Homebrew Campaign Setting Races [Archive] - Wizards Community

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Saros

07-11-06, 02:51 PM
These are the races for the homebrew campaign setting of Nomad, which is being put together slowly but surely on the site D&D Online Games. (Here (http://www.dndonlinegames.com/index.php?referrerid=18460).) I'd like to know whether they're balanced or not compared to both the core races and each other, and your opinions are welcome. The world itself is pretty out of the ordinary, so don't be surprised if some of the phrases used in the race descriptions don't make sense.

For clarity, I'll give a brief overview of some of the unusual aspects: Nomad is composed of dozens of "islands," each floating a few miles above the planet and completely unconnected. The planet itself is actually just an ocean composed of a substance called "vitalessence," which itself is composed of various types of "elementum." The types of elementum are as follows: Aura (Air), Ignis (Fire), Terra (Earth), Aqua (Water), Lucidus (Light), and Obscuris (Darkness).

Hopefully that helps. :) Also, I'm not sure if they have an account here or not, but TheDarkFuzz and Unko Talok are also responsible for the creation of these races, so they might drop by and comment.

Thanks in advanced for the help.

~Saros
Saros

07-11-06, 02:52 PM
Elves (Earth)

Like the ground itself, the elves of Nomad have been around for as long as anyone can remember. They possess extremely long lifespans, a trait reminiscent of the element they are tied to. Elves are renowned for their outstanding capability to withstand the assaults of the world with a remarkably matter-of-fact attitude.

Personality: Elves are adamantly set in their ways, unwavering in the face of diversity unless stressed to the extreme. They are more often passive than not, enduring what comes at them and reacting accordingly, seldom taking initiative in any matter and content with pondering the mysteries of the world. Some claim the elves are lazy or unmotivated, while others admire them for their pensive wisdom and methodical attitude.

Physical Description: Elves vary in appearance as much as the stones of the world. While many bear a pasty gray completion with rough skin, there are those whose skin appears as jade as mica, and as smooth as the surface of a water-shaped pebble. Elves, as a generalization, are lanky, if not tall, a side effect of their ponderous and inactive nature. They need little energy and so have little excess fat. Their hair is usually sandy or dark. The eyes of elves are the most striking of all races, resembling the precious gem that most matches their individual personality, though most are green, the color of contemplation and planning.

Relations: Elves tend to get along well with dwarves, despite their more fickle nature, as they are as passive as the elven race. Humans are seen as "young and foolish" to elves in their heated pursuit of power and otherwise, possessing little contemplation. The orcs, with their hasty decisions and quick mannerisms, tend to get merely tolerance from elves, but if they can work together they make a formidable pair, the elf bringing prudence and the orc bringing initiative to the duo. Such balances are rather rare. Elves somewhat admire the halflings and their dedication to wisdom and life, even if they take a different approach than the elves. However, their impatience is sometime found to be annoying. Gnomes are something to be watched after and not to be trusted. An elf often finds amusement, though, in unwrapping a gnome's carefully laid ploy, and such an act is often seen as an exercise in wisdom.

Alignment: Elves tend to be very slow and logical in their ways, reacting in exactly the way that is needed to remedy a situation. As such, they tend toward law, though there are those few who stand out like earthquakes, disrupting the order of things beyond the point of rebuilding with their chaotic nature. Elves are often uncaring and passive in nature, tending towards neutrality.

Elven Lands: Elven lands are among the stones, be they in mountainous regions, within the dirt of the floating islands, or in a rocky plateau. Elves live extremely long lives but are very aesthetic in their possessions. They have only what is needed for survival, seldom going to any amount of work to create a vast empire or stunning city, though anomalies exist. Because they live such long lives, they realize that such works are often ill-conceived, and they will only be destroyed in the passage of time. Their buildings tend to be utilitarian and defensive in nature, withstanding time with a durability that is also useful against a warlike attack.

Elves in other lands are typically on a journey to gathering wisdom and meditating on it, though it is not unheard of for a chaotic and disruptive elf to be exiled from their home. Either way, they often leave others to themselves and keep their actions secret and silent to maintain their passive nature.

Elementum: The elves revere the elementum of Terra above all else. Though they understand the purpose of water and how it melds with their environment to shape it, they prefer not to think of it as a mutual relationship and simply as a cause and effect. The other elementi are hardly explored, save for Lucidus and Obscuris, which elves make their own choices in regard to.

Names: Elven names are unchangeable. To give an elf a nickname or in any way insinuate that he should change his name is to insult his very soul, as though saying he is not fit to live as he is. As such, receiving a nickname from an elf is something to consider the highest disrespect you can obtain. Elven names tend to be harsh and contain a lot of clicking noises. Elves often insist on them being pronounced to the syllable, going to great lengths to correct even a slight infraction. Some common elven names for male elves include: Dakrod, Ghakstelt, Kakonordeshend, Kiltreck and Veghnactorik. Common female names include: Darkonakelt, Gentenshin, Gessk, Kerkenshat and Vex. A great many other names exist, and elves pride themselves on their own name's idiosyncrasies, including two names being spelled the same but having different pronunciation.

Adventurers: An elf might adventure to gain experience or wisdom, or because he was exiled from his clan. Either way, elves are seldom concerned with events that do not affect them. However, if it does in some way concern the elf, they may very well pursue the avenue for decades – even centuries – in their ceaseless endeavors.

Racial Traits:

+2 Wisdom, -2 Dexterity.
Darkvision: Elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elves can function just fine with no light at all.
Stonecunning: This ability grants an elf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An elf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an elf can use the Search skill to find stonework traps as a rogue can. An elf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
+2 bonus on Craft and Appraise checks related to stone or metal
Earth Dream (Su): The elves have a deep, almost religious, tie to the earth, and they have the unique ability to read the nature of the earth in the surrounding area itself. Once per day, an elf may tap into the earth dream. The nature of an earth dream is similar to the spell Commune with Nature, with a caster level equal to the elf's character level and the following changes: the elf can gain only one true fact about the ground or terrain, minerals, presence of powerful unnatural creatures, or the general state of the natural setting.
Bound to the Earth (Su): All elves draw their strength from the elemental ring of earth surrounding each island. An elf automatically senses the strength of the earth ring of any island they are in ground contact with. Depending on the strength of the ring, the elf receives the following benefits or penalties as long as he is on the island (even if he does not know the ring's strength).

Strong +2 Str, +2 Con, +2 to Fort saves.
Moderate No adjustment.
Weak -2 Str, -2 Con, -2 to Fort saves.

