Player Races in the Continuing Game

Humans

The most populous and adaptive race, humans are the "standard" character type, and by far the most common. Humans live in all climates, but most commonly in plains, coasts, and hills. Humans have life spans of about 50 to 70 years, shorter than the mahiri and dwarves; however, they are much more fertile, which makes the longer-lived races sometimes jealous. Non-human races are rarely encountered in cities and towns, so contact with the other races becomes an event in and of itself for many humans.

The standard Human package costs no points, and gives no bonuses or disadvantages.

Gypsy Humans

Gypsies are a special case among humans. They have a general reputation for being ne'er-do-wells and troublemakers, and they make most Hesketines wary. Because of this, gypsies who look (and act) the part have a kit, consisting of a Stigma among Hesketines. (The Stigma does not apply with other gypsies.)

Gypsies who don't dress the part and act respectably wouldn't qualify for this disadvantage; they are just dark-skinned, dark-haired Hesketines. Gypsies can (and should) buy off this disadvantage if they "clean up" or if they are going incognito with any frequency.

Kit (-0.5 point)

Gypsy humans have Stigma: Disliked Group.

If you intend to play a gypsy, you should download the gypsy packet from Quest's Web site at www.quest.org/cg/playerpackets.shtml. This packet describes the gypsies in much richer detail.

Yamamotoan Humans

Yamamotoans (and other Dosanese) are another special case among humans, and have a kit. Because contact between continents is new, and because of the wars of '93 and '98, there is currently mistrust between Hesketines and Dosanese. Thus, the Dosanese have the Stigma disadvantage among Hesketines. (Obviously, among one another, the Stigma does not apply.)

Please note that if you wish to play a Yamamotoan (or other Dosanese) character, you'll need to get approval from the Game World Committee.

Kit (-0.5 point)

Yamamotoan and Dosanese humans have Stigma: Disliked Group.

Dwarves

A hardy, frugal people who inhabit mountainous areas to the exclusion of all other areas. They are justly famed as miners and metalworkers, and many of the finest weapons, armor, and works of art have come from the dwarves. They are quite short but stocky with large muscular bodies, barrel-like torsos, and a forehead ridge. Dwarves are known for their honor and their sense of tradition.

Dwarves live only in the mountains and leave their domains to venture into human lands only with good reason. Most dwarves live in the Grendarr mountains, the mountains north of Kjolnir, or other significant mountain ranges.

Kit (2 points)

The dwarf package grants Immunity to Poison, and two points towards the following skills: Lore, Traps, Brawling, Superior Clotting, Rapid Healing, Locks, or Will. Dwarves also get Honor (Dwarven) disadvantage, as well as Miserliness (which is much like Charity) and Potion Resistance (where double the normal amount of potions is needed to be effective). They may not take Charity or Hemophilia, and only get half a point if they take Poverty.

If you intend to play a dwarf, you should download the dwarf packet from Quest's Web site at www.quest.org/cg/playerpackets.shtml. This packet describes the dwarves in much richer detail.

Mahiri

An arboreal race of creatures, the mahiri (their own term for themselves; humans sometimes call them "elves") tend to prefer temperate forests and are rarely seen in the warmer climates. Mahiri are long-lived, typically living about 400 years. They are born with a magical "gem" in their foreheads, whose color changes with age. Younger mahiri have purple gems, changing to red and then clear in old age. Upon death or removal, this gem fades and shatters.

Mahiri culture emphasizes "balance," not only within each person but also in the world as a whole. The mahiri believe since they are more balanced, better educated, and wise with age, they always have more balanced solutions and everyone should consider their advice. All mahiri are born with a sense of honor. In addition, being a more introspective people, they place no value in money; they do not seek to gain wealth, and what money they do acquire is typically pooled together, lest it become unbalancing. Mahiri culture values education, with the elders gathering to teach the younger in instructional circles.

Unlike humans, who rule by birth, mahiri are governed by virtue of age and wisdom. More difficult decisions are typically resolved by a discussion of the community as a whole.

Kit (1 point)

The mahiri package gives one level of Will, plus one educational skill (one level of Lore or an Initiation). They all have the Honor (Mahiri) disadvantage, and their nonmonetary society equates to Charity. Mahiri Lore is also included in this package and is a vital part of playing a mahiri, as is talking to other people who have played a mahiri character in the past.

If you intend to play a mahiri, you should download the mahiri packet from Quest's Web site at www.quest.org/cg/playerpackets.shtml. This packet describes the mahiri in much richer detail.

Half-Mahiri

Humans and mahiri can interbreed, and the mutual civility of those two races occasionally produces such creatures. "Half-mahiri," or "half-elves," bear square pink gems in their foreheads which do not change color. They are stockier than the mahiri and usually live about 120 years. They may reside either with human or mahiri society. They are also infertile.

Kit

Half-mahiri have no set traits (and therefore cost no points). If raised by mahiri parents, they may take the mahiri kit; if raised by humans, they may not. Either way, some mahiri will frown upon the parents for bringing a short-lived and infertile child into the world, especially since mahiri birthrates are so low.

Other Races

While other races are permitted, you must have the race approved by the Rules Committee and Game World Committee before the game in order to use it. (You cannot get GM approval "for that game only" for new races.)

Racial kits already exist for some other races. They are not included here (for the sake of brevity), but they are available from Quest upon request.

Physical Representations

Each race in the Continuing Game has a physical representation—a way of signifying membership in that race. Each race actually has a number of traits that make it look different, but Quest uses a simple system to signify these differences:

Race Physical Representation Fictional Appearance
Human usually none (see below) as with an Earthly human
Dwarf line on forehead; leather spots on temples forehead ridge, stocky frame, short height (shorter than the player, usually)
Mahiri gem on forehead "gem" on forehead, pointy ears, slender frame
Half-Mahiri pink gem on forehead pink "gem" on forehead, ears somewhat pointy, somewhat slender frame

Disguising Non-Human Races

Because the physical representations are not the only traits that make each race stand out, one cannot disguise one's race simply by covering the physical representation. For instance, a mahiri could not pass as human by covering the forehead gem with a headband, since mahiri also have somewhat pointy ears, a slender frame, and other traits that the headband would not hide. Disguises must mask all in-game traits. So mahiri trying to pass as humans would have to hide their forehead gems and ears and would have to wear suitably voluminous clothing to hide their slender frames. Dwarves are going to have much more trouble, since it's hard to hide that you're really short. And orcs would have to cover all of their green skin and somehow hide their pointed snouts!

Human Ethnicities

Human characters don't have a physical representation—mostly. Since a player's physical traits and the character's do not have to match, it may not be obvious to other players what your character's continent or place of origin would be. But in-game, it would be obvious to other characters!

Characters who are from regions outside the usual "norm" for game locales (particularly Yamamotoans, but also Shengans and Southerners) should be dressed in ethnically appropriate costume in order to serve as a convenient and obvious signifier of the character's origin. If, for whatever reason, such a character is dressed in Northern Hesketine clothing (or, for that matter, if a Northerner is in foreign dress), then the player should take appropriate steps to make sure that the character's continent of origin is clear to other players. For instance, this might include a simple out-of-game "name tag" that informs other players of your actual in-game appearance.