Non-Sentients     The distinction between sentient and non-sentient life is an important concept in Lur-Asko philosophy and religion. Sentient creatures exhibit consciousness, self-awareness, reason, abstract thought, and (according to some philosophies) free will. Some sages refer to these traits collectively as a soul, spirit, or psyche. Even the more materialistic philosophies such as Rationalism still hold that the sentient mind is qualitatively unique.

    Life which lacks most or all of these aspects, on the other hand, is termed non-sentient. Most organic non-sentients are colloquially referred to as animals (both in-character and in Legends rules), although the scientific term technically applies to sentient species as well. Non-sentient life also includes plants and Alacrian technologicals. Many non-sentient creatures come close to some sentient behaviors, and some are highly intelligent. Some Sylvans consider their bonded animals "friends," nearly all techs can speak, and certain Alacrian artificial intelligences can be indistinguishable from a conscious person to anyone not exhaustively familiar with their programming. Still, all varieties of non-sentient life act on instincts or programmed directives rather than the higher concepts and willful choices associated with sentients. Lur-Asko researchers both ancient and modern have recorded creatures as sentient or non-sentient based on thorough study, and only a few bizarre specimens have evaded their classification.

    Outside of certain minorities of Methodian or Prismatic thought, Lur-Asko has no concept of "animal rights" or any other ethical entitlement for non-sentient life. Animals and techs can be held as property in every realm of the continent, and are legally indistinguishable from tools or machines. Still, in practice, anyone who displays pointless cruelty towards non-sentients will be viewed as morally deficient and likely ostracized. Hostile creatures, of course, garner little pity; as useful as animals are to the civilizations of Lur-Asko, they are equally known as dangerous menaces, particularly on the frontiers.

    Non-sentient creatures do not have a Willpower stat. They automatically fail any roll on WILL (though most events that call for WILL rolls are not applicable to non-sentients in the first place). They have an Intelligence stat, but cannot take strain, and cannot act against their instincts or programming. They are not subject to trauma and terror. Although techs can speak Alacrian and archaic Concordic, no non-sentient may use social actions, nor verbal actions from Abilities, unless otherwise stated. Many Abilities from the Studies of Lore and Technology are related to connecting with non-sentient life and manipulating its behavior to one's liking.

    In all Legends rules, character and creature are equivalent terms. Typically, 'creature' is used to more naturally refer to non-sentients, but this is not a distinct term regarding what rules affect them. Sentient and non-sentient will always be explicitly used when a rule is meant to apply to only one or the other. Valid Non-Sentient Abilities    Some non-sentients have special Abilities unique to themselves, the rules for which are given in their own listing. Nearly all non-sentients also have Study-equivalent Abilities arising from their instincts or programming, which will be listed as Instinctual Abilities or Programmed Abilities. These Abilities follow the same rules as the equivalent Ability from the listed Study. Non-sentients cannot gain Study tiers, but they will have a listed progression tier; use this number instead of Study tier when determining the progression effects of all their Abilities. Remember that non-sentients take no strain, and will therefore be unaffected by strain-related progression effects. An Ability that is marked with an "(e)" in the creature's listing follows Emphasized progression effects rather than Normal. Non-sentients never follow Maximized progression for any Ability, nor do they receive expertise re-rolls.

    Certain Lore or Technology Abilities allow bonded/bound non-sentient creatures to gain additional Study-equivalent Abilities. The GM may also determine that a creature has additional Abilities based on unusual circumstances or origins. In any case, only certain Study Abilities can be assigned to a non-sentient beyond its listed Abilities. In other words, a non-sentient cannot be trained in any Study Ability that is neither listed in its own entry, nor in the list below. Additionally, a creature cannot be given Emphasized progression unless the Ability is listed with an "(e)" after its name below. Use common sense regarding the type of creature as well; there would be no point in training a wolf in Melee Competency or Shooting Stances, since it cannot hold a weapon.

