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| Pyre_Born08-10-07, 08:14 PM | I was on a thread recently and a few of the posters said they would like to see a thread where people could post the fluff they have for races and sub races. This is NOT about race bashing, I don't care if you have 18 types of gnomes. I want to hear about the fluff for the race. Post anything, religion, history, attitude, or even stats if you want. This is so that people can compare their races with other peoples and gain ideas, hopefully letting people improve their own campaigns. I don't have time right now to post my own fluff, I'll get to that later, maybe tomorrow. But for now, post away if you want. Thank You Pyre Note* Anything posted on this thread is for community use, when only used for personal use. Credit should be given, and the information should not be labeled as your own. Each poster has a choice of whether or not their material is open for use. If a poster wishes to they may add a copyright message requiring permission to use it. Even posters that deem their material as community use should still be asked permission out of respect,and credit should be given to them. These are the basic races of my campaign setting (note that my campaign not only features multiple worlds but is planar too, so at least I have less than Star Wars!) I'll try and fluff out all of them once I get a chance, I really haven't done much since my group split up, so it's been on the back burner till now. Humans (Brave New World-ish, everyone bred for a reason) Alpha - Basic Human Beta - Skarn from Magic of Incarnum Delta - Bred for Tracking Epsilon - Bred for Stamina Gamma - Bred for Labor Omega - Elan from XPH Elves (Caste system, ranking based on abilities) Sintar (Aura Elves) - Psionic caste (High Elves) Karuako (Blade Elves) - Warrior caste (Desert Elves) Lemire (Mist Elves) - Assassin caste (Jungle Elves) Sintar (Sage Elves) - Magic caste (Grey Elves) Kanai (Soul Elves) - Forgotten caste (Arctic Elves) Sylvai (Stalker Elves) - Original caste (Sylvan/Wood Elves) Tursa (Storm) - Slave Caste (Primal/Wild Elves) Dwarves Crystal - Plain Dwarves, bred to quickly deliver messages Diamond - Typical Dwarves, craftsmen Emerald - Deep Dwarves, savage and brutish Onyx - Shadow Dwarves, lost in the plane of shadow for generations Ruby - Blind Dwarves, born with the ability to hear the "dreams of the earth" (blindsight) Stone - Half Human/Half Dwarf, clan-less, usually mercenaries Gnomes Black - Magic Eaters, they use siphoned magic to heal Blue - Gearheads, the tech junkies of the universe Green - Chaos bringers, nihilistic view of life Grey - Basic Gnome, annoying and good with illusions Red - Mad Ones, live to make sane beings insane, worship the Elder Ones Drow - Pale, nearly translucent skin, pure white eyes, red rune markings over their entire body. Created by the Dragon Dominion "for a laugh" Duergar - The Titan Empires response to the effective Drow soldiers. Quasia - Warforged, constructs unknowingly imbued with the soul of a deceased individual (willing soul) who has no knowledge of his past life. Goblin Dirt - Pack mentality, scavengers of the battlefield Leaf - Mongrelfolk, a mix of nearly all humanoid species Metal - Hobgoblin, leaders of the goblins Sand - more civilized goblin Stone - Bugbear, shock troops of the goblin armies Illitharan - Ith Kon (Dragonstar), remnants of Human/Illithid breeding Jovian - Part Giant, Part Ogre, Part Human Kobold - Descended from the first dragons, savage and paranoid. Short Fuses Lycan - Shifter, an attempt by lycanthropes to stop the spread of their disease Minotaur - I use the dragonlance one Myai - Halfling, more akin to the ghostwise halfling from FR Elfling - Kender, but a little more mature, not much, just a little Nagasta - Yuan-ti Abomination, once the bodyguards of the Dracana Kings Ogren - I use the Tauren from Warcraft Orc Sylvan - Forged from Elves (combined my old Wild and Wood Orcs) Betrayers - Civilized and friendly, I use Half-Vistani from Ravenloft Deep - Krinth from Champions of Ruin, created to fight the Dwarves Desert, Jungle, Tundra - Created with the Elves during war Noble - The Black orc from AEG's Monster book Saori - Two Armed Thri Kreen, bodyguards of the Illitharan Greurian - Dromite, soldiers of the Illitharan Slyph - Lizardfolk, foot soldiers of the Dragon Armies Suacci - Extaminaar from Champions of Ruin, tainted humans Wolfkin - Psionic Wolves Raptora - Tribal Raptor race |
| queenfange08-10-07, 09:07 PM | Removed with reason... Moderators, feel free to delete this post and sorry about the bother. |
| Fenghuang08-10-07, 09:22 PM | Something from the setting I've been working on; the culture and technology are roughly mid-19th century North America, with many anachronistic elements. Hardly the typical setting, I know, but it's fun to work on... The iron dwarves and the hill dwarves are pretty much the only subraces which are open to player characters in my campaign. The major reason for distinction between them is millennia of separation in genes, culture, and labor leading to mechanical differences. What's below is just fluff; I still haven't worked out all the mechanics. IRON DWARVES Although most of the more common races make their major internal distinctions on the basis of culture or minor physical differences, dwarves may be plainly divided into two subraces. The former, the Hill dwarves, have their origins in the highlands and mountains of their homelands, while the common folk who come from the valleys and forests are best known as Iron dwarves. APPEARANCE “I made the mistake of asking her where the woman of the household was, that’s why I ‘didn’t make the damned sale.’” —Mitch Cooper, travelling salesman Other races often confess noticing few distinctions between the Iron and Hill dwarves; both stand at their tallest just under the low end of human heights, with broad upper bodies over somewhat disproportionately short legs, and grow thick beards regardless of sex. These common traits aside, Iron dwarves usually have much narrower noses than Hill folk, and their wide chests seem to lack the barrel-like depth of their distant kin. Iron dwarves dress practically for work, but are not unaccustomed to bright colours or decoration; those who can afford them are fond of bright embroidered patterns and motifs in numerous traditional styles. Traditionally, there were few distinctions between the clothing of males and females, however, immigration and integration into Terrapinian culture alongside humans and halflings has started a trend of distinctions in clothing and accessories. PERSONALITY “Watching the dwarven teamsters loading our supplies fills me with wonder. One might suppose that they would be soured by constant work, but instead they delight in the challenge and activity. I suppose, then, that this is why there is so little in the way of dwarven recreation.” — Meriadock Leòdhas, halfling explorer If the Hill dwarves are sober and dedicated to their labors, the Iron dwarves are as similar and distinct as possible. Raised from childhood to pursue work they enjoy, and to enjoy work, there is no such thing as an Iron dwarf who dreads long hours. They take a strong pride in their ability to perform a job, and have no patience for those who would get in their way or don’t put in any effort. Failure is acceptable, so long as one put their all into the attempt, and it is hoped that it will be a learning experience. Just as in appearance, dwarven men and women are expected to be able to perform most of the same kinds of work—in fact, some traditions mandate that an apprentice learn from an instructor of the opposite sex –from blacksmithing to child-rearing. IRON DWARVEN LANDS “I am well aware that my research methods may have cost me hours better spent upon other endeavors. However, I shall say that I would rather have ‘wasted’ these hours laboring in such a manner than to have been done with it in half the time. There is no reward in easy work.” —Edvess Alabress Ezahar, Iron dwarven wizard As with Hill dwarves, Iron dwarves are spread across northern Pasipha, with the largest populations in Hochland—except Phönixreich –and the south of