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Skip Navigation LinksWorld of San'Dora>Inhabitants>Mankind>Aranashi>Undari>Race Package
History Nations Characters
Groups of Note Culture Undari
The Undari are descendants of the Aranashi race of Humanity that were once united in a vast Empire two millennia past. In the long centuries since that Empire was finally shattered many small successor states have struggled to survive and have in the process developed into distinct nations with different customs and cultures and new traditions.
Undari Assassin
Undari Volomancer
Undari Rogue
Undari Con Artist
Aranashi tend to be small, quick, and alert but very physically frail, ranging from 4 feet tall (or less) up to 5' 6" at the most, and weigh anywhere between 90 to 175 pounds. Undari tend towards a pale yellowish skin tone that can range from a very attractive buttery gold to an unfortunate tone similar to a light orange sherbet. Their hair color ranges from an attractive lustrous black to shades of reddish brown and some tawny blondes.
Undari favor earth tones in their clothing, and dress practically in robes, trousers, comfortable blouses, work clothes, or role specialized attire. Undari clothing is typically of simple design, and they favor solids rather than patterns. Most Undari favor cloth and eshew attire made from hides when they can, save for warriors that wear leather armors. The Orgoroshi are an exception to this general rule however.
Most Undari favor low ankled and light weight shoes or where practical slippers, with only those that must wearing boots. They prefer light weight and usually one handed weapons such as daggers, and many Undari eshew weapons altogether and choose flight rather than opt to fight when faced with confrontation of a violent nature.
Undari can see in all but the deepest night, and their eyes have the same reflective quality as those of canines in high contrast. Their eyes are often shades of yellow, red, and orange..
By and large the Undari are a practical, salt-of-the-earth people with an incredible ability to focus on immediate needs for survival and to strive tirelessly with a certain grim determination that is quite suprising in a people of their stature.
However this very tenacity and ability to not obsess over details has a dark side; many Aranashi are extremely short sighted and seemingly incapable of taking a long view. Among other things this means that they are not deliberate risk takers, and rarely exhibit much in the way of true creativity or long range planning.
During the Ages of Legend, the Aranashi built their Empire by bartering with otherworldly powers and over time were altered by one or more of them. After the raising of the Caul, the Aranashi were split; the southern, civilized lands remained mostly together eventually becoming Zha'iir, but the northern more remote Aranashi drifted apart from their roots, spreading out and managing to survive by becoming substitence farmers and eventually became the Undari and the Zadeshi over several thousand years.
Though still Human in a broad sense, the Aranashi have some unusual characteristics atypical of mainstream humanity which breeds true among themselves all the time, and about 25% of the time when they breed with other "normal" humans.
Due to their physical weakness many Undari choose to accentuate their strengths and opt towards professions where wit or reflexes are valuable commodities.
Cost Ability
9 Deft: +3 DEX
7 Quick: +1 SPD
5 Resistance: Power Defense: 5
5 Small & Dodgy: +1 DCV
5 Sneaky: Stealth +1
5 Hidey: Concealment +1
6 Alert: +2 PER All Senses
5 Night Eyes: Nightvision
2 Human Craft: Any 1 Professional Skill (GEN)
1 Human Knowledge: FAM with any 1 Knowledge Skill (GEN)
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Aranashi Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Light Sensitive (-1 to all rolls in Intense Light)
-5 Physical Limitation: Small  (4 ft - 5 ft 4 inches; 100 to 165 lbs)
-5 Weedy: -5 STR
-10 Weedy: -5 BODY
+0 Total Cost of Package
Cost Options
- All Aranashi
var Volomancy: This character can be a Volomancer, but must purchase one of the following Package Deals during character creation.
55 Volomancer
23 Novice Volomancer
- Undari Only (Requires GM Permission)
var Thanomancy: This character can be a Thanomancer, but must purchase one of the following Package Deals during character creation.
55 Thanomancer
36 Novice Thanomancer
+20 Steal Health: Transfer 2d6 (BODY to BODY), Delayed Return Rate (points return at the rate of 1 per Minute; +1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Required Hands Two-Handed (-1/2), Must Make Contact With Bare Skin (-1/4); 4 END
+20 Ignore Pain: Transfer 1d6 (BODY to PD & ED), Variable Effect (To) to PD & ED simultaneously (+1/2), Delayed Return Rate (points return at the rate of 1 per Minute; +1/2), Can Apply Adders (Damage Resistance) (+1) (45 Active Points); Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), Must Make Contact With Bare Skin (-1/4); 4 END
+20 Fuel Magic: Transfer 2d6 (standard effect: 6 points) (BODY to Thanomancy VPP & Control Cost), Variable Effect (To) to VPP and Control Cost simultaneously (+1/2) (45 Active Points); Extra Time (Full Phase, -1/2), Required Hands Two-Handed (-1/2), Must Make Contact With Bare Skin (-1/4); 4 END
+20 Absorb Strength: Transfer 1d6 (BODY to STR), Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 1 per Minutes; +1/2) (25 Active Points); Must Make Contact With Bare Skin (-1/4); 2 END