An Introduction to Mahid
Races of Mahid
Mahid is a diverse world, with no less than three sentient species and many subraces and bloodlines thereof. The species of Mahid generally display a greater genetic variation than the major species of earth; it is not greatly uncommon to find Men under four feet in height, or approaching eight, and the Grakkor vary so greatly in form and ability that it seems impossible they should be a single species at all.
Rather than create all new race mechanics for Mahid in 4e DnD, each race and subrace has a “menu” of the core races, from which they may choose one and use that race’s mechanics.
The races of Man make up the great majority of the populace on Mahid. Few indeed are the settlements where then Men are outnumbered, and none are known where he is not found at all. Practical, quick breeding, and adaptable, but possessed of a generally short lifespan, it is perhaps no surprise that this race can be attributed both for the majority of life and of death on Mahid.
All variations of Men may choose Human or Half Elf for their mechanical race.
The great city states of the North swarm with this pale and proud people. They and their forefathers have maintained, against all odds, a civilization that does just well enough to rise above subsistence and venture into art, culture, and invention, and they usually flaunt this fact at every opportunity, dressing outlandishly or even spending time constructing non-practical hairstyles. Many of them revere language and make a point of speaking well.
Their long history of having the time and resources for things beyond the bare essentials had gifted the northmen with a more thorough cultural understanding of social workings both honorable and otherwise. Opinions vary greatly on the wisdom of trusting a Northman.
In addition to Human and Half Elf, Northmen may also choose Halfling or Tiefling for their mechanical race.
Swarthy and rugged, the men of the south are explorers and skeptics fleeing the complicated and, to them, flippant society of the North, or the descendants of such men. Revering privacy, freedom, and the sanctity of personal property, Southmen tend to prefer many small and isolated communities rather than great walled cities, and the treacherous southern mountain ranges are the ideal place for such communities to survive. Anywhere else, and they would be easy pickings for raiders and warbands, but the Southmen have long since adapted to the cold, rarefied air of the lower mountain ranges where they live, beyond the breathable reach of the vicious inhabitants of the salt flats and great deserts.
However, the Southmen are not as self sufficient as they often like to think of themselves. As the far south is the only place where new metal can be found, they bend much of their industry towards that purpose, and in turn do a brisk trade with the other races, through which they gain much of their food; a precarious situation indeed.
In addition to Human and Half Elf, Southmen may choose Dwarf or Goliath for their mechanical race.
Found in the great belts of harsh land where the relatively hospitable northern and southern polar regions fade into the vast and inhospitable equatorial belt, the fierce and practical Szeren carve out a bleak nomadic life, drifting from one ruined city to the next, and competing with or even joining Grakkor tribes on their own bloody terms.
Szeren traders and mercenaries form the thin thread tying the north and south together, but much of the raiders threatening that thread are of their stock as well. In the dead cities, they find and create shelter, make secret caches of food and water marked by signs only they can know, and scavenge what few valuable materials are still hidden in the ruins. They are the ultimate desert survivors, and while their future as a race may not be bright, at least they can be relatively sure they have one.
In addition to Human and Half Elf, Szeren may choose from Elf, Halfling, or Half Orc for their mechanical race.
It is debated what ancient word gives Grakkor their name. Some insist it means “gifted,” others “cursed,” and a few maintain it means both. In any case, these meanings are perhaps fitting, as the slate-skinned, sharp toothed Grakkor are almost universally possessed of one or more of a number of strange and frightening abilities that crop up in their race from time to time. Producing at will fire or other energies from their body, alteration of their physical form, and even great leathery wings are the most commonly seen but hardly the only examples of the extremes of Grakkor physiology.
Such a wide genetic variation has made the process of natural selection central to the Grakkor mindset. “The strong survive, and might makes right.” Most Grakkor are not ashamed to murder and steal from those outside their clan or social group; by getting away with it alive he has proved his greater worthiness over his victim. The resulting constant process of conflict results in a gradually stronger and stronger, but never very large, race as a whole.
This is not to say that all Grakkor are complete barbarians. The mindset of self preservation as the highest ideal has naturally come to extend to their familial and social groupings as well, and occasionally a Grakkor might achieve something like altruism for the sake of his brethren. Though these personality trends make them naturally inclined to live as wasteland nomads and raiders, most major city-states have a Grakkor population, and usually they adapt to the less immediately hostile urban lifestyle well enough.
Grakkor may choose Dragonborn, Shifter, Half Orc, or Genesai for their mechanical race.
A rarely seen race possessing a personal elegance that defies the harsh truths of survival on Mahid. With a natural lifespan almost reaching a thousand years, Adrahki tend to be greatly knowledgeable and experienced, which probably explains why they tend to keep out of the sight of the competitive and dangerous Mahidi culture at large.
Adrahki revere mental willpower above all else, and through exercising an abundance of it in combination with some innate quality of their race, they can touch the minds of others, changing how people perceive them, or sometimes even choose not to be perceived at all. Some instead focus their carefully developed abilities on speaking with the lost minds of their own ancestors, or instantly changing the location of their own body.
The Adrahki dedication to these disciplines, however, distracts them from the dismal truth: they are a dying race, continually supplanted by the rapid and violent life cycles of the “lesser” races.
Adrahki may choose Eladrin, Deva, or Gnome for their mechanical race.