Borealand. The increasing immigration of the former has led the latter subrace to expand outward, although an increasing number have immigrated to Terrapinia in search of the promise of rewarding work. Most have settled in the cities and industrial centers of the Republic of Terrapinian States, and are beginning to influence the regional culture, especially in the states on the southern coast of the Great Inland Sea, where the local accent is gradually becoming a Borealander and Hochlandische-influenced form of Verdanian. LANGUAGE “Oh, an audience. You want I should tell some jokes? Here’s a joke: my salary!” —Gresegel Abezeganer, aspiring performer One of the few cultural elements that link together the dwarven subraces is the shared language of Khazdish. However, Iron dwarves are less bound by tradition than Hill dwarves, and only receive Khazdish as a bonus language, although they do so regardless of region. Despite this, there is a strong tradition of Khazdish humor and theatre, which is growing even stronger in Terrapinia. NAMES “Uh-huh, and how do you spell that? …I see. We’ll just put that down as ‘Steven’, all right?” —Lucas Green, immigration official Regardless of gender, Iron dwarves receive a given name at birth, drawn from traditional names. Many are named for their most recently deceased ancestor or relative, and expectations of them are frequently influenced by the deeds of their namesake. Following their surname is a clan name; the most widespread clans are detailed below. Nearly all Iron dwarves converted—at least nominally –to Phoenism long ago, and the bulk of these adhere to the Core teachings. Perhaps as a demonstration of this faith, or as an attempt at acquiring divine protection, children are given a saint name at birth, preferably by an ordained priest. Traditionally, this is rarely spoken, except in formalities and religious rites, and has little bearing on actual game mechanics. However, many Iron dwarf clerics do choose as a patron the saint whose name they were given, and recent generations have seen a few children being given saint names as their given names. Names: Absagel (Pale), Abbundbors (Ruddy-Faced), Bress (Bronze), Ebezen (Dark), Edvess (Blue-eyed), Gresegel (Clear-Speaking), Sgain (Long), Solen (Swift) Saint Names: Alabress (Orichalc), Akbel (Argent), Esten (Stanna), Hauer (Aura), Miterl (Mistarilli), Nereg (Eisen) Clan Names: Abezeganer (Warriors), Ezahar (Builders), Felakor (Masons), Lidebbenor (Valley-Dwellers), Libzerer (Stream-Dwellers) ADVENTURING IRON DWARVES “Maybe a little tune to make the journey more pleasant? No? Well, no need to get snippy.” — Paolo Castro-Rosa, calavera guitarist Although Iron dwarves have a love of labor, each has their own favored pursuits; the sort of work they want to do is not always available. A number of younger Iron dwarves have taken to the burgeoning railway system, travelling from station to station in search of work, remaining so long as odd jobs are available. For some, mercenary work and exploration are just as valid career choices as any, but these often find that their reputation back home suffers. RELATIONS “That’s weird… and I should know from weird.” — Anra the Lioness, Hill dwarven exile Partly as a result of the history between them, Iron dwarves regard Hill dwarves poorly. They see their kin as being stuffy and rigid, and pettier dwarves resent them for having held the wealthier mineral-rich highlands of their ancient homes. Similarly, they see duergar as being too grim in their work, and criticize the psionic dwarves for having no real love of labor. Halflings, elves, and most humans are often pitied by Iron dwarves, who see them as being light-hearted but lacking the true lightness of spirit that comes from properly motivated work, although younger dwarves are beginning to speak of the virtues and possibilities of professional sports. |
| ragoftag08-10-07, 09:39 PM | Zeden The Zeden are a fairly lawful race, ruled by and experienced in the disciplines inherent in arcane magic. Most of the race reside on the floating island of Zeden City, once a High Elf enclave. The city hovers over a valley just a few days south of the Counties. As pompous and serious wizards, the Zeden ‘are not amused’ and are often believed to lack emotions. While this is a stretch, few are swayed by the heart. Given their rigid discipline and total focus of personality, it is understandable that when given as assignment or a goal, they tend to pursue it with a frightening single-mindedness. Status is primarily based on arcane ability, with service, reputation, honor and the like helping a lot. Believed by many to be an early offshoot of the greater family of Elvish races, the High Elves insist that they have always been a separate race and record them as a race of their own. Few outsiders realize that the Zeden’s language has no connection to any elven tongue. Fewer still have noted that most ‘shared’ cultural features are really borrowed from High Elves who visit. Physically, they are best described as High Elves with oversized ears and ink black eyes. Zeden are only a little taller than their elven ‘relations‘, but even more lean. Their skin ranges from a sickly fishbelly grey to a dark and dull slate gray, completely devoid of normal ‘color‘. Few have much hair and both sexes wear complex braids in what they have, set with combs and jewelry. Pale and lifeless in their unaltered state, the actual braids are often dyed and streaked. They also have very pronounced canines, leading some unfamiliar races to confuse them with vampires. This is further complicated by their deteriorating racial health. Each generation is notably more susceptible to disease and slower to heal. Since the Cataclysm, many adult Zeden require ever increasing transfusions of whole blood in order to survive. Unlike elves, all Zeden sleep very soundly, requiring the same eight hours of sleep most races require. However, they are deep sleepers and are difficult to arouse from their stupor. Most Zeden prefer to keep to themselves, with many rarely leaving their city. They see themselves as an exemplarity race, worthy of admiration, but others note that they are one of the few civilized races that still practice extensive slavery. They keep several ’enslaved’ towns of nearby humanoids on the surface to grow food and acquire trade goods, while some select individuals are raised to be the more "specialized" slaves: maids, chamber servants, pleasure slaves, food, etc. Yes, food. That’s not really fair, as the slaves are primarily needed to replace the masters’ weak blood and are treated very well, with their lives being otherwise cushy. This is done by a combination of magical and medical means, the Zeden not wanting to harm their benefactors and as the fangs are not designed for the intake of blood. The host populations of the towns are astoundingly successful and the people are fat, sassy and prosperous, guided and protected as they are by their powerful arcane masters. Nearly a third of the city’s population tends to be from the subject towns and the fraternity is astounding. Indeed, a number of their Academy’s enrollment are ‘subjects’. Arcane students are prized, but elves and sorcerers more so, as their blood is best for transfusion. An education that would cripple a moderately wealthy family is free to healthy specimens able to act as donors. It is believed that a fully adult Zedenoe needs a transfusion every month and that the slaves are not drawn from more than once every several months, with those of weaker health even longer. The Zedenoe’s body’s inevitable decline begins some time after the end of puberty. Zedenoe suffer from a deteriorating immune system that requires a serious medical transfusion of blood and life’s essence at increasingly frequent intervals. ‘Dry run’ ceremonies begin as Zeden young leave puberty and prepare them for the rigors of the real ceremony. By middle age, all Zeden need to undergo the ceremony on nearly an annual basis. The ruling body of the city refuse further treatments based on a formula, and an agonizing death comes within a few months. Most Zeden choose a more peaceful exit, effectively hosting their own