Automatic Languages: Elven and Terran. Bonus Languages: Common, Ignan.
Favored Class: Druid. A multiclass elf's druid class does not count when determining whether he takes an experience point penalty for multiclassing.


Dwarves (Water)

The dwarves of Nomad are a subtle folk, making their living sailing and fishing on island lakes. It was the dwarves, with their sailing ships, that made the first airships and sailed off into the skies. Dwarves are often distant, reacting to people only when interacted with, but then making quick to assimilate them or pick up their ways, dissolving one way or the other in a caricature of their elementum. As such, their society tends to seem secretive while it is merely unexplored.

Personality: Dwarves are quiet, adaptive, and personable to those of their kind. Though many races see that they are passive and immediately equate that with sloth, this is certainly not the case. Dwarves are very active, just not outgoing. They will do what they must, taking the "path of least resistance" in nearly any situation, and then simply be content to be by themselves, doing whatever it is that they choose to do with an incredible talent to it. Dwarves tend to be gifted at whatever they pick up, adapting to their new environment or assimilating it to be like theirs. They are overall a very versatile race, ranging from the kindly to the cold, the foolish to the pedantic, and the valiant to the cowards. It all depends on what a particular dwarf has gone through. Overall, however, the dwarves are accepting of a given outsider, and slowly the newcomer begins to enjoy the dwarven company, eventually being integrated into their society as seamlessly as if they had always been there.

Physical Description: Dwarves are shorter than some of the other races, and tend to be larger around, like overgrown droplets of water. They sport flowing clothing similar to togas outside of combat, but with almost invariably a blue tint, sometimes laced with green throughout and lined with striking bits of brass and gold. Hair is anything from the white of the sea's froth to golden as a hot ocean sun, even as green as the deep sea tides or dark as the volcanic sands of a new island. Though many of the men sport beards proudly, enjoying either flowing and smooth hair or course, stormy beards, the women seem incapable of growing them. Their facial features are often either sharp and distinct or round and flowing, being either extreme but never in the middle, showing the diametric states of the elementum that becomes them. Their eyes are often a light grayish color, though sea greens and deep blues are known to exist. Few would expect it given their appearance, but many dwarves are quite capable of sustaining a blow or eight, hardened by their time at sea or their astounding ability to adapt.

Relations: Dwarves tend to treat each of the other races with the same passivity when untouched and the same personable friendship when brought into contact. Most dwarves simply react as needed with the given person, acting in the path of least resistance for as long as doing so is needed, then reverting to what they wish upon the person leaving, and causing those who stay for long enough to adapt. The exception is the humans, who always seem to be in the wrong place at the wrong time with the dwarves, constantly rubbing them in the only wrong way that there is. That is, not providing them with a way out. The human nature of conquering and eternal drive to do what they will as opposed to eventually bending to the constant push of the dwarves (or anyone) causes the two races to almost always collide violently. Here more than anywhere can the halflings and gnomes find acceptance, the dwarves happily dissolving the rare shorter races into their culture.

Alignment: Dwarves are usually subtle in their actions, motivations, and mannerisms, tending toward chaos over law, though there are those who are as rigid as an icicle in the structure. Dwarves tend to be opportunistic as a race, doing whatever seems appropriate for the situation.

Dwarven Lands: Dwarves pride themselves on their port cities, acting traders and fishermen on their islands, and often traders (or at times pirates) to yet other isles. They are a peaceful folk, reacting rather than acting, and generally enjoying life as it comes at them, seldom worrying about the happenings of another day; their cities reflect this. Many are fishing villages, caught up in the happenings in everyday life, creating the epitome of a kindly village, though there are rumors of cities created underwater in great lakes where the dwarves can take refuge from hostile conquerers such as the humans. Such cities are extremely rare and extremely temporary, however. They are only made as a reaction to their circumstances. In general, dwarves are always found around water and where there is a chance for trade.

Elementum: The dwarves are tied deeply to the elementum of Aqua. They tend to find benefit from each of the other elementi, gaining the unleashed power of Aura to fill their sails, the sturdy persistence of Terra to build their houses or support themselves, and even the elementum of Ignis to purify what needs it. When a particular dwarf relates to Lucidus or Obscuris, they are little more than tools to be used or obstacles to be stepped around in a given situation.

Names: Dwarves enjoy playing with their names, moving syllables around as they choose to better match their mood. One day a dwarf might call himself Aursilan, and the next he refers to himself as Lanlisaur. Such tendencies often result in a dwarf being referred to by just one syllable by his companions, who are often too wearied by the effort of keeping up with the dwarf to care. Dwarven names are soft and flowing things that usually calm those who hear them. Aartam, Aursilan, Berrilas, Ferinnila, Shonee, and Oshea are quite common among them, though there are countless others.

Adventurers: A dwarf adventures for the same reason that he does most other things: as a reaction. Unlike elves, however, the slightest occurrence can set a dwarf off on his adventures. Dwarves may take up adventuring because they feel that they were somehow wronged, because they search for fortunes to accommodate whatever personal goals he has, or even for something as simple as being a trader on the open seas. As such, however, they are often unable to maintain focus on a given ordeal for a long period of time unless constantly reminded of its importance. They are quite fond of beautiful items, especially those that have any relations to the sea, and often try to duplicate them in some way. They search the world round for such things if it so entertains them.

Racial Traits

+2 Constitution, -2 Wisdom.
Adaptable: Dwarves gain a +2 bonus on Diplomacy or Gather Information checks made to integrate into a new society due to their innate disposition to blend.
+2 bonus on Profession (Sailor), Balance, and Swim checks.
Push the Waves (Sp): Living around seas and oceans all their lives, the dwarves have developed a supernatural affinity with currents, which help their galleons and schooners to achieve bursts of speed and maneuverability. Once per day, a dwarf may generate a strong current in the water. Treat this effect as a Wind's Favor spell, except it affects water instead of air.
Bound to the Waves (Su): All dwarves draw their strength from the elemental ring of water surrounding each island. A dwarf automatically senses the strength of the water ring of any island they are in ground contact with. Depending on the strength of the ring, the dwarf receives the following benefits or penalties as long as he is on the island (even if he does not know the ring's strength).

Strong +2 Str, +2 Con, +2 to Fort saves.
Moderate No adjustment.
Weak -2 Str, -2 Con, -2 to Fort saves.

Automatic Languages: Dwarven and Aquan. Bonus Languages: Auran and Common.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Saros

07-11-06, 02:54 PM
Humans (Fire)

The humans of Nomad are extremely excitable and emotional, living lives as short and intense as the element they are tied to. Humans are the fanatics and the zealots of society. They are hated for their conquerers, loved for their incredibly large cities, and feared for their sheer power. They maintain a place of power in the world because of these traits, and are in danger of others overthrowing them for the same traits.

