Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

  1. Races

Lemurian

Human Ancestry

A proud and comparatively well-off people, the Lemurians make up the most affluent and mighty civilization in Thule. Originating from the lost continent of Lemuria, their ancestors were castaways who survived the Great Flood aboard massive ark-ships. They spent many generations adrift with no recourse or sense of destination. Only one ark has ever landed in Thule; its spartan voyagers finally embraced the calm shores of Sarvin Bay in the year 40 PD, after some two generations afloat on the trackless seas. The "rags to riches" achievements of the Lemurians owes much to technical ingenuity, which had been retainedthrough all those wanton yearsin heritage and record.

Forged of Ancient Conflict

As the old records say, the peoples who dwelt on that lush continent called Lemuria were sworn enemies of Atlantis, the greatest empire of the last age. Many Lemurians believe the Seven gods themselves were active participants, and perhaps even provokers, of the antediluvian wars between their ancestors and the Atlanteans. That bygone era may be shrouded in myth and legend, but it is not left out of the imagination.

Although the true reasons they fought with Atlanteans may be lost to time and calamity, the Lemurians knew they could not have resisted enslavement nor survived the Great Flood without learning much from them. The Lemurian artisans of yore appropriated the technological feats of Atlantis, in particular the smelting of crucible steel and the construction of arks or galley ships; these advanced skills had survived the 40-year voyage in both experience and papyrian recording, as well as renewed the Lemurians' interest in practical innovation since the founding of their cities in Thule.

For a time in the early centuries, Lomar and Quodeth were the only Lemurian settlements, chosen for their naturally defensible positions against the surrounding Thuleans with whom they frequently warred. Soon enough, these barbarians tired of losing battles and grew curious of the Lemurians' foreign ways; they wondered why their weapons and "pelts" were hard and shiny, and why they drew patterns of dirt in the earth. These burning questions were answered in short time, when the Lemurians introduced gifts of metallurgy and agriculture to their indigenous neighbors, and thus began their reputation as rich merchants. In time, the knowledge of these foreigners would spread, garnering them more alliances as well as enemies. Simultaneously, Lemurian explorers, warlords, and merchants traveling aboard their swift galleys touched upon a score of regions abound with diverse people and plunder. These were grounds for the raising of new settlements and the conquests of old ones. The great cities of Rime, Droum, Marg, and Ikath were all born or reborn with Lemurian banners.

By the end of the 8th century, the Lemurian Empire reached its height under Kalayan the Conqueror, who for a few years reigned over the full coastline of the inner sea that would immortalize his name, down to the Quosa River Valley and the northern foot of the Starcrown Mountains. Across this vast dominion, hundreds of Thulean towns and villages have become tributaries of the mighty Lemurian cities. Those who refuse to pay may lay in ash and rubble tread over by their unabashed legions.

Alas, the Lemurians' striking individualism is a plague upon their own sovereignty. Their ruling aristocrats, despots, and merchant-princes are constantly squabbling amongst each other in a desperate bid for wealth and power. In both literal and figurative sense, their cities offer little space for the small to find their place. The ruthless toils of the plebeians and slaves are real. The weakest links of society are doomed to beggary and aimless trudgery. Whilst the barbarian tribes are divided by culture, the Lemurians are more divided by class and fickle allegiances.

Romantic Kingdoms of Wealth and War

This influential thalassocracy runs on a far-reaching commercial engine, drawing in wealth from all over via the well-traveled sailing routes that criss-cross the Kalayan and Glimmermar Seas and their conjoined waterways. Trade is the life of many Lemurians. Their debauched city-states seem to specialize in the manufacture of goods, providing a consistent supply for the unending galley voyages and the occasional caravan sent overland. The luxuriant kingdoms are constantly at war with each other, each trying to steal domination of various trade routes, each competing in search of ever elusive monopolies over one resource or another.

Rich or poor, Lemurians are renowned as unrepentant liars and tellers of tall tales. Tales of victory and vainglory, riches and raunchy paramours cause the hearts and souls of Lemurians to soar. They live to accumulate wealth, beauty, and triumph, surrounding themselves with shining plunder and lovely slaves. Some are content to gather their wealth via trade and mercantilism, although many Lemurian entrepreneurs have roving minds and are willing to travel far from home in search of ether prizes.

Strangers to Magic and the Primeval

To the shamans of barbarity, or the magi of Thran and the Vrilerinnen cities, the Lemurian bloodlines are cursed. The dangers of magic are well known to its few practitioners, but for the rare Lemurian sorcerer, the risk of unleashing magical chaos is dramatically amplified. Any sensible Lemurian values only practical crafts and utilities, and gives no credence to the reliability of unnatural objects, incantations, or prophecies woven by other mortals instead of the Seven gods. For a people who avidly seek out new merchandise, it is surprisingly difficult to pawn a spell scroll to a Lemurian broker.