wake. It is a great honor to be invited to such a passing, normally attended only by the Zeden and the subject family. All Zeden are taught from an early age to conform and to be rigid in their studies, and thus are usually lawful. Some will be more neutral, but no more. A chaotic Zedenoe would be exiled and thus be a Zedenoe already dead. Their unemotional demeanor keeps most from truly being either good or evil, but those who do usually find their racial egocentrism swaying them towards evil. As long as they don’t endanger the city, they are tolerated. The good Zedenoe is rare, but not forbidden, although such individuals are to be taken advantage of. Wee Jas is the official goddess of the Zeden, who see wizardry as a way of life and live with an extended courtship with death. Baccob’s priests have a vast library complex beneath the core of the city and directly connected to the city’s new Academy. Many Zeden, especially the more evil ones, worship Nerul, who teaches them to be relentless and focused on their goals and that the City is stronger with their presence. Other gods of magic are honored and all have their own temples in Zeden City while gods not dealing in arcane magic share a humble hall off a minor balcony. Language: Zeden speak Zedeno, which sounds like a mixture of Elvish and Draconic, but is unintelligible to even to someone conversant with both. However, educated speakers of either will recognize that they are dealing with Zedeno. While it uses something similar to the Elvish Script in the written form, Zedeno as written makes use of Draconic’s straight strokes, rendering it unmagical in either ‘parent’ tongue. Most Zeden have a title, often Draconic, even Auld Wyrmish (a campaign language), a family name (often elvish sounding), and a name they give themselves (can be of any language, though the names they give themselves are usually short and sharp). The F sound is something not used much, but chronic overuse of ‘silent’ ‘T’s is. Most Zeden effectively reside on the floating island of Zeden City, although they have some residences dotting their subject farmlands below. A closed system of secure Portals connect these communities to the floating city. Adventurers are common among the younger generations, researchers looking for a cure by means of new medicines or magic. Renegade Zeden do exist, but they have taken to evil paths, usually gaining some relief from the wasting through dark pacts. Those not selling their souls use magical or alchemical means to drain the very souls of their victims. There are others… |
| Pyre_Born08-11-07, 12:58 AM | This is a quick blurb that I wrote, this gives the basic reason for the “civilized” orcs, and gives a start to the reason for many of the orc and elven subraces…yes I have many, but I don’t use them until I can make them seem feasible. Sylvan Orcs: From the forests they came, not to destroy all they see, but to civilize the world. The Orcs of Paleos come from elven ancestry, long enough to now breed true as a race. If elves stand for chaos and freedom, the orcs stand for law and compliance. The first orcs were known by humans as Sylvan Orcs, and to the more knowledgeable races as Kearin, or the Civilizers in the Ancient Tongue. The Kearin were made by the gods of order out of envy. The gods of order saw that the elves, creations of the gods of chaos, were far superior to their own failed creatures. The gods of order had strived for centuries to make a perfect creature; not realizing that with mortality came flawed creations. Realizing that they could never create a perfect mortal, the gods of order took many of the elves, shaping them to their own ideals. When all was done, the Kearin were created. The Kearin epitomized the ideals of law and order, a rigid opposition to the elven chaotic tendencies. The new species barely resembled the elves of old, tall and muscular, only the slightest amount of fey ancestry could be seen. Immediately, the ingrained need for structure led to conflicts with the elves they shared their land with. Battles raged for decades, but the pacifistic nature of the early elven people lead to their downfall at the hands of the rigid Kearin military. For generations the Kearin suppressed the elven communities, until the mortal flaws took hold. The Kearin species was soon in upheaval, many of their children were becoming brutish and savage, refusing to accept the teaching of their ancestors, and reverting to a primal stage. --- I’ll post more later, this was just on my mind. Basically in a quick summary, Orcs are the yang to the elves yin (I guess that’s the order?). But anyway, the orcs came from elves. Later I’ll describe how the mortal flaws lead to the Savage Orcs, and the rise of the goblin species. The incursion of the orcs, as I will describe later, lead the elves to manipulate themselves to adapt to changing environments (subraces) so that they could more easily fight off the ever growing orc menace. --- A little spoiler, the link between orc and elf lead the elven manipulation to transfer to the orc races too, allowing them to gain an equal footing in the new environments that they chased the elves into. Hopefully I’ll get them done soon so I can get to my take on human society, and their susceptibility to energies. And this is just a quick blurb, I’ll organize my thoughts, and connect them together later on. |
| TheDarkPrince08-11-07, 01:00 AM | http://www.worldofwarcraft.com/wrath/images/artwork/ss5-hires.jpg The Jotun are an ancient race. They are Half-Giants derived from the couplings of Humans, and the very first Titans. For centuries the Jotun and Titans were equals, although the Titans viewed them more as younger siblings or sometimes even as pets to be cared for. But when the war between the Titans and the Gods started, the Jotun were used by both sides as fodder. With ferocious strength, and savage cunning, the Jotun formed the elites of many an army. But on the battlefield, the Jotun saw that the slaughter they brought to each other was disgusting, so they left both the Gods and the Titans to their petty wars, and hid in the most remote corners of the planet, not to be seen again for countless millennia. As an aside: I never really liked the Half-Giants presented in the Psionics books. I mean, why would a Giant, with little or no psionic power, spawn a child with psionic gifts? Personality: Jotun are much like dwarves, slow to jest, laugh, or trust. But they are honorable and doggedly loyal to those who earn their friendship. Jotun value honor and physical prowess above all else, but they also respect the value of sound tactics. Their society is based around "The Hunt", a philisophical and moral/religious ideal. (See religion). Physical Description: Jotun are very large creatures, with most standing at 7 to 8 feet, weighing up to 600 pounds, with females being only slightly smaller and lighter than males. The Jotun-Ir, or Titan Blessed, are even bigger, reaching heights of 10 to 12 feet tall. Jotun mature slowly, reaching adulthood at 140, and many live to be longer than 900 years old. Relations: Jotun get along well with dwarves, who they share much in common with. Gnomes and Jotun never form lasting friendships, but they are rarely known to be at odds, and many Jotun view them as miniature dwarves. Humans are viewed as a young race, with much potential, yet Jotun see their exuberence and sponteniety as more hazardous than beneficial, and treat humans as slightly explosive teddy bears. Halflings have no special bond with Jotun, and are responded on a more individual bases, same with elves. Alignment: Jotun are honorable, and follow the rules of the Hunt, so many are lawful, but an equal amount are chaotic, reveling in the more random aspects that the hunt can inspire and create. Most Jotun are good, with a smaller amount being neutral, and a very small percentage being evil. Most, if not all, evil Jotun are exiled, mainly because they refuse to follow the rules of the hunt. Lands: Most Jotun live in the far north, or far south, naturally enjoying and thriving in even the coldest of temperatures. Jotun outside of their natural environment are either on The Hunt, adventuring, or are