Personality: Humans seem incapable of taking anything lightly. Whenever they take up a new venue, they put forth all of their effort, devouring the path that lies before them as a forest fire. Dominating; overpowering; subduing. Though not always evil in their pursuits, they are certainly single-minded. The majority of the population revels in conquest, taking a new land for the race or the empire, or whatever else, but the common trait could manifest itself as a study of magic, the tracking of an enemy, or even an obsession with the culinary arts. They are often cruel, but there are those who personify the kinder sides of flame as comfort, purification, and warmth. Such humans are no less driven and passionate than their power-hungry compatriots, but instead manifest it as an ardent desire to help, rebuild, and cleanse the world. While such humans exist, they are massively outmatched by the former of the two groups.

Physical Description: Humans are tall, averaging about 5 to 6 feet, and of varying builds. They are often hated because of their ability to "change their form" so easily, as by not eating or eating too much or such similar things, while many of the other races must go to drastic measures to accomplish this. All humans are born with a fiery red head of hair that becomes as dull gray as ashes with the passage of time, but most die it another color – magically or in a mundane manner – for flavor. Their clothes are often as intricate as possible, flaunting their accomplishments to bring attention to themselves. They are wont to give awards for the slightest of deeds in order to enable this. Human eyes are black upon black, as dark as the coals of a fire; only in the heat of battle or in intense situations do they change, beginning to glow slightly red. Their skin is usually a dark tan, sometimes charred a deep black by an overly-passionate obsession with their elementum.

Relations: Humans enjoy the company of orcs, happily learning from their quick-witted ways, seeming to draw strength from them. Humans can stand elves, though they are never quite sure what to think of them on or off the battlefield. They always seem unpredictable (at least to the foolish-minded humans). The dwarves humans often torment, whether they mean to or not. Their conquering nature is often the antithesis of what dwarves stand for, but humans see their resistive nature as a challenge, further pursuing them on the battlefield and constantly tormenting and pestering them on a personal level. It is likely that humans will never understand the ways of the dwarves, but will also never give up their quest (which almost always ends in rage-induced bloodshed). Gnomes, while not to be trusted any farther than they can be thrown, are often able to find their way through the ranks of human endeavors, especially those related to war. The gnomes with their peculiar outlook on life are excellently suited to making machines of destruction. Halflings, while they often dislike humans, are also welcomed by the race for the immense knowledge and expertise they can often lend to many different human projects.

Alignment: Humans, with their quick-tempered personality and hot pursuit of any random thing, can sometimes be seen as evil by the other races, but this is a bit of an exaggeration. While there are certainly many evil humans, most of the race tends toward a stark neutrality, too concerned with their own doings to worry about what is right and what is wrong. The same tends to be true for law and chaos, some being bloodthirsty battle-mongers, others being staunch legionnaires, or some such unwarlike counterpart of either.

Human Lands: Human lands span vast empires, seldom connected as those who build them are immediately on to make the next. They are almost always well-furnished with any information that may be sought-after as there is almost always a human who is willingly to ceaselessly go after the most obscure field of study or training. Unfortunately, this means that human lands are virtually never peaceful. The constant hustle and bustle of human society is enough to drive a solitary person insane, and indeed has done so to many. Due to the large size of their cities and the untiring ways of its people, virtually anything is possible, making crime syndicates as common and active as the city guard. So, in its greatest advantage, the human lands find their greatest weakness.

Elementum: Humans hold the elementum of Ignis close to their hearts, loving its devouring and warming presence. The other elementi are seen as little more than obstacles to be conquered on the way. Lucidus and Obscuris are seen as slightly different by the humans, an avenue to be followed as any other. As such, humans can be the highest-ranking zealots, or the deepest-rooted villains if their path so dictates it.

Names: Human names are something that they bear with pride, and they enjoy earning titles to add to them. They often join guilds that search after their chosen field for that reason, delighting upon the addition of a title. Many seek after the highest title in their culture, "Vir Hominis," meaning "Man of the People," which denotes that the people seek after being like the man, but only ten humans have ever been recorded to have earned the prestigious denotation. Common human names include: Azerial, Befran, Foomish, Gazharel, and Zherniash.

Adventurers: Humans adventure for a legion of reasons, from picking it up on a whim to furthering their chosen area of expertise (or one of their many), or some other reasons. Many wind up being powerful conquerers or practitioners of magic, but just as many live "simple" lives (or at least, "simple" in human reckoning) in one of the empires many cities. In reality, human adventurers are often revered or feared as the case may be.

Racial Traits

+2 Dex, -2 Wis
Intense Will: The key modifier for determining a human's Will save may be either Charisma or Wisdom, whichever is higher.
Heat Endurance: A human never has to make a Fortitude save against extreme heat.
Dancing Flame (Su): A human's very essence is a core of fiery ambition, which they can externally manifest simply by snapping their fingers. A human may use produce flame a number of times per day equal to his Charisma bonus (caster level equals character level). The flame may be dismissed, but unlike the produce flame spell it cannot be thrown. Additionally, because of the unnatural solidity of the Dancing Flame, resolve all attacks with it as unarmed melee attacks, not touch attacks.
Bound to the Flame (Su): All humans draw their strength from the elemental ring of fire surrounding each island. A human automatically senses the strength of the fire ring of any island they are in ground contact with. Depending on the strength of the ring, the human receives the following benefits or penalties as long as he is on the island (even if he does not know the ring's strength).

Strong +2 Cha, +2 Con, +2 to Will saves.
Moderate No adjustment.
Weak -2 Wis, -2 Con, -2 to Will saves.

Automatic Languages: Human and Ignan. Bonus Languages: Common and Terran.
Favored Class: Sorcerer. A multiclass human’s sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.


Orcs (Wind)

The orcs of Nomad are highly attuned to the winds that swirl in eddies and currents around the floating islands. The orcs are known for the giant bird aeries they keep on their islands, which are the highest in all of Nomad. Orcs are primitive in comparison to most of the other races, but have a distinctive capacity for recovering from virtually any downfall that has made them one of the four dominant races in Nomad.

