Azuma
Living around Wild Magic for an extended time leaves a profound impact on the body’s development through each generation. This is how the Azuma were born as a race inhabiting the Wilds, many developing the physical traits of animals and magical beasts. Some may gain the eyes and ears of a cat, or perhaps the muscle and bones of a horned beast, or some may find all their changes internal; each individual is unique.
Life in the Wilds can be harsh. For some, it means salvaging all they can of the past and using those technologies to further the advancement of their settlements. For others, it means to destroy and seal away those same artifacts, fearing all Rōsian Relics as Forbidden Technology. Those who seek knowledge from the “Younger Realms” will wander from the Wilds, though existence without the passive energies the Folly created is difficult.
Regional Populations: Found almost exclusively in the Wilds, and uncommon elsewhere due to their reliance on the Wilds’ energies.
Age Expectancy: Azuma reach adulthood at 18, and are venerable around 90 years old. However, they can live up to 130 years.
Starting Stat Bonus: Azuma may choose their first quirk (if it’s labeled with an “A” on the Quirks list) in place of rolling (player’s choice). However, if the character has no magic points ignore this until they get their first magic level. All neutral or negative quirks they may still apply for.
The Azuma also gain 1 additional Point in Logistics or Magic, based on their personal dogma: Logistics: Salvaging the past; Magic: Sealing away and destroying artifacts of the past.
Adventure Trait: Azuma’s biochemistry allows them to avoid the magical psychological damage and have a +1 to challenges involving all Wilds dangers except combat.
Azuma who wander beyond the Wilds require stimulants to compensate for the lack of their homeland’s passive energy.

The Azuma are a result of the Steelgarde War, when the fabric of the world was torn asunder amid the devastation of combat. The Wilds warp and shift continually with its passive Magics, and those who reside there live under the consequences of the Magician’s Folly.
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