The Jerboan Race

During the final days of the Old World, many former nations resorted to bizarre and dangerous experimentation on their populace, in a desperate attempt to outpace or survive the encroaching desert. Rapid, frenzied advances in genetic therapy created mostly mutants and monsters that plague the fringes of the New World to this day, but one of the more successful attempts became the Jerboans. Half man, half desert rodent, Jerboans set the benchmark for what, 400 years later, became cheap and affordable genetic manipulation, and are considered the progenitors of Gobbos, Nayalings, Elfs and Splicers.

Jerboans were created to survive the harsh, rapidly forming desert during the trek north during the Great Relocation, and quickly developed a culture founded on nomadic, communal principles and a rebellious attitude towards the corporation dominated New World. Preferring to remain at the edges of corporate civilisation, Jerboans roam the New World in tight, biker gang-like cliques, revering their ancestors by maintaining their punk rock, outsider approach to the state of the world.

Roleplaying a Jerboan:

A Jerboan that resorts to finding work outside his gang's usual activities of holding up merchant caravans on the edge of the desert, is usually either an outcast or the last of their tribe. Jerboans are a suspicious lot, bound by the traditions of their forefathers to keep civilization and those that freely engage in it at arm's length. That said, those same traits make Jerboans a stalwart ally and a close friend when they finally begin to open up.

Jerboan Naming Conventions:

Jerboan Features:

Jerboan Subraces:

PUNK JERBOAN

ROCK JERBOAN

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