Personality: Orcs are fickle and wanton, enjoying jokes and the like, and often seemingly incapable of focus. To assume this facade to be all that is there is utter foolishness. Orcs contain a ferociousness that is terrifying to behold, and often release it in short, deadly, powerful bursts. This remains true outside of the battlefield as well. Orcs remain somewhat enigmatic, and one is never quite sure in which direction they are heading until the last moment when all becomes clear and their motives are revealed. As such, they often seem random in their doings, but are guided by a massive and unseen order. Even the orcs seldom understand it, and often consider it the "guidance of the winds." A generally kindly race, they are often quick to accept a lost sojourner or even a wounded enemy in their midsts, simply living for the moment. As such, many have a distinct aversion for killing, seeing it as a snubbing of the opportunity that one could have (be that an opportunity for themselves or the one in danger of being killed). This is a generalization, and there are a fair number of orcs who would kill without a second thought.

Physical Description: Orcs are naturally tall and bulky, taking the appearance of being a strong race overall. This is not always true, necessarily, as they are simply born with very large bone structure. Both genders often grow their hair long and bind it behind in one ponytail, though free-flying hair or other exotic styles are not unheard of. The males grow long, thin facial hair which is trimmed into sharp angles as a form of style; clean-shaven males are just as common. Typical orc clothing is natural, wolf skins or other animal trappings, but the more resourceful orcs enjoy trading with dwarves or other races (save for the elves) for more elaborate or decorative clothing. It is not so much that orcs are incapable of making such things for themselves as it is a tradition to trade for clothing to inform onlookers where one has been and hint at what they may have accomplished. As a broad rule, however, orcs insist on staying with light blues and grays, every once in a while dipping into whites, yellows, or midnight blues. There are even some orcs – especially spiritual leaders – who sport the fascinating and striking colors of dawn and sunset, mesmerizing all who see them. This is a status symbol, however, and an orc who wears such colors among his people without having earned them is arrogant indeed.

Relations: Orcs are usually too carefree to worry about acting differently toward any other race, but – at least subconsciously – do act slightly different considering their surrounding company. Like the wind, their attitude is shifted slightly to pass an obstacle, but flows in generally the same direction. Orcs are particularly friendly with the dwarves, and the nomadic tribes of orcs often trade with the shorter folk's fishing villages. Humans tend not to bother with the nomads, and the orcs don't often travel into human cities to find conflict with each other. When a human establishes a friendship with an orc, however, it can often be quite profitable as the two personalities tend to drive each other onward, acting as catalysts. Orcs have a cool tolerance for elves, but tend to not bother with them beyond that. They're far too meditative for an orc's liking, and far too set in their ways to listen to orc wisdom. Gnomes and halflings both are often simply overlooked, not because of their stature but because they simply do not interest the orcs at all. With their focus on knowledge or misdirection and their opposing viewpoints on life, orcs prefer to stick to their simpler ways rather than bother to correct the two races.

Alignment: Orcs can be anywhere from lawful, showing their loyalty to their tribe, to chaotic, showing their day-to-day outlook on life. Though many of the other races see the orcs as careless and short-sighted, much of this results from the lifestyles they lead. Making plans for the future often proves fruitless as the next day the group could move to a new area, and as such the orcs don't worry about it. In the light and dark aspect, orcs are also unpredictable. The constant traveling exposes any given orc to a legion of influences, and the dark whispers of Obscuris could taint them just as easily as the Lucidus could direct its heart.

Orc Lands: Orcs can travel over many lands, but most search for those islands that are rich enough in elementum to produce vegetation and provide wind for their backs at all times. they follow their food wherever it may go, and often end up tracking across tundra, desert, and many other difficult terrains to get there. Orcs excel in a variety of crafts, making colorful clothing and other wonderful works of art from the hides that they collect from what they hunt. Orc camps are both colorful and temporary, always ready to dissemble and move on with the hunt.

Elementum: The elementum of Aura and its nature of passing over obstacles without worry is very enticing to most orcs, identifying it with their attitude. Aqua is similarly intriguing, but it often seems more bound to a certain flow than the patron elementum of the orcs. Water always follows the path of least resistance while wind is virtually unpredictable. Ignis is often shunned by most orcs as far too destructive and deliberate, and the idea of Terra most orcs simply ignore or pass over. The elementi of Lucidus and Obscuris are vaguely interesting to most orcs, but they are usually caught up in something else too quickly to truly get involved with them.

Names: Orc names are much like the elementum that is tied to them, including mostly vowels and only soft constants, like the whispering of the wind. From time to time an orc comes along with a name like a screeching gale, but such are often more titles given out to heroic warriors than names applied to a given orc. Male names include Aartam, Faroeh, Heiriel, Iishmael, Loru, Osirin, Riften, Weylin. Female names include Aurailah, Aeriel, Feyea, Harselia, Lorea, Rebessah. Titles include Auror (Lightbringer), Shineah (Wise One), Krashnio (Warrior-chief). There are many other titles, but these hold true for most orc tribes, while others vary from group to group.

Adventurers: Orcs typically adventure because it's what orcs do. Traveling is ingrained in every orc from the day they were born, and any given orc comes across more adventure in his first few years than the typical elf comes across in his entire meditative life. Moving to a smaller group of travelers is hardly an adjustment for an orc.

Racial Traits

+2 Dexterity, -2 Intelligence.
Medium: As medium creatures, orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Farsight: Orcs see half again as far as humans in low light and twice as far in bright light. This grants them a +4 bonus on Spot checks.
+2 bonus on Survival, Handle Animal, and Listen checks.
Listen to the Wind (Su): The orcs of Nomad are capable of hearing the whisper of the smallest zephyr or the roar of the largest hurricane, and easily interpret the wind's signs. A number of times per day equal to their Wisdom modifier (minimum 1) and as a standard action, an orc can create an effect equal to a whispering wind spell, with a caster level equal to their character level.
Bound to the Air (Su): All orcs draw their strength from the elemental ring of air surrounding each island. An orc automatically senses the strength of the air ring of any island they are in ground contact with. Depending on the strength of the ring, the orc receives the following benefits or penalties as long as he is on the island (even if he does not know the ring's strength).

Strong +2 Dex, +2 Con, +2 to Ref saves.
Moderate No adjustment.
Weak -2 Dex, -2 Con, -2 to Ref saves.