exiles (Jotun-Nout). Religion: Jotun culture revolves around the concept of the Hunt. It is a philosophy claiming that only the strong thrive, yet others depend on the strong to survive. Jotun hunt creatures the world over in order to prove their strength to their clans, and to gain other rewards(only a Jotun who has Hunted may look for a mate, this goes for males and females.) No ranged combat outside of the targets vision range. (Although ranged combat from behind is allowed, no ranged combat from the top of a crennalated wall or hidden cubby on a cliff face....) If a quarry escapes or betters the Hunter, the quarry is free to leave, and is to be left alone. Escaped prey can only be freed if no trail can be found. No Hunter may prolong the death of a prey through torture, although poison is allowed. Any helpless prey must be put to a quick death, not left to suffer. Prey that has been defeated cannot be defiled in any way, although a small token such as an ear, finger, tusk, etc. may be taken as a totem trophy. Language: Jotun speak Jotun-Bur, but can also learn to speak Dwarf, Common, and Giant. Adventurers: Jotun adventurers are either on the Hunt, or given leave by the Clan Chief to leave in order to experience the world and bring knowledge to the clan. Many Jotun who are allowed to leave on these terms often include Hunts into their adventures. Racial Traits +2 Strength, +2 Constitution, -2 Dexterity, -4 Charisma: Jotun are physically powerful and healthy, but not very deft, and their ways are alien and they're BIG:eek: .\ Jotun are of the Giant race, and count as such for items, spells, etc. Powerful Build:The physical stature of Jotun lets them function in many ways as if they were one size category larger. Whenever a Jotun is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Jotun is treated as one size larger if doing so is advantageous to him. A Jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Jotun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Speed:Jotun base land speed is 30 feet. However, Jotun can move this speed while wearing medium armor or when carrying a medium load. Low-Light Vision: Jotun can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Favored Class: Barbarian. |
| TheShadowsRedemption08-11-07, 02:56 AM | *Deleted.* |
| Pyre_Born08-11-07, 01:18 PM | I like your ideas, and don't worry about how original or detailed, I just typed mine as I went along because I had a new idea, it's rough and unorganized :) Might I make a suggestion? Try putting your copyright information at the top (like you have) and put your race in a spoiler box. I don't know, just a thought. Ignore me if I sound like a moron :D And I guess I did forget to mention. I hope anyone in here won't use anything typed here as their own, and without permission, if the author asks...although it is polite to ask anyway :P because I expect that MOST people are only using this for personal campaigns, so anyone printing or selling should always ask permission, and give credit. Sorry, just a little note to people, we want others to post their material without fear. |
| Pyre_Born08-11-07, 01:27 PM | Note* Anything posted on this thread is for community use, when only used for personal use. Credit should be given, and the information should not be labeled as your own. Each poster has a choice of whether or not their material is open for use. If a poster wishes to they may add a copyright message requiring permission to use it. Even posters that deem their material as community use should still be asked permission out of respect,and credit should be given to them. Here, I updated the first post, basically if you are worried about people using your ideas for gain, or if you just don't want them to use it without permission, just say so. If you don't mind, people should still ask permission if it's for personal use, and have to ask permission if it's for gain. No matter how it is used, you should always give credit to the original author. Their, just thought I'd make it right there, that way people can't say, "well it was posted, they didn't say I couldn't use it!" Peace Pyre :mage: |
| TheShadowsRedemption08-11-07, 08:02 PM | Might I make a suggestion? Try putting your copyright information at the top (like you have) and put your race in a spoiler box. . As you wish. *Bow* ^^ |
| Pyre_Born08-11-07, 08:09 PM | As you wish. *Bow* ^^ I feel so royal, haha. :cool: Just figured it might help out those people who have a habit of subconsciously (sp?) using other peoples work, I know I do :D. But anyway, thank you. |
| Arco Versipellis08-12-07, 02:31 AM | I've really trying to flesh some of these out lately. I do have a "homebrew" sort of race that I built off the Oriental Campaign setting shapeshifter race (I'm not going to try to spell it...). Betohoh: These shapechangers are a proud race forced to dwell in the shadow of their former glory. At one time, these warriors could freely assume the form of any animal and speak with any beast. However, they wer decieved and, by the Grace of the Earth Mother caer, they were able to retain their to assume but a single form, that of a tiny beast. Soon afterward, they were driven out of their traditional home by goblin invaders. I did a lot of research on Native American culture, especially their mythology. They are nomadic a people, and they live are natural survivalists. Pipe smoking is not merely a recreational activity, but a spiritual one. The rising smoke carries their thoughts to the gods. They mostly worship Caer, the goddess of nature. They mostly use barter for trade, though they use coin when necessary. They are usually good, as their patron is. However, they are savage combatants. They take great delight in goin tooth and claw, and they do not mind the war taste of the blood of ther enemies. Mostly, betohoh tribes come in contact only with other wilderness races, such as elves and halflings. They hate gnolls, but they kill goblins on sight, especially those forestkith goblins that they battle for their homeland. Most adventuring betohoh seek to regain some of their lost ability. However, they go about this in many ways. Most of them find the druid is he easiest option. Still, sme of them turn instead to arcane magic or even the psychometabolism discipline of psionics. Barbarians are prevalent, but nearly all of them take warshaper of bear lord. Also, I made a five level prestige class that let a betohoh of any class pick up a little wild shape. Actually at the moment, I am trying to work out the fine details on their wu jen arts. The class is one of my table's favorites, but I do not have an oriental culture to have the practice to rise from. |
| TheShadowsRedemption08-12-07, 03:44 AM | Okay, this is going to be more of a request than an extra race... Can people PM me with input on if my race needs a level adjustment, or if it is balanced and not too broken? I am trying not to ruin anything. I know the longevity thing is not an issue since the Elan have it, and weapon proficiencies I was told was not an issue as long as it was not a whole page of weapons, but... I need to make sure I am keeping the race balanced, and that its favoured class does not open the character to mini-max exploiting. I really am worried I overpowered it. >.< Some of these were suggestions by others for abilities and weaknesses. I just do not want to clutter the thread either with bouncing posts; hence I made this one request post. >.< With the Arya'Rajati, I originally planned a caste system that introduced more subraces, but then decided I would just make it one race with a caste system. I did not want them to have a +2 Dex -2 Str/Con for I would be imposing on standard races that already had that. So instead, I took a concept I did like, but turned it into a completely different race and culture. The Star Elves' affinity for the extradimensional, for example, was adopted into the concept of the Arya'Rajati, for it fit their naturally spiritual nature. Also, someone suggested to me the Dream Sight of the Dream Dwarf. However, I provided weaknesses, too. Either way, I am still trying to see if there are any balancing issues. This needs to be a race anyone would want to play, and not see it as a twink/race built to be a DM pet. >.< Oh, I updated the Arya'Rajati traits. Their weaknesses are probably very (perhaps too) fleshed out. ***UPDATE!!!*** I took some input on my proposed template from various people and came up with the product above. Still bound to go under revisions. |
