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Pathways Rulebook
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Rinn are usually credited with the development of the mystic arts, although most scholarly evidence would seem to indicate that they merely honed those that they discovered in other places. Common hypotheses suggest that the terrans were the first to practice harmonics, while evidence leads most to assume that the Rinn discovered psionics. The origin of Projection, however, is much more easily definable. The race known as the Onarl has an affinity for Projection unrivaled by any other race.

Onarl have a connection to their environment unheard of in other species, and their affinity for Projection is enhanced by their dependency on the world around them. They are so dependent on Projection that almost every Onarl has at least minimal abilities in it. Onarl are also one of the few races that are completely comfortable around magic. Even the warriors of the Onarl are so deeply ingrained in magic doctrine that they frequently have difficulty understanding why a race wouldn’t accept the existence of magic. For an Onarl, magic is a common part of everyday life - a tool to be used whenever the need arises. Virtually every world has legends of “haunted” woods, areas of water that ships go into and never come back from, long lost underground cities in the middle of the desert, and wealthy jungle communities that explorers can’t seem to find. Frequently, these legends actually describe Onarl colonies, as their control of Projection is such that they can create images, illusions, and alter the perceptions and realities of those who tread too close to their homes.

Onarl believe in passing their knowledge down through verse and prose rather than written volumes. When the Onarl homeworld became lost, it was a catastrophic blow to the entire race; since it’s collective history was held by the individuals of that world. The already reclusive Onarl closed their borders even tighter, and tried to figure out what to do. The Onarl sent people back to the homeworld to figure out what had happened, but trace of their society could be found. Whether they were totally wiped out or hidden magically from even their own people remains a mystery even to this day. Today, most Onarl colonies are as reclusive as ever, those that even exist at all. Their culture is usually a by-product of their adopted environment and few if any of the colonies even remember their true history.

Onarl are highly respectful of the world around them. Many Onarl are vegetarians and even meat eating Onarl rarely kill unless necessary. Onarl also follow a strict caste structure, where every individual has a place in the greater good of the society.

Onarl are highly superstitious. While they have a deep intuitive understanding of their world, their scientific skills are barely developed at all. Most Onarl colonies have extensive cultural mythos built around their environment and elements within it. The elders of the schools are accomplished fortunetellers as well as experienced in their “normal” fields of study, reading the stars, bones, cards or other signs and portents in order to divine the future or answer philosophical questions. Most Onarl have some way of divining the future, although frequently their results are either inaccurate or so vague as to be unusable.

One concept that the Onarl find difficult to adapt to is the concept of money and personal possessions. The Onarl communities are highly communal, with each member simply using what they need and leaving what they don’t. Most Onarl have a handful of basic things such as clothes, frequently used equipment or a favorite weapon that is considered theirs, but even those items are owned by the colony as a whole.

All Onarl have modified gills on the bridge of their nose, suggesting that the race was originally aquatic in nature. Onarl also have tails, ranging anywhere from a stub just below the lower back to a prehensile tail as long as their arm. Different regions and colonies seem to have common forms, so this distinction is presumed to be at least partially an environmental factor. The tails vary in color as well, with natural colors such as blacks, browns and greens being the most common, reds, yellows and purples being fairly uncommon. Lastly, Onarl have pointed ears similar to the Rinn up to and including the extra bones that characterize the Rinn. For this reason, the Onarl are rumored to be cousins of the Rinn, although no evidence has been shown to give weight to the rumor.

Costuming/Makeup:

Onarl tend to dress in rustic, primitive garb. most will prefer lightweight armor types if any armor is worn, full plate style armor is a rarity. All Onarl have tails, pointed ears and nose ridges. Onarl can also buy the skill “fortune”, which allows them to gain extra information about the game as well as gives them a selectable resist.

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