Automatic Languages: Orc and Auran. Bonus Languages: Common and Aquan.
Favored Class: Ranger. A multiclass orc’s ranger class does not count when determining whether he takes an experience point penalty.
Saros

07-11-06, 02:55 PM
Halflings (Light)

Personality: Halflings are the bringers of light. Wherever they travel, with them comes Lucidus, and all that it stands for. Light, knowledge, and warmth, and most of all, life. The wee folk are warm and friendly to most of those that they meet. They take a quiet contentedness in their hard-earned wisdom, and as such are seldom without a smile or at least some hope for the next day. Usually personable and sometimes chatty, some simply can't stand a halfling's tendency to stand out in a crowd as clearly as the elementum they are bound to. And, it must be noted, halflings do tend to enjoy being the center of attention. This downfall is usually made up for, though, by the morals that a halfling brings to a party. Halflings have a close connection to life, and as such preserve it with the fiercest of resolves. Some might find it annoying that most halflings want to tie the unconscious villain up instead of ending his reign, but a halfling knows that all life is sacred and it is well worth the risk.

Physical Description: Halflings stand, at the highest, only four feet two inches tall. Some scholars attribute this small stature to the waning power of the elementum that the Halflings are bound to. Others simply claim that it is a natural part of their physiology. Their mouths seem to be upturned in a warm smile at nearly all times, partially due to the bone structure of the halfling face, but mostly due to their good-nature. A halfling's hair is often a dazzlingly bright golden-blond, though some halflings bear silvery white hair throughout their lives. Their eyes glow with an inner light, and their irises change colors almost daily; no one is sure what the cause of this is. Halfling societies revere knowledge, so a halfling is often seen in a scholar's garb, even if they are not particularly dedicated to research and study.

Relations: Halflings enlighten others. Sometimes pedantic, sometimes helpful, and sometimes simply urging others to go out and find knowledge, this is the key factor that defines their relations. Elves, while wise, refuse to broaden their horizons beyond what they know. Orcs, while well-traveled, don't consider things beyond face value. Humans gain just enough understanding of something to put it to use, and care about it no more; halflings tend to look down on the humans a bit more, however, because they seem to have an utter disregard for life that they may or may not destroy. Of all the races the dwarves are most agreeable to them because they tend to have a simple wisdom and understanding of what they use and go forth to see a bit of the world throughout their lives. Gnomes, however, are despicable to halflings. All of their deceit, their underhanded deeds, and their twisted outlook on preserving life is the most hateful attribute that any halfling could look upon.

Alignment: Halflings are generally seen as good by those who look upon them. This is hardly always the case, though. Bringing knowledge and preserving life can have as many bad results as good, particularly based on how it is gone about. There were some accounts of halfling heroes who brought enlightenment to darkened lands whether the inhabitants wanted it or not, or of a halfling who continued the existence of a plague-ridden race that brought destruction upon entire islands. After all, the shadows must be eradicated through word or deed or act or blade. That said, most halflings do see the value of a measured approach, and those few sword-wielding zealots are the exception. Law and chaos mean little to the halflings, simply being methods of reaching the same goal. Oftentimes a diverse group of halflings will have no trouble seeing through their law-chaos differences so long as they pay attention to the ultimate goal of life and enlightenment.

Halfling Lands: Halflings live where they are needed. They are not nomadic, as the force of light often takes a long time to do what is needed, but one can be sure that where a city or society is dangerously close to falling into ignorance, the halflings will be there to work against it. Their cities are often made of whatever the surrounding terrain offers, usually brick buildings laden with various plants climbing the walls of houses and trees adorning the streets where the ground will allow it. Halfling cities always seem eerily quiet, no matter how large they are. Most of the inhabitants are learning at virtually all hours.

Elementum: Halflings see an elementum as a means to an end. Any one of the four common elementi can be used for shedding light as much as dousing it. It is to what end they are used that determines a halfling's particular attitude towards a given situation. As for the two minor elementi, halflings bear a much different attitude. They hate Obscuris with everything that they are, seeking to route it out wherever and whenever they possibly can. Seeking to elevate the state of Lucidus whenever they can manage, the halflings tend to use it more than any other elementum.

Names: Halflings tend to name their children with unique names, seeing each name as a correspondence to that single individual. Now and again a set of halfling parents are inspired to name their child after a famous warrior of Lucidus from the past, but often only when directed to do so by a prominent scholar or higher power, and usually with some reasonable explanation as to why the child should be named such. When this occurs, the child often lives in the shadow of his predecessor, yearning to live up to his greatness. These halflings often end up being the greatest of adventurers or are tortured by their inability. Sometimes both. Famous male names include Arandor, Saros, Pendantal, Zechorium. Famous female names include Erisse, Flianna, Insula, Laressi.

Adventurers: Halflings adventure for one of two reasons, usually. To find enlightenment themselves and enrich their lives, or to bring enlightenment and heal the lives of others. Some view these not so much as "bringing enlightenment" as "routing out darkness." Though linguistically these mean the same thing, any race can tell you that the latter is a far more aggressive and demanding kind of halfling. Regardless, halflings tend to be quite profitable in their ventures, saving the most afflicted of societies and nobles and uncovering the greatest of historical artifacts.

Racial Traits

+2 Charisma, –2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+1 racial bonus on all saving throws.
+2 racial bonus on saving throws against arcane spells.
+2 racial bonus on Sense Motive, Spot, and Listen checks.
Dark Sensitivity: A halfling in complete darkness (such as an enclosed room or magical darkness) takes a -2 penalty to attack rolls, skill checks, and Fortitude saves.
Supernatural Abilities: 1/day—light, cure light wounds. At will—deathwatch. Caster level equal to character level; save DC 10 + halfling’s Charisma modifier + spell level.
Automatic Languages: Halfling and Celestial. Bonus Languages: Common, Auran, Aquan.
Favored Class: Monk. A multiclass halfling’s monk class does not count when determining whether he takes an experience point penalty.


Gnomes (Dark)

Personality: Gnomes are tricksters through and through. Misdirection is their keenest ally, and they often use it to the fullest extent. For instance, a given gnome will likely lie about their name for the longest time for no other reason but to be amused while you try to describe your good friend to the local barmaid. What the gnome didn't tell you, of course, was that you were describing the barmaid's newest lover as small, scrawny, somewhat weak, and wrinkled. Gnomes are bound to life, as are the halflings, but they have a peculiar though often-accepted view of it. Life becomes richer through struggle and hardship. Thus, a gnome will just as often make your life miserable as shake your hand, and think that they're doing you a favor by it. Those who survive a gnome's attacks in battle are better and stronger for it, and if one falls during it, the gene pool is better off without them. Aside from that gnomes enjoy jokes of any sort, dark, secluded places, and generally any opportunity to use their skills to mislead.