This estrangement from anything magical dates back to antediluvian times. The ancient Atlanteans cursed the ancient Lemurians who copied their technology, ensuring that they would not dare to copy their magic too. As a result, should a Lemurian cast any spell, its chances of going awry is more or less doubled compared to a magic user of other descent. The only permissible source of magic in Lemurian society is exclusive to the mysterious cults of their Seven gods. Any other kind of magic user is feared and shunned. Those lucky enough to survive their troubled youth must seek out acceptance elsewhere, such as the magocracy in Thran.

In Lemurian vernacular, "playing with magic" carries a similar meaning to "playing with fire". A common trope in Lemurian storytelling is the hapless novice magician who tries to exploit a magical trick, only for it to unleash unintended calamity. The resolutions to these stories are, as always, non-magical. In fact, there are some who believe the Great Flood was caused by ancient Lemurians who dared to dabble with sorcery: they must have succeeded in destroying their enemy, Atlantis, but ended up drowning their own homeland as well!

For the same reason they fear the consequences of using magic, many Lemurians fear or hate creatures that were born of it. The city-dwellers curse and demonize all things of forgotten and inexplicable origin: Myrmidons, Cyclopeans, Atlanteans, beastmen, mutants, starspawn, etc. Their political rivalries with the Vrilerinnen—those who owe their existence to Atlantean magicmay stem from this deep-rooted loathing as well. Likewise, Lemurian rulers who desire to "civilize the barbarians" tend to misunderstand the primeval relationships between Thulean tribes and nature spirits.

Appearances

Lemurians are fully human. Each individual exhibits a unique range of physical traits endemic to any member of the species. Lemurians do tend to have darker skin complexions because they originate from the sunny and hot climates of Lemuria, long before the continent sank beneath the waves of the Great Flood. All Lemurians are descended from at least one of the roughly fifty thousand voyagers who disembarked from the Last Ark in 40 PD. Since then, coexisting and mingling with Thulean and Vrilerinnen peoples has introduced even more genetic diversity into their population. The Lemurians are a cosmopolitan people, and are generally tolerant if not welcome of those of mixed ethnic background.

Their sprawling trade networks have brought an abundance of colored dyes and shining minerals to the empire, turning Lemurian fashion into a vibrant display of sparkling embroidery and colors. The wealthy and influential elites are trendsetters of high fashion, incorporating a wide range of fabrics, pendants, piercings, body art, and makeup to sell some divine image they have set out to achieve. Those above the plebeians seek to maintain consistent cleanliness through washing (often via public bathhouses), which is required before the visitation of temples. Good hygiene and presentation extends to the household slaves and servants of the wealthy. Incense, myrrh, flower, spice, and other aromatics are often used, accentuating appearances with pleasant yet pungent smells. This pungency makes way into the spice-drenched Lemurian cuisine.

Only the plebeians and those beneath their status dare smell like the city streets and get away with it on a workday. In fact, city-dwellers of the lower classes have a reputation for being "smelly". Even so, many of them earnestly strive to look well-kept, typically by cropping their hair or wearing shorter, looser clothing that stains less both inside and out. It is said that even the poorest beggar in Quodeth can be found wearing a dyed rag.


Traits

Age.

You reach adulthood in your mid-to-late teens. If the perils of adventure don't take you first, you may live for at most fifty years. 


Size.

The average height of your people is 5 ft., and you can grow no taller than 7 ft. 


Curse of Chaos. In antediluvian times, the ancient Lemurians were prevailing enemies of the ancient Atlanteans. Our ancestors fought numberless wars with them for reasons untold since the Great Flood. Long had Atlantis feared us, ever since our artisans unraveled the secrets behind her metallurgy and shipbuilding. But most of all, she feared her greatest weapon—magicwould be stolen next. To deter our people from using magic, the Atlantean magis concocted a curse that would afflict the bloodlines of Lemuria forever. Now, should you or I cast a spell, the peril of unleashing eldritch chaos is much too great for us to risk.

When you cast a magic spell, your Dark & Dangerous Magic tally increases by 2 instead of 1.


Wealthy Heritage. Through conquest and trade, we have raised a prospering culture like no other in this barbaric land. You and I are privileged with social connections that lesser peoples lack. In all cradles of civilization, even the poorest Lemurians have more spending power than your average wilderness tribesfolk. Like us, all should know, when barter fails, gold is king.

You may start with an additional 2d6 x 10 gold. This gold may be spent on items from the Equipment chapter, or similar items with the GM’s approval. Any unspent gold is retained to spend during the game. 


Languages. Fools will say our mother tongue is more confusing than any barbarian speech. I say it is just as adaptable, if not more reliable than their grating hogwash. Our language is a flowing one, and not just off the tongue; it flows like the waters our galleys tread, reaching faraway lands. Anyone with more than half a brain should learn Lemurian; at least, well enough to make commerce and engage within our great society. Certainly, these days it is an invaluable skill. Though with its varied intonations and loanwords, it can be difficult to master, I'll admit. 

You speak Lemurian, and one other language of your choice.