| Pyre_Born08-13-07, 12:31 PM | I'm working on writing up some more racial histories at the moment, and making sure they all tie in together. So I guess this is a mix between an update and a bump ;p Peace, Pyre |
| Pyre_Born08-14-07, 12:10 AM | This is one of the few posts I'll ask to keep as my own, you may use this information, or the future stats for this race (once posted) freely, as long as credit is given to me. I don't mind it being used, and I would be happy if someone liked it enough to use, but this is one of my few truly original thoughts (well I hope original, I haven't seen anything like it :) ) http://i243.photobucket.com/albums/ff149/Pyre_Born/aik_and_inner_demon_by_kankakanka.jpg This image is the work of kankakanka@deviantart.com No Name At The Moment: This race of sentient wolves is often mistaken for worgs and winter wolves. The ___ only differ physically in the wide range of fur color, ranging from "natural" colors, all the way through to the colors of the rainbow. The ___ began as a simple animal species, descended from the wolf packs that roamed the world before the mortal races. Living by instinct alone, the ___ soon dominated the food chain, gaining a rudimentary intellect, enough to set up a primal "social structure". With this command chain in effect, the ___ became expert hunters and slowly began encroaching on the human lands, hunting the creatures that the humans needed for survival. The native tribes of the area however, became scared of the "demon wolves" and banded together to rid their territory of this threat to their food supply. After years of slaughter, the ___ were almost wiped out, and fled the plains, seeking out the mountains as their refuge. Their they tried to adapt to new and dangerous environment. They soon found out that their hunting skills were lacking for the mountainous terrain. For generations the ___ struggled to stay alive as a species, sometimes even turning on their weakest for food when necessary. It seemed as if it would all come to an end for the ___, until one day the tribes on the plains below were attacked by an outside force. Psions of amazing power were attempting to take the tribesmen as slaves, and the ___ were not about to help their old enemies. The remaining members of the pack waited for their time to strike, and during an epic battle, they circled the battlefield and attacked the tribal chiefs, destroying the tribes only source of leadership. The Psions took notice of the pack and as payment for the welcomed aid, bestowed upon them, and their future offspring vast intelligence. The ___ were now a unique species, wolves with the ability to speak and think at a humanoid level. But still they had a drawback, they could not use weapons as the other "talking ones" could, and so, to finally pay off their debt to the ___, the psions bestowed upon them their greatest gift. The ___ with a mere thought are able to summon forth a telekinetically wielded blade, much like the Soulknives of the psionic kingdom could manifest their mind blade. With their newly gifted abilities, the ___ started out on their own, into the humanoid dominated society to prove themselves, and make a place they could call home. Peace Pyre |
| TheShadowsRedemption08-14-07, 12:25 AM | Suffice to say, these are all interesting race ideas. Sorry for not noting it sooner, I was being selfish and trying to make extra revisions on my own, which I have yet to post. It is interesting how people can come up with races and how their concepts fit in original settings. |
| Pyre_Born08-14-07, 04:45 PM | Here is a background if you will for some of my upcoming posts. Ok, in my campaign, their are two ways in which the Elves and Orcs evolved, one was the Mortal flaws, and the other was the Dragon Dominion, their experiments forced the flaws to show themselves, created ever more sub races. Even though the Dominion made hundred of species, many never survived, leaving only the Drow to survive from their elven experiments. All other elven and orc subraces are due in most to the following time in the history of paleos. With the creation of the Sylvan Orcs came a fight for territory. The orcs struck first, hoping to eliminate the elven plague in one fell strike. Unfortunately for the orcs, the elven council had begun experiments on their military, striving to make adaptable soldiers. Through magical adaptation to the physical form of the elven soldiers, the council hoped to mold their soldiers into environmental juggernauts. Unknown to the council, the strong tie between Elf and Orc lead to the magical properties being transfered not only to the elven people, but to the orcs as well. With the magical transformation in place, the council sent their army out, splitting them among the islands of Athasia. Soon the war was raging, through jungle and forest, tundra and desert the forces of the elves fought tooth and nail to hold back the military might of the orcs. To the surprise of the elves, the orcs were adapting with as much efficiencies as their own. ...well that's what I have for now. Like I said, rough drafts, I'll really work on things later, just getting some quick ideas down Peace, Pyre |
| Pyre_Born08-14-07, 05:48 PM | The only elf subrace I have well-fleshed out right now are the dark elves. Dark elves have black or violet-tinted hair, near-white skin, and violet or red eyes. • +2 Dexterity, –2 Constitution. • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. • Elf base land speed is 30 feet. • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. • Darkvision 120 ft. • Weapon Proficiency: Dark elves receive the Weapon Proficiency feats for the hand crossbow, rapier, and short sword as bonus feats. • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. • Automatic Languages: Undercommon and Elven. Bonus Languages: Abyssal, Common, Draconic, and Goblin. • Favored Class: Wizard. A multiclass dark elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Details about one of their nations can be found http://forums.gleemax.com/showpost.php?p=13278710&postcount=13 and the other at http://forums.gleemax.com/showpost.php?p=13373770&postcount=27. The entire thread is http://forums.gleemax.com/showthread.php?t=897811. Anyway, I hope to see more people post their fleshed-out subraces, elven or whatnot! Sorry I didn't acknowledge some posts :( I'm a bad OP :P I really like the balance of these dark elves. I haven't checked out the links yet, but I'm getting to them now. Peace, Pyre |
| SilverFoxKnows08-14-07, 10:53 PM | Fluff for the Goblins. I broke 'em down by tribe. The Vultures- their history is entwined with the Hobs, who used to use them as disposable troops. They learned the art of war from their masters and were able to break free after the Goblin-Orc Wars. Like their former masters they are disciplined and ruthless. Like their name sake they will circle a battlefield waiting to swoop down on the poor souls who thought they'd "won". They are not hard to distinguish from the other tribes. They wear mantles of feathers, left by the great scavenger birds that follow them around and shave their heads in honor of the Great Vulture. The Fleas- the quintessential filthy Gobbo, they attack in hordes, poorly equiped but dangerous in numbers, they frequently follow the Brown Gnolls around feasting on scraps, welcome nowhere The Crows- friendly with the Kenku, they are a little too clever for their own good, they travel in small numbers dressed in black and adorned in feathers, they are not really welcome anywhere but are tolerated because retaliation from The Crows tends to be a relentless campaign of sabotage. It's easier and less costly to let them in, put up with them for a while and let them leave. Fluff for the Gnolls Spotted Gnolls- these are the savage brutes that spring to mind when the word Gnoll is spoken. They travel in large warbands led by the strongest female, they have formed an alliance with a Human church, the clerics of the evil Goddess of magic have the divine and arcane might to decimate the Gnolls, but the Gnolls are treated well and are smart enough to know a good gig when they see one Striped Gnolls- less likely to eat you alive for fun, they can make reliable scouts as long as there is a balance of power, more likely to trade than their Spotted brothers, tolerated but not really welcomed anywhere, they travel in smaller family groups and can be led by either male or female, somewhat smaller than the Spotted Gnolls Brown Gnolls- they are the scavengers, traveling in small bands led by the strongest male, frequently followed by the Fleas, they are welcome nowhere |
