speed |
| 1 | LS: Longevity (200 years) |
| 1 | LS: 'Tween Space |
| 5 | Navigation ('Tween) +1 |
| 5 | Lucky: 1d6 Luck |
| 35 | Total Cost of Package |
| Value | Disadvantage |
| -20 | Normal Characteristic Maxima |
| -5 | Distinctive Feature: Na'Garo (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures) |
| -5 | Psychological Limitation: Un-empathic (All The Time, Slightly Limiting) |
| 5 | Net Cost of Package |
| Cost | Option |
| +10 | Exceptionally Strong Willed: - +4 EGO
- Mental Defense + 2 (2 Active Points)
|
| +8 | Hard to Kill: +4 BODY |
| +1 | Very Long Lived: LS: Longevity (500 years) |
| +1 | Exceptionally Long Lived: LS: Longevity (1000 years) |
| +5* | Extra Lucky: +1d6 Luck (no limit other than GM discretion) |
Nations:
- The 'Tween: Na'Garo claim no homeland, dimension, or world; they live in the 'Tween aboard their hulk-ships and travel where they may.
Na'Garo hulks are built from wreckage and detritus found floating in the 'Tween, the cobbled-together hulls of other ships, remnants of 'Tween barges, and anything else that can be made to take a header and ride the Winds of the 'Tween. Dependent on its size, a Na'Garo hulk might hold anywhere from a small crew to several extended families. Na'Garo tend to travel in clutches, but some of the large hulks hold hundreds of people and might travel alone.
Hulks grow over time, and the largest have been around for centuries, constantly being replaced, extended, enhanced, and repaired.
EditLanguages
Na'Garo travel hither and yon, and have contact with many races and cultures. Consequently, many Na'Garo are fluent in various languages. However, their own language is a fluting, fast, and melodious tongue called Garese. It's written form is a distinctive sigil-based alphabet that favors a lot of curved arcs arranged together in various ways to form specific letters. Almost all Na'Garo are literate, and many among them write various forms of literature for sharing among the Na'Garo community.
Many hulks have a recognized linguist who's responsibility is the learning of languages for the betterment of the crew's relationship with peoples met along their journeys.
EditArtifice
The default
Artifice level is
High. The Na'Garo have limited manufacturing capability due to their nomadic existence, but they do have High expertise and lore, possess a good deal of bartered-for items, and can maintain them.
Magic
Winding is practiced by many Na'Garo, and it is the only form of Magic they practice. Some Na'Garo sages claim that Na'Garo were the first Winders, but they have only anecdotal evidence and old stories to back this claim. Regardless, the most powerful Na'Garo Winders are among the most powerful Winders known in the 'Tween. Many hulks are home to one or more Ancient Masters who are capable of truly dangerous levels of Winding.
The Na'Garo are not atheists precisely as they do recognize very powerful god-like entities, but they don't hold them in awe or veneration and religion is non-existent among them. Similarly, Na'Garo are very short on sentimentality or spiritualism.
Technology
Na'Garo are quite practical and will use any useful thing they can get their hands on. In fact, some Na'Garo are notoriously good technophiles adept at kit-bashing things and getting jury-rigged devices up and running. Consequently the crew of a given ship might have all manner of odd technology amongst their gear.
EditTrade
No'Garo ships are all merchant vessels at some level, as a matter of necessity, and mercantile pursuits are a large focus. Basic staples and commodities are the most important items traded for.
The Na'Garo have widespread contact with all manner of peoples and dimensions in their travels, and individual ships might have any sort of cargo in its hold for trade depending on where they've recently been.
Currencies
The Na'Garo don't make their own coinage. They love to barter, as haggling is considered a kind of art form and philosophical discipline all rolled into one, and they will use anything of real or perceived value to close a deal. Thus, they'll employ any currency in use in a region as long as they can do so profitably.
EditArt & Culture
The Na'Garo like physical comedy and action novellas more than anything. Some rousing fast-moving music is also a popular distraction. However, as a people they have little to no appreciation for sensitive poetics, romances, long boring performances, or high art in general. Simple, direct, and a hint of violence is more their speed. Dramatic irony also scores points...Na'Garo seem to like to see people get whats coming to them, one way or the other.
Races