Physical Description: The average gnome stands about three feet tall. They can be anywhere from skinny to a veritable sphere, depending on the gnome. Most gnomes faces become somewhat wrinkled early in life, giving them the appearance of being older than they actually are. Gnomes don't see this as a feature flaw, but rather a sign of experience. Gnomes wear dark clothing, as bright colors tend to annoy and even anger most gnomes. Their eyes are invariably a deep black, as though their pupils devoured their irises.

Relations: Gnomes can get along with the other races, but often look for use in them, utilizing misdirection and disinformation to get what they want. Dwarves have always got something worth stealing. Orcs are gullible. Humans are too caught up in their work to notice the difference, though the gnomes do appreciate the human disregard to the perils in the life of others; after all, if they can't pull through, then how will their lives ever be enriched? Elves they get along with the least due to the ponderous nature of the beings; elves often figure out a gnome's ploy before it can be implemented. That said, halflings are a gnome's mortal enemy. They constantly seek to thwart the misdirection, lies, and policy toward life that are a gnome's bread and butter.

Alignment: Gnomes are driven by a need to hide what should be made known, lie about the truth, and cause havoc in the lives of others, be this the traditional confusion or physical affliction. While some gnomes do this for the good of others, most are too selfish to worry about anyone but themselves. As such, most gnomes lean toward evil, though there are quite a few neutral and even some good gnomes. Chaos steels itself in the gnome's heart, and a lawful gnome is as rare as a whimsical elf.

Gnome Lands: Gnomes show up wherever gnomes show up. Sometimes forced to flee from a village that had simply had enough of the gnomish ploys, sometimes simply looking for bigger and better gains, gnomes can be found anywhere from the insides of a big city to the middle of an uninhabited desert. Most gnome housing is underground, or at least in a place that is difficult for sunlight to reach. Gnomes do hate the light so very much. It is even rumored in some lands that gnomes inhabit the sewers of towns, and parents often use the threat on their children of "throwing them to the gnomes" to get them to behave.

Elementum: Obscuris is everything that a gnome could want. Misleading, conducive to hiding, and dark. Aura is also somewhat appealing to a gnome as it is unseen. Terra and Ignis are far too noticeable for a gnome, and Aqua is simply not compatible. Gnomes hate Lucidus with a passion and virtually all that it stands for. Not so much because they are morally opposed to it or anything. It's just that it goes and messes everything up!

Names: Gnomish names are things that can be pronounced in a whisper, usually. Very little else defines a gnome name. They might be the names of great tricksters, they might be ancestral in nature, or they very well might be made up on the spot. Gnomes are very good at managing to hide this secret, and all that is known are some of the more common names. Common male names include Afdento, Gerelun, Podmel, Talok, Zendibar. Common female names include Ezra, Fey, Joria, Sinduel, Wetgah.

Adventurers: Gnomes adventure for a number of reasons. The most prominent among these reasons is that they got in big enough trouble for getting caught that they had to flee. Always on the run and seeking to disguise themselves as someone else, gnomes are often interesting, and virtually always dangerous, companions. Most gnomes seek to "enrich" peoples' lives by letting them find "true happiness and knowledge." This often involves subjecting them to horrible bodily or psychological pains. If the subject survives, they are better off for it, and if not, then they didn't deserve to live . . . and all their possessions are anyone's for the taking. Despite these traits, gnomes do, many times, make good alliances in their travels, and will often stop stealing from their companions after the first few years . . . unless there's a really neat thing to be had.

Racial Traits

+2 Int, –2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnomes can function just fine with no light at all.
+2 racial bonus on saving throws against arcane spells.
+2 racial bonus on Craft and Knowledge checks.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds gnomes for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Supernatural Abilities: 1/day – darkness, inflict light wounds. At will – deathwatch. Caster level equal to character level; save DC 10 + gnome’s Int modifier + spell level.
Automatic Languages: Common and Gnome. Bonus Languages: Some others.
Favored Class: Cleric. A multiclass gnome’s cleric class does not count when determining whether he takes an experience point penalty.
Saros

07-11-06, 02:57 PM
Per'Agor

Nobody knows where the Per'Agor, or Travelers, came from, not even they themselves. Rather than being bound to an element, the Per'Agor are bound to the planet itself, which gives them freedom to move through it almost as they please, ignoring some of the "normal" laws to do so.

Note: This race is not meant to be a player race. It is, however, a large part of the campaign. As such, it is not found in any of the other race's "Relations" sections, but does need a block of its own.

Personality: Per'Agor are wanderers. They move from place to place, expanding their knowledge more than any other race truly does. They are the Travelers; the unbound; the world's mystery. And they manage to live up to that reputation in their actions. Most Per'Agor are silent wells of knowledge. They are listeners rather than talkers, hearing nearly everything that is said in a barroom, finding the secrets of an island as quickly as they can before they feel the pull towards their next destination. A Per'Agor often travels alone, and as such is very stoic and self-serving. A Per'Agor companion is one that will be loathe to get attached to you.

Physical Description: Per'Agor are a curios breed, encompassing most varieties of stature, girth, hair color, and eye color. Their skin, however, is always pale almost to the point of whiteness. They wear clothes that make travel easy, with no regard toward style or flashiness. In fact, if they can avoid things like that, they always do. Many choose to cover their face, also, hoping to blend in unnoticed with any culture, and are often mistaken for one of the four common bound races. All are too tall to be mistaken for a gnome or halfling. It is unknown how long a Per'Agor lifespan is; they are seen so intermittently and disappear so easily that no one can really track a Traveler's life. Given that the race seldom even interacts with itself (from what the other races can see) and a Per'Agor child is all but unheard of, it is safe to say that their life expectancy is very, very long.

Relations: None. Per'Agor are loners, through and through. They tend not to develop opinions of the other races beyond sources of information. The races, however, do seem to have opinions of the Travelers. Dwarves see them as worthy sources of money, often paying fare on a dwarven ship, though some dwarves are very superstitious about taking one of the unbound on a trip. Elves find them exasperating at times, always taking secrets and wisdom but seldom supplying any. Orcs see the Per'Agor as equals, fellow wanderers through the world, though the Per'Agor don't acknowledge such. Humans and gnomes hardly even take notice of the unbound. Halflings respect Per'Agor for their thirst for knowledge and travel, but despise that they do not actively share their findings.

Alignment: A Per'Agor's motives are seldom known. They usually remain out of situations and virtually never act in the name of good or evil. In a Per'Agor's heart of hearts, they may be wicked, holy, or genuinely balanced or uncaring.

Per'Agor Lands: It is rumored only among the most learned of scholars that there is a Per'Agor island floating amidst the skies above the ever-rolling seas of vitalessence below. Its location is a secret that the Travelers don't even seem to know . . . or, if they do know, they are well trained at keeping the secret even under the most gruesome forms of torture. Outside of that, the Travelers . . . travel. They go from island to island, seldom resting more than a few days and always ready to move again.

