Detrithans

Around the brim of the abyssal crater and across the polar expanses of Fryggidios, a collection of hardened outcasts thrives against all odds. Folk from every origin find their way southwards, most often as exiles by default – left behind by nations that migrated north without a plan to bring everyone along. Others are driven by bravery, curiosity, greed, or foolishness.   Under the shadow of the eternal tempest they scrape together a living from the remnants of fallen civilizations found in the Deepshards, where dying ayrles crash into the ice. Most are eager to escape, but it never comes cheap. For those that stay, survival is a hardscrabble fight against the elements and the dark forces of the abyss. As the cycles pass, the children of exiles bear children of their own, and the old bloodlines fade into memory. Languages, fashions, currencies, and customs blend together into a motley stew, and the harsh land gives rise to a new identity.   Detrithans are lulled to sleep by the wails and thrums of the abyssal gales. They awake to the shrill cries of whitewinter crows celebrating the crash of an ayrle out somewhere in the ice. Unless they have journeyed far from home, they have likely never seen the sun. The dark doesn't bother a Detrithan, and neither does the cold, but the tempest leaves an unmistakable mark on its children: the Black Iris Curse. All know that when they see the veins of a gahl's eyes flash pitch black, they are dealing with the fury of a desperate survivor pushed too far.   Using junk for bricks and ice for mortar, Detrithans cobble up walls to keep out the roaming bands of barbaric Netherthralls and Sporeghasts whose veins run dark from too much exposure to abyssal smoke. On yak-drawn sleds, they venture out on the ice to mine for the flux that heats their hearths. They take to the stormy skies in piecemeal trawlers in search of the next big haul. They gamble, race, curse, and brawl. They hustle and dream, whatever it takes to make it to tomorrow. They chase their vices openly, and judge few except traitors and idiots. Trust here is earned by deed and blood alone.   Detrithans are direct. They know better than to take a single moment for granted. They know nothing comes without great sacrifice – not warmth nor freedom, nor loyalty nor love. Anything you want, you need to fight for tooth and nail. Anything you're fortunate enough to have, you better be ready to defend. They would get along better with Conchordians, were it not for the latter's grating obsession with ornament and pleasantry. They will never get along with Chainlanders. Fear and prejudice against all things tainted by the abyss means that a Detrithan caught near an anchorspire city will always be surveilled and suspected, and eventually found guilty of some foul misdeed.

Suggested Races

  Humans, Half-Orcs, Dwarves, Half-Folk, Goblins, Lizardfolk, Graveborn, Tieflings  

Ancestral Features

Detrithans begin with the Berserk edge, and can see in darkness. Detrithans gain a +2 bonus to resist the effects of Cold and Poison.  

Ancestral Hindrances

  • Bad Eyes
  • Grim (FAN p28)
  • Outsider
  • Poverty
  • Suspicion
  • Wanted
 

Ancestral Edges

  • Arcane Resistance (CORE p37)
  • Strong-Willed (CORE p51)
  • Brave (CORE p38)
  • Gallows Humor (HORROR p8)
  • Thief (CORE p49)
  • McGyver (CORE p49)
  • Scavenger (CORE p52)
  • Savagery (FANTASY p34)
  • Provoke (CORE p50)
  • Streetwise (CORE p51)


Cover image: by Frans Snyders (PD)