| Pyre_Born08-14-07, 11:18 PM | I like what you've done with what I think are some of the least "fluffed" races. Fluff for the Gnolls It's sad, I've completely forgotten the gnolls in my campaign :D , guess I should probably think of a roll for them to play. Keep posting ideas, I love seeing other people's views on the same topics. Peace, Pyre |
| TheShadowsRedemption08-14-07, 11:45 PM | I revamped the Arya'Rajati. I toned down one of their spiritual abilities they can pick, and house ruled a limit on them based off some already existing spells. I also removed their longevity trait, as it is a bit redundant, considering they use the elven tables in my setting in regards to aging effects, if not venerability. I also added a racial-exclusive feat. Please let me know if you have suggestions. I tried hard to make this balanced. Hopefully, the concept of the race makes sense. I know they somewhat personality-wise seem like the irda or the Vulcans, but I made them more spiritual and (hopefully) concerned with guiding sentient beings. |
| TheShadowsRedemption08-14-07, 11:52 PM | I am not sure how many times it has been done, or if it has been done at all, but I was thinking of organising orcs in a unique way, and making their history a tad...different from what I read of general D&D lore. Essentially, the orcs would have been humans in the past. However, because humans were the first to be tempted by the evil spirits and deities of the Spirit Worlds, they began to war and enslave other races. Eventually, the gods had to intervene, but the humans in general reformed. Some, though, failed to, and became as twisted as their spirit. These would be the orcs of my setting, and they still deign to war, pillage, enslave, etc. There will be two major groups of orcs... The traditional orc template...then the sarakyn (sharakim in Races of Destiny 3.5). The sarakyn more or less are a group of orcs in my setting who seek isolation and perfection, as well as a more civilised, organised life and a life of spirituality and enlightenment. They will end up being the less evil of the orcs, some of them even feeling a sense of self-loathe for the sins of their ancestors. At any rate...let me know if you want me to work on this later. It is just an idea I am tossing about. It is semi-established already, but I thought I would make it a significant race of choice in the setting, since I did not think orcs had an issue with level adjustment or ECL. I will have to re-check, though. That and I always thought they could be made less simple than they generally are in most original settings. And I am seconding the idea of fleshing out some of the less "noticed" races. I was rather impressed with how Dragonlance did such with the ogres, especially with how they did the irda. |
| Pyre_Born08-15-07, 12:56 AM | I posted the basic races of my campaign setting on the first post, and a small idea of what they are, if anyone sees anything they want me to post on just let me know. And yes I know that's a lot of races, but think of Star Wars meets Planescape, their are more than enough planets and planes :D (and don't worry, I'm trying to give each of them a reason, and any I can't I'm dropping) Peace, Pyre |
| queenfange08-15-07, 09:02 AM | I like the ideas on orcs, goblins, and gnolls. In my own campaign, I'm trying to flesh out kobolds, another stereotypical evil and barbaric race. It's cool to see other people are working on similiarly neglected races as well- especially gnolls (I never would have thought of that!). |
| ragoftag08-15-07, 10:13 AM | Some of this is looking like cultural fluff, goblins for instance, that would make Rangers shine: FTR: Look, goblins! kill them quick so they won't steal any of our gear! RGR: (Favored Enemy: goblins) Wait! Fire blackened armor and a combination of spears and bows? All wearing fox skins? FTR: Uh, yeah? RGR: Fox tribe goblins! They scavenge meat to trade for metal items, they're real good as hunters and trackers. Those sacks are laden with their hunt, mostly small game. FTR: So...we trade? RGR: It would stretch our provisions and we can talk them up for the lay of the land ahead. WZD: So, they are trustworthy? Rest of Party: NO! RGR: They are, after all, still goblins. But those old weapons will make them very happy...for a while. And we won't have to haul them around in hopes of a few coin. ROG: Small game? Rabbits would make a nice dinner tonight... |
| Hellsbells08-15-07, 10:49 AM | For the guy who created the jotuns: Great race but you forgot to mention what size they are or any imformation about the titan blessed ones. This is mine, it can only be used with my permission, and only for personal use in a home campaign. This may not be used for personal gain, be printed, or be used in any kind of public game or tornament. I request full credit for it. I also request that you do not speciically try to find loop holes and/or abuse them. Thank you. Thrike Thrike are tiny sized goblins. They are very visouse and ferocous. Their long fangs and claws make them deadly in combat and their long limbs give them the reach as if they were a small sized creature. They also have well defined noses alawing thme to track by sent. They live in comunal tunnel systems just below the surface, simmilar to rabbits. The tunnel systems are extensize each family unit or group of friends has a burrow to themselves plus their are large community burrows and burrows for one person that are usually empty. Their tunnels are random and have no desine to anyone observing them it is also unclear when any digging happens as no one has ever observed it. This however is because of the Thrike's paranoia, they never alowe visitors to see there inner workings. Thrikes either get along very well with gnomes, goblins, droom (small sized dwarfs) and halflings or kill them on sight, varying from tribe to tribe. Their burrows are rough hoon and winding. They always have atleast one secret entrance into well shafts, mines, other sizzilized creatures burrows, etc. in the nearby area. They often have a pool wether natural or artifical for swimming, bathing, and drinking near the center of the community. They are ingenious inventors and skilled builders. Their inventions are crude but effective. They are most comenly rogues, fighters, rangers, or simmilar combative classes but a few become bards (as much as other races would disagree) or druids. Druids often live in secluded burrows away from but connected to the rest and act as seers, shamans, wiseman, healers, etc. Their are a supprising amount of Vampires and werecreatures depite the races general seclusion and paranoia and no attacks by such creatures ever being found in the creatures records (the druids keep written records and inventory, bards keep oral traditions and their are vast pictures of important events carved into the walls. They also have very good memories.) In reality these are resesive traits that occasionally show up. Vampires (of varying strangths spawn, regular, or ancestor) and were-creatures (of burrowing animals) somehow appear in the Thrike every once in a while. These creatures however never prey on their burrow mates, but other communities of Thrike are fair game. |