Close Combat:
Advanced Combat Mobility
Advanced Grappling
Anti-Armor Techniques
Charging Attack (e)
Comprehensive Defense
Concentrated Defense
Couched Polearm Charge
Defend Others
Defensive Footwork
Dual-Wielding Mastery (e)
Expert Attack (e)
Flurry Attack
Heavy Attack
Light Attack
Massive Swipe (e)
Melee Competency
Mounted Defense
Mounted Melee Competency
Power Offense
Set Polearm (e)
Shield Mastery (e)
Shield Walls
Stealth Melee Specialist
Sweeping Offense (e)
Marksmanship:
Acrobatic Defense
Anti-Armor Precision
Area Tactics
Basic Ranged Defense (e)
Cover Guard
Cover Speed (e)
Distance Aiming
Expert Aiming (e)
Favorite Weapon (e)
Full-Auto Skill (e)
Long-Range Precision
Mounted Ranged Competency (e)
Multitask Stance
Quick Reload
Ranged Competency
Rapid Fire Attack (e)
Rapid Fire Feint (e)
Shooting Stances
Stealth Ranged Specialist
Tactical Concealment (e)
Unpredictable Shot
Weapon Bracing
Athletics:
Dexterity Surge (e)
Kip-Up (e)
Pack Training (e)
Pain Management (e)
Poison Resistance (e)
Strength Surge (e)
Lore:
Counter-Evasion (e)
Greater Camouflage (e)
Ruin Camouflage (e)
Street Camouflage (e)
Wilderness Camouflage (e)
Obtaining & Selling Non-Sentients

    Animals listed as "Domesticated" do not require any special Abilities to manage, and can be found in major cities (and even many villages) for around 40 coins each. They can be sold for half that, like items. A single sentient character can typically manage 3 domesticated animals while adventuring; this limit can be bypassed via Animal Bonding (Lore), as bonded animals do not count against the limit.

    Other creatures require a more deliberate process of connection in order to effectively control; this is referred to as bonding for animals and binding for techs. They require either Animal Bonding (Lore) or Tech Binding (Technology) to competently own, within certain limits imposed by the rules for those Abilities. Additional Abilities are required for non-sentients which list a Binding or Bonding Difficulty higher than 1. Consult the following chart for the common price of bonded animals or bound techs:

Bonding/Binding Difficulty
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Coin price
100
480
1080
1920
3000
4320
5880
7680
9720
12000
14520
17280
20280
23520
27000

    Because of the difficulty in finding an appropriate buyer and dealing with the peculiarities of individual animals/techs, the default selling price for these non-sentients is 20% of their listed price, rather than the normal 50% for items. Lore Abilities related to improving the buying and selling price of items are not valid for bound/bonded non-sentient prices, though haggling can be used.

    Bound techs can be found for sale at necromancers' guilds on the outskirts of many cities; such trade is socially sensitive, but legal throughout the Declaration realms. Many adventurers also simply bind the techs they defeat in ancient ruins.

    Bonded animals are less predictable, and require either a lengthy and complicated taming process or carefully-managed breeding populations. Although competent adventurers can tame an animal themselves between campaigns via the Bond Hunt LP Element, they usually purchase animals from dedicated organizations. The Sylvan Enclaves are the most frequent sellers. Found in every major city, they will deal with any adventurer who has the necessary Abilities, has no reputation for cruelty, and is not wanted for violent crime. While not every Enclave maintains every animal type, they can nearly always obtain the desired creature by contacting other Enclaves. Other factions may also have their own more specific animal trades; for example, white acolytes have abundant access to dracomorphs in Eer'Kalla.

    If you unable to deal with the Sylvans or another faction, animals can generally be obtained from private sellers in cities if their bonding difficulty is 3 or less. A difficulty from 3 to 8 will typically require a social search in a major city. Difficulties over 8 cannot typically be obtained without dealing with factions or using Bond Hunt.
Animal Bestiaries Docile
Dangerous
Fiends
Dracomorphs Tech Bestiaries Constructs
Reanimators
Amalgamators