Elementum: The Per'Agor are not bound to an elementum, but instead to the world itself. Most choose to not further utilize the elementi in any way. They are content to find other means to forward their goals. There are a few who pick up the skills needed to manipulate an elementum though, but they show no preference for any one.

Names: Learning a Traveler's name is about as difficult as learning Rumpelstiltskin's. Somewhat guarded about the knowledge that they gain, a Traveler is very guarded about personal information. Some even find requesting such quite offensive.

Adventurers: All unbound are adventurers. At least, any unbound that someone is going to meet. They travel for their own reasons, gaining all the knowledge that they can and seldom meddling in events that the come across. They do, however, raise blades against any who try to stand in their way, some gaining some amount of renowned through their exploits; though those who gain renown are usually more annoyed by it than proud of it.

Racial Traits:

Medium: As medium creatures, Per'Agor have no special bonuses or penalties due to their size.
Per'Agor base land speed is 30 feet.
Well Traveled: Per'Agor are extremely well traveled, and pick up odd tidbits of knowledge wherever they go. A member of the Per'Agor race always starts with one more known language than normal. In addition, all Knowledge checks are treated as trained skill checks for Per'Agor, regardless of whether they actually have ranks in the skill.
Intuit Direction: The Per'Agor have a keen sense of position, and always know their location relative to the center point of any island they are on.
+2 racial bonus on Survival checks.
Farstep (Sp): A technique developed long ago by the Per'Agor, farstep allows any of the Travelers to travel from island to island much easier. Twice per week, a Per'Agor may utilize an effect similar to the spell teleport, with a few exceptions: In order to farstep, a Traveler must spend 10 minutes concentrating on their destination, then may travel up to 10 miles per character level. Treat the caster level of this ability as the Per'Agor's character level divided by two for all other variables.
Automatic Languages: Common. Bonus Languages: Any.
Favored Class: Bard. A multiclass Per'Agor’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +1


Per'Anon

Sometimes a member of one of the bound races is born with a hint of Per'Agor in their blood. Like the Travelers, they are bonded not to an element but to the very plane. They are commonly referred to by the bound races as “Per’Anon,” but scholars insist on calling them “Half Per’Agor” due to their remarkable similarities to the Travelers.

Personality: The Per’Anon are outsiders. Whatever outside force selected them for being unbound to their elementum set them aside as different, and they are treated differently because of it. They are shunned by many, and even when they are “accepted,” it is with some bit of condescending kindness that sets them apart. Some Per’Anon accept this fate and become introspective, keeping to themselves. Others fight this curse, becoming as personable as possible, making friends and connections everywhere despite their curse. Regardless of their outlook, many Per’Anon feel the tug of the Traveler, but not all.

Physical Description: Per’Anon bear many of the same characteristics of their parent races, save for one distinct difference. They are completely devoid of color. Their skin tends to be an empty gray and their irises are as black as their pupils, the outsides of their eyes sometimes pink from blood vessels. All Per’Anon are born with shocking white hair, though some dye their hair in order to avoid more detection than needed. Many Per’Anon are also extremely gaunt in complexion. Some wear the same clothing as their parent races, though some don whatever clothing would make traveling easier.

Relations: The Per’Anon bear a similar attitude towards almost all of the bound races, save their parent race. What that attitude is differs from person to person. Some hate them all passionately, others find their outlooks infinitely interesting. A few have a completely balanced opinion, feeling that their status as being set aside gives them an unbiased opinion. Regardless of their outlook, almost all Per’Anon look upon their parent race slightly differently. The first to shun or demean them, they have a slightly different appeal or distasteful feel.

Alignment: Per’Anon are more likely to encompass a variety of alignments because of their varied heritages. A given Per’Anon might have the rigid and orderly mind set in him by an elven upbringing, but be driven to a sheer hatred of all because of their hatred of him.

Per'Anon Lands: A Per’Anon’s land differs depending on his parent race.

Elementum: Per’Anon often have a neutral outlook on elementi. Some take a liking to one or another, but they are anomalies. Far more often a Per’Anon will hate and shun the elementum as they shunned him.

Names: A Per’Anon’s name is based on his parent race.

Adventurers: Per’Anon have almost every reason to adventure. Finding a place outside of the society that looks down on them is a driving aspect for most Per’Anon, though some simply fall into the profession when running to escape their oppressed existence. Others seek to overcome the prejudices of the bound races by amazing heroics or other outstanding deeds.

Racial Traits

Per'Anon is a racial template that can be added to any bound race. Make the following changes:

Replace Bound ability with Intuit Direction (as Per'Agor).
Replace racial elemental ability (Earth Dream, Dancing Flame, etc.) with Dimension Leap (as per the spell) 1/day with a caster level equal to character level.
YabaTheWhat

07-11-06, 03:00 PM
Too much info, too little time. Save all of the above text to files if you have not already done so, because you may need to repost it after the scheduled board upgrade.
Saros

07-11-06, 03:13 PM
Bugger. I forgot about the board upgrade. That's scheduled for today, isn't it? Don't worry, I've got this all saved on my computer, and reposting it won't be a problem.
TheDarkFuzz

07-14-06, 11:44 PM
Heya.

Betcha can guess which one of the other authors I am.

Right now, what we'd really like critiqued, examined, poked and prodded is the actual Racial mechanics - the flavor is still mutable, but we'd like to get the mechanics balanced.

Speaking of mechanics, just to clarify about the Bound races: every island in this setting has four elemental rings (earth, fire, wind, water), the strength of which affect the nature of the island and the nature of any bound race on that island.
TheDarkFuzz

07-16-06, 11:37 PM
Ka-bump.

We really could use some help with these.
INeedNoSalt

07-17-06, 12:50 AM
I'm not exactly the king of rules, but one thing I noticed is that all (or almost all) of the elementally bound races have Constitution tied to their locations +s and -s.

I think it'd really suck for the party, wounded, to move to another of these islands... and then watch their allies drop dead from -1hp/level (or more, if they're moving from a benefit island to a detriment island.)
TheDarkFuzz

07-19-06, 10:59 AM
I tied most of the bound abilities to constitution because it seemed right for a character to become healthier with more elementum and sicker with less.

Given that most ways of getting between islands require time, it's likely that characters would heal before traveling from one island to another.