| SilverFoxKnows08-15-07, 11:02 AM | Some of this is looking like cultural fluff, goblins for instance, that would make Rangers shine: FTR: Look, goblins! kill them quick so they won't steal any of our gear! RGR: (Favored Enemy: goblins) Wait! Fire blackened armor and a combination of spears and bows? All wearing fox skins? FTR: Uh, yeah? RGR: Fox tribe goblins! They scavenge meat to trade for metal items, they're real good as hunters and trackers. Those sacks are laden with their hunt, mostly small game. FTR: So...we trade? RGR: It would stretch our provisions and we can talk them up for the lay of the land ahead. WZD: So, they are trustworthy? Rest of Party: NO! RGR: They are, after all, still goblins. But those old weapons will make them very happy...for a while. And we won't have to haul them around in hopes of a few coin. ROG: Small game? Rabbits would make a nice dinner tonight... Nice! |
| Devil Gnasher08-15-07, 04:02 PM | Dwarves Physical Character Build: Stocky and muscular. 160 lbs. on average Coloring: Fair skinned to light tan in color, often times with reddish brown hair and gray eyes. Endurance: Tremendous. They can carry great burdens over long distances with little rest. Height: 4 to 5 feet tall. Lifespan: 200-400 years. Resistance:Dwarves are highly resistant to extremes in temperature. They gain a +4 to saving throws against to ice and fire based attacks. This replaces the +2 to saving throws for all spells and spell like abilities. Special Abilities: A +2 to Strength and -2 to Dexterity. Dwarves are not only sturdy and resilient but also physically powerful. However they are as physically awkward as they are gruff and tactless. All other standard dwarven racial abilities with an addition +2 bonus to metalworking based Craft skills. Culture Clothing and Decoration: The clothing worn by dwarven civilians and military would be based off of that of the Germanic States of the late nineteenth century. Fears and Inabilities: Dwarves possess no debilitating fears what so ever. Marriage Pattern: Monogamous. Religion: A combination of ancestor worship and worship of forge and crafting gods. Other Factors Demeanor and Alignment: Gruff, honorable and fierce. Will never forget a friend or enemy. They are a well ordered and militaristic society. The typical dwarf will not stand by while any innocent is harmed, threatened or offended. Lawful Good. Prejudices: After centuries of warfare dwarves have come to dispise orcs, trolls and western kobolds. They have cordal relations with the elves and ogres. They are on good terms with their gnomesh cousins and goblin trading partners. Languages: Dwarven (German) and Goblin (English). High Elven (Irish), Gray Elven (Welsh) or Wood Elven (Gealic) as a bonus language. Political System: Monarchy. Classes: Berserkers fighters, and paladins serve as elite commanders and warriors among dwavren kind. In fact paladin-berserkers are highly regarded within dwarven society. Other classes are rarer, but still exist. Suitable Starting Classes: Wizard, cleric, fighter, berserker (see below), paladin and ranger from Core. Artificer from the Eberron setting and archivist from Heroes of Horror. Favored Class: Berserker. As barbarian but with out Trap Sense, Illiteracy, Fast Movment and Tireless Rage. In return berserkers are trained to use heavy armor and they can also be Lawful. Favored Schools: Conjuration and Transmutation. High Elves Physical Character Build: High elves are lighter of frame and build than most humans of similar height. This goes from 131 lbs. at the lightest to 153 at the heaviest. Coloring: Pale skinned to ruddy complexioned typically with pale blue, bright green or gray eyes. Hair coloring varies. Endurance: High elves can walk long distances for extended periods of time without rest. When they do rest, they only require three hours per day. Height: 6'3" to 6'9". On some occasions even 7 feet tall. Lifespan: Unknown, seemingly indefinite. Resistances: Immunity to natural diseases and +4 to saving throws against poison. This replaces immunity to sleep. Special Abilities: +4 to Intelligence, +2 to Wisdom, +2 to Constitution, +2 to Dexterity and a -2 to Strength. On average high elves are more intelligent, wiser, healthier and more nimble than humans. At the same time elves have less muscular strength than humans do. In spite of their great physical beauty by human standards, elves are neither better nor worse at influencing others than humans are. Instead of the typical weapons proficiencies high elves gain the ability to cast arcane spells equal to a first level wizard. This grants elves one wizard level for the purposes of spellcasting. They still require spellbooks like any other wizard. They also are expert artists, artisans, and shipbuilders, gaining a +4 bonus to Craft (visual arts; any), as well as a +2 to Craft (pottery, woodwork, and ect.) and Craft (shipbuilding). Culture Clothing and Decoration: Typically high elves prefer well made and by human standards, elabrate but lightweight and breathable clothing. Elven clothing varies in form and function. This ranges from simple (by elf standards) knee length smocks and trousers with robe like overcoats for men (think of the Eighth Doctor for reference) and knee to mid calf-length dresses with robe like overcoats for women to more formal and elaborate business and religious attire. General Fears and Inabilities: None. Marriage Pattern: Monogamous. Political marriages and other marriages of convenience do not exist within mainstream elven society. Such things are considered abominations. Religion: Monotheistic, Celtic in nature and somewhat informal. Priests serve as teachers, moral guides, Chancellors, and also serve an important ministerial role. Members of the clergy are not required to be celibate and the priesthood is open to both men and women. Within the elven religion priests do not receive payment for their sacerdotal role, but instead must have an external source of income. Religious costumes for both sexes are light-green close fitting robes in the style of a Roman Catholic or Anglican cassock, tailored for the body of the wearer. Another feature of elven priestly costuming is the hooded cloak they always wear, whose coloring reflects the stature of the particular elf in relation to their priesthood. The coloring goes from light green all the way to silver and finally white. The priest or priestess must buy their own religious garments if he or she has the funds. All previously mentioned religious information on the elves also applies to the orgrish race. Other Factors Demeanor and Alignment: High elves are typically thoughtful and inquisitive. Because or the love of their own freedoms and willingness to defend the freedoms of others they tend to be Chaotic Good. Prejudices: High elves view orcs, cave kobolds (standard LE kobolds), and the mist elves (this world's dark elves) in the same light we would view Nazis or Stalinists. Trolls and gnolls are seen as vicious marauders and hags are considered blights upon nature. However this extends to the predominate culture not to individuals. An orc, troll, mist elf or a member of any other race mentioned above can be accepted. Elves of any sort who are in league with troll, orc, hag or similar societies are considered enemies. Good elves of all sorts get along best with ogres seeing them as kindred spirits, albeit, somewhat crude and lumbering ones. Languages: Elven (Irish) and Orgrish (Gaelic). Bonus Languages: Goblin (English) and Dwarven (German). Political System: Constitutional Republic Classes: Elven druids (modified Archivists) serve as priests and legal aid, while wizards are the scientists of elven-kind. Bards act as chroniclers of ancient wisdom in addition to their role as entertainers. Rangers, scouts, consecrated knights, marshals and barbarians commonly act as military leaders of elven-kind. Suitable Starting Classes: druidic flavored archivist, fighter, marshal, consecrated knight, martial artist, bard (arcane and divine bard), barbarian, rouge, scout, ranger, psion, any primary arcane caster and erudite. Favored Class: Druid (in this case modified Archivist) or Wizard. Preferably Necromancer or Conjureror if a wizard. Favored Schools: Necromancy and Conjuration. Level Adjustment: +4 Hags Physical Character Build: Usually hags are thinner than human women of equivilent height. If this is the case they are also much denser and more compact. This means that while they may be thinner, hags are just as heavy as human women of the same height. Those hags who aren't thinner than human women of the same height and weight tend to have horns, claws or vestigial wings. Coloring: Dull green to dark blue. Endurance: See elves. Height: 5 feet 4 inches. Lifespan: See elves. Resistance: As elves but with a +4 on saves against poison and spell resistance 18. Special Abilities: Darkvision 90 ft. Hags also have a +8 racial bonus to Swim checks to avoid hazards or preform special actions. Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based. Weakness (Su) A hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based. Racial Hit Dice: Hags begain with nine levels of monstrous humanoid, which provides 9d8 hit points. Racial Skills: A hag’s monstrous humanoid levels give it skill points equal to 12 x(2 + Int modifier, minimum 1). Its racial skills are Concentration, Craft or Knowledge (any one), Hide, Listen, Spot and Swim. Level Adjustment: +6 Culture Clothing and Decoration: Usually dark and concealing robes and cloaks. Fears and Inabilities: None. Marriage Pattern: None. I'll explain later. Religion: Usually none. Hags are typically uninterested in spirituallity in any form. They simply find it unnessicary. Otherwise they tend to worship Nether Fiends such as Anthraxus. Other Factors Demeanor and Alignment: Hags are most often ruthless and cruel, seeing every one and every thing around them as only means to an end. They are neither anarchic nor authoritarian. Usually Neutral Evil. Prejudices: None. Hags despise, torment and mock all others equally. Languages: Political System: A lose confederation of hag coveys. Leadership is determined by personal power and cunning. Classes: Any that could suit a particular hag's interest. Suitable Starting Classes: Archivist, wizard, sorcerer, bard, binder, psion, wilder, warlock, beguiler, dread necromancer or truenamer. Favored Class: Sorcerer Favored Schools: Necromancy and Illusion. Ogres Physical Character Build: Large, muscular and blubbery, weighing 600 to 650 pounds. Coloring: In the green-blue-yelow family of colors. Any hair color, but males are typically bald. Endurance: Average. Height: 7 to 8 feet tall. Lifespan: See elves Resistance: See, elves. Special Abilities: Ogres recieve +10 Strength, –2 Dexterity, +4 Constitution, maximum starting Intelligence of 16, –4 Charisma. They also possess darkvision out to 60 feet. An ogre's blubbery flesh grants him or her a +3 natural armor bonus. They also gain the following spell-like abilities; At will—mending, magic weapon; 1/day— keen edge, stone shape. Caster level 4th. They each require a 4 round action to use. Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, Craft (any), and Spot. Culture Clothing and Decoration: Their clothing consists of linen shirts and pants with properly cured leather vests and shoes. In cooler climes they also wool trimmed buckskin coats. Females dress the same except instead of linen shirts, they wear dresses that go down half way between the knees and the ankles. However they prefer fine silk if it could be had. Fears and Inabilities: The greatest fear among ogre kind is not physical death. Instead they are lonelyness and attatchment to others, this is true even ogre society. Marriage Pattern: Monogamous. Political marriages and other marriages of convenience do not exist within mainstream ogre society. Religion: See elves. Other Factors Demeanor and Alignment: Ogres are typically good-natured and peaceful, but are willing to kill to defend themselves, their friends and family or those under their care. Ogres also dislike heavy handed leaders and call most bureaucrats and other goverment officials "self important busybodies." They tand to have a strong isolationist streak. Usually Chaotic Good. Prejudices: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves who are their favorite drinking buddies, gnomes are their favorite inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. Orcs and other typically evil races are treated with suspicion and extreme caution. Languages: Ogrish (Gaelic) and High Elven Classes: I'll fill this out later. Suitable Starting Classes: Fighter, barbarian, martial artist, brawler, ranger, consecrated knight, druid (modifed version found here), any arcanist and any bard variant. Favored Class: Fighter, martial artist (http://dicefreaks.com/phpBB2/viewtopic.php?t=8396) (thanks to Witch) or brawler (http://dicefreaks.com/phpBB2/viewtopic.php?t=3724) (thanks to WarDragon). Favored Schools: Necromancy and Transmutation. Level Adjustment: +3 Trolls Physical Character Build: Large and bulky with hides like rhino skin. Broad-shouldered with thick extremities and clawed hands. They also have flattened noses and wide jaws. Coloring: Earth tones. Often times granite colored. Endurance: Average Height: 7-8 feet in height, if standing up straight. Trolls tend to slouch. Lifespan: Typically 90-185 years. In some cases 230 years. Resistance: Trolls are more stout of heart than most other races. Out of this trolls gain a +4 to saving throws against fear effects. Trolls skin grants a +5 to natural armor and a damage reduction of 2/bludegoning. This replaces regeneration. Special Abilities: Trolls recieve a +12 Strength, -4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma. Dark vision to 60 feet and low-light vision. Trolls can also claw for 1d6 points of damage, bite for 1d6 points of damage and rend for 2d6 points of damage. Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2. Racial Skills: A troll’s giant levels give it skill points equal to 9 x(2 + Int modifier, minimum 1). Its class skills are Listen and Spot. Level Adjustment: +4 Culture Clothing and Decoration: Bits and pieces of clothing and armor they find. Fears and Inabilities: Daylight. Marriage Pattern: None. Religion: Trolls tend to worship demon lords and princes of physical strength. Those of non-evil alignment tend to worship gods of the forge and stone. Other Factors Demeanor and Alignment: Trolls are typically violent, brutish, stupid and care nothing for society or civlization. Usually Chaotic Evil. Prejudices: Trolls typically have a strong hatred for all others races and will kill trolls from other clans on sight. Languages: A bastardized version of dwarven. Classes: Spellcasters are rarer among troll kind than other races, with the sole exception of halflings. Those few spellcasters among troll kind serve mostly as shamans (read as druids). Barbarians are most common. Suitable Starting Classes: Barbarian, druid (without alignment restrictions), fighter, ranger, cleric, sorceror and bard from core. Warlock and binder from Tome of Magic Favored Class: Barbarian. Favored Schools: None. |
| ragoftag08-16-07, 10:45 AM | SilverFoxKnowsNice!Thanks! I try to 'grit' my world to make it 'real'. Gotta watch my improvising, dang players remember inconvenient facts far too often. The Foxtail tribe detailed above came off a name chart I found and eons later, another group, some of the same players encountered them and the Ranger laid down the above insight. I left out one line: GM"?????? Huh!:confused: |
| Devil Gnasher08-29-07, 09:21 PM | I modified elves and added in my version of dwarves, ogres, hags and trolls. |
| Pyre_Born09-01-07, 06:21 PM | Sorry I haven't posted in a while! Been busy. Some of the ideas look good, but I've just skimmed them. I'll read through everything later. Thanks to everyone that is still posting!:D Peace, Pyre |
| ArkhamInmate11-09-07, 08:45 PM | Thank you thank you thank you!!!!! i've been stumped for about 3 weeks on how i should fluff up my elves and gnomes and i truly hope you guys don't mind if i pillage this thread for ideas |
| Pyre_Born03-10-08, 06:42 PM | Casts Raise Thread... Sorry for not updating in a while, changed e-mails and stopped getting notifications all better now!!! Pillage away with my ideas, just give me some credit if used on the boards or a site...or for profit :P I've done a big revamp on races (not as many racial variations!) I'll update soon, keep posting, I really hate letting this thread die...again |
| SilverFoxKnows03-12-08, 11:23 AM | I came up with something unique to the Hobgoblins. