The origins of the Wurmkyn are swathed in the mystery that surrounds The Fall. Legends and tales must stand in place of nonexistent records or any form of evidence. What is known is that they were not a people before The Fall and they most certainly exist after it.

This mystery, coupled with the time of their arrival, have led many to accuse the Wurmkyn people of causing the catastrophic war, or at least precipitating it’s disastrous end. The Wurmkyn people have always maintained their innocence, even in the face of their own ignorance surrounding their beginnings.

Wurmkyn are, as their name implies, some sort of relative of the great Wurms. They have scaly skin, of pretty much any and all colors and patterns, and a row of horns runs down the center of their skull and back of their neck (also of varied colors). They have black claws in place of nails but their hands are humanoid in shape and function. They lack hair but males will grow a leathery, goatee-like protrusion of scales and horn from their chin as they age.

Appearing generally humanoid, except for their scaly tails, Wurmkyn are distinguished from Humans principally by their size. Male Wurmkyn are generally 5’ 8" to 7’ 0" in height and weigh from 200 – 340 Lbs. Females range from 5’ 4" to 6’ 5" height, and from 160 – 280 Lbs weight. The average lifespan of a Wurmkyn is 180 years, and they reach adulthood at about 20 years old. They often will serve a 15 – 20 year apprenticeship in their craft before venturing into trade themselves.

Wurmkyn tend to live in extended family groups, raising hatchlings as a community and working to better their family’s life. Their outside contacts are usually limited to professional or religious organizations. Each family tends to have an ethos that they espouse to their hatchlings and raise them up in. If any Wurmkyn find themselves unable to live with the guidelines set forth by their family they have a few options. Most leave to go join a family with an ethos they feel comfortable with, a much smaller group head out into the world as solo exiles seeking to make their fortune. One example of the latter is Yazzog Kizzrik, the powerful ruler of the Iron Dragon Cartel, who is an exile from the Drakai’yon family.

Most Wurmkyn families live in the foothills and mountains of the Settled Lands, but those whose careers require them to live within City-States are primarily gathered within Windhaven, Aelfhame and Shadevel.

Game Info

Wurmkyn do not have stat or skill abilities that cross the whole race. Instead, their particular attributes are determined by which inherited characteristics they have been born with. Players should roll a d10 on the below chart to determine their starting attributes. Speed 5.

Wurmkyn Inherited Attributes
Scale Color & Pattern Die Roll Stat & Skill Info Racial Power
Black w/ Red Stripes 1 +2 Dex, +2 Con (+2 Stealth, +2 Intimidate) Res. 5 Necrotic Wurmfear
Cobalt w/ Black Spots 2 +2 Con, +2 Cha (+2 Arcana, +2 Intimidate) Wurmfear
Blue w/ Silver Cross-Hatching 3 +2 Wis, +2 Cha (+2 Arcana, +2 Bluff) Low-Light Vision One With The Shadow or Wurmfear
Red w/ White Stripes 4 +2 Str, +2 Con (+2 Endurance, +2 Intimidate) Res. 5 Cold Wurmfear
Gold w/ Black Spots 5 +2 Int, +2 Wis (+2 Arcana, +2 Religion) Low-Light Vision One With The Shadow or Wurmfear
Silver w/ Black Circles 6 +2 Str, +2 Wis (+2 Athletics, +2 Religion) Res. 5 Necrotic Wurmfear
Black w/ Copper Spots 7 +2 Dex, +2 Cha (+2 Stealth, +2 Thievery) Low-Light Vision One With The Shadow
Red w/ Green Stripes 8 +2 Str, +2 Dex (+2 Athletics, +2 Stealth) Res. 5 Acid One With The Shadow or Wurmfear
Bronze w/ White Circles 9 +2 Str, +2 Any (+2 Athletics, +2 Any) Low-Light Vision Wurmfear
Albino 10 +2 to any 2 Attributes (+2 to any 2 skills) Vuln 5 Fire, Res. 5 All Others, -2 AC While In Daylight One With The Shadow (receives +2 on checks) or Wurmfear

Racial Power
Those with fear in their heart flee from the Wurm before they've ever seen the beast.
Minor ActionClose Burst 5
Target: Each enemy in burst.
Attack: Str or Cha or Int +2 vs. Will ** Level 11: +4 vs. Will ** Level 21: +6 vs. Will
Hit: The target runs his full speed towards the nearest exit. He runs 1/2 Speed subsequent turns and makes a save at cumulative +1 for each turn beyond the first.

One With The Shadow
Racial Power
The Shadow Realm infuses even the most remote descendants of it's denizens.
Minor ActionPersonal
Prerequisite: You must gain concealment or be standing in a shadowed location.
Effect: You gain the powers of a ethereal shade until you attack, interact with or disturb anything outside the Shadow Realm. You may move through solid, inanimate matter and see into the Prime Material Plane with no chance of being seen.
Risk vs. Reward: Any time spent over 5 minutes in the Shadow Realm requires an endurance check for every additional minute. A failed check means you either are dropped from the Shadow Realm or are permananetly stuck there.


Far Westburg JaronH83