However, I do see that the 4 point swing in an ability is a bit much, so...would eliminating the penalty work? Like, +2 for strong, +1 for normal, +0 for weak? Or even +2 for strong, +0 for anything else...
Saros

07-31-06, 11:12 PM
I've finally managed to refind this thread! :)

As TDF is well aware of (and probably sick of hearing by now), I've always been opposed to that part of each race. I think it's just too volatile a thing to be left in place, and has too much potential in unbalancing the party. However, I've vowed to let it lie. Sort of. ;)

This also serves as a :bump:.
Saros

10-24-06, 07:44 PM
Bump. With the lengthy fluff safely tucked away into sblocks, perhaps someone will actually evaluate these now. ;)
Saros

10-29-06, 11:13 PM
You can't seriously tell me no one has anything to say, can you?
Saros

11-16-06, 06:00 PM
How many times do I have to bump this thing to get a comment? Please? :(
solandras

11-16-06, 06:36 PM
I think the whole idea sounds kinda cool. One thing that comes to mind is if all the races gain/loose power from moving from island to island, then they would be very unlikely to choose to move once they find a good one, and if they are in a weak one would become very rare there.

If you are looking for advice on balance issues and stuff, well you pretty much created your own deviation from the norm. So compaired to themselves they are balanced. Compaired to the book ones, I'd say they are a bit lacking.
Saros

11-18-06, 06:35 PM
Lacking? Hmm. How would you suggest fixing that? And thanks for the comment. :)
Thesion

06-04-07, 01:47 PM
Bump.

Also, besides the cool flavor, I'd probably change:

1.The Humans Produce Flame to mimic the spell as normal, throwing flames/making touch attacks with them doesn't seem too unbalanced if you consider that

a) Many many many monsters have resistance to fire(this may differ in your specific campaign setting, of course)

and

b) The gnomes get inflict light wounds 1/day too, which essentially allows them to deal minor damage once/day.

All in all, with the gnomes getting at-will deathwatch, 1/day darkness and ILW, small size, intelligence bonus and bonuses on saves vs arcane spells AND craft checks AND knowledge checks, humans wouldn't really be overpowered with that minor racial ability which tends to become less and less powerful/important as they advance in levels.

2. The Per'Agors Far Step.

Farstep (Sp): A technique developed long ago by the Per'Agor, farstep allows any of the Travelers to travel from island to island much easier. Twice per week, a Per'Agor may utilize an effect similar to the spell teleport, with a few exceptions: In order to farstep, a Traveler must spend 10 minutes concentrating on their destination, then may travel up to 10 miles per character level. Treat the caster level of this ability as the Per'Agor's character level divided by two for all other variables.

Disregarding all balance, the last sentence is a bit odd compared to similar ones normally used in DnD; something akin to "The caster level of this ability is equal to one-half(rounded down) the Per'Agors character level" is much more accurate.

Of course, if you want to keep your wording, nothing is *really* wrong with it.

Furthermore, the +1 LA *is* a steep hit compared to what you give up(a whole level) and what you get. Since they are so well-traveled and stuff, I'd probably give them the following racial traits in addition to the ones they already have:

-Skilled: Per'Agor are very capable of learning new skills, and as result they receive 1 bonus skill point per level.
This bonus skill point is treated in all ways as if gained from a high intelligence score, and as such *is* multiplied by four at a character's first level.

-Seasoned Traveler: Per'Agor have been traveling the islands since the very beginning, and receive an unnamed +10 ft bonus to their land speed when carrying no more than a light load, and wearing no or light armor.


3. The Dwarves Skill bonus on Diplomacy/Gather information checks.
Adaptable: Dwarves gain a +2 bonus on Diplomacy or Gather Information checks made to integrate into a new society due to their innate disposition to blend.

Change it to a flat +1 bonus to diplomacy/gather information that applies at all times, both to make it easier mechanically(conditional bonuses are rare, and always kind of iffy) and less dependant on a DM's judgement wether these bonuses apply or not. Remember that half-elves effectively use the same fluff/justification for their bonuses to Diplomacy/Gather info, which apply *all* the time.

Also, please do change the Elves' bonus to Craft/Appraise checks involving stone/metal to be a racial bonus instead of an unnamed one...the same applies for the Orc's bonus on Spot checks, and the Dwarves' bonus on Diplomacy/Gather information/Profession(sailor)/Balance/Swim.
The Eye of Kyi

06-04-07, 04:16 PM
I think I understand from a flavor standpoint why you are giving penalties and bonuses based on what island they are from and on. I think it is a neat idea, but I have to say that if I were a player in this world the current system you are proposing would annoy me to no end. I know our group has a hard time of keeping track of adjustments like this, and an unplanned or unforseen teleport spell could cause the game to bog down while everyone recalculated their character abilities, Hit Points, skills etc. I would suggest using a different game mechanic to represent the strength derived from being in contact with ones on element, perhaps something a bit less complex and easier to calculate. A simple HP adjustment and or penalties / bonuses to BAB. Maybe the effect simply duplicates a bless or bane spell?

From a flavor standpoint I am a bit of a traditionalist. I would envision Dwarves tied to Earth or maybe Fire. I see gnomes tied to Earth or Fire. Elves to light, water or air. Halfings earth or light, Humans - any? Orcs - darkness.

You might want to check out Unearthed Arcana if you havent already. There were some interesting bits in that book about Elemental races, without going way off the base.

One last though. Why tie a particular race to a particular element? It would seem to be more in the flavor of 3.5 to make the elemental bond a template that could be applied to any creature. That way you could have Fire Elves, Water Elves, Air Elves, Earth Elves, Fire Dwarves, Earth Dwarves, Air Dwarves etc and so on. The DM could also apply templates to existing monsters to give them an elemental flavor.
The Eye of Kyi

06-04-07, 04:18 PM
Shouldnt this thread be in the homebrew campaign setting area?
Saros

06-04-07, 05:07 PM
Thesion: I'll have to reply to your post later. It's long, and I'm not actually the only one working on this.

Eye of Kyi: I haven't updated this thread in a while, but we've since scrapped that idea entirely. The latest versions can be found here (http://www.dndonlinegames.com/showthread.php?t=53228), in the campaign setting's forum.

As for the elements, it all ties into the theme of the world. I recommend you read the basic creation myth (http://www.dndonlinegames.com/showthread.php?t=40901), but the gist of it is that there was originally only one race, but permanent elemental "radiation" resulting from an immense war caused the race to diverge into separate species, each with an affinity for one of the elements.

It might belong in the home-brew campaign setting area, but we're mainly looking for comments regarding the races themselves, not the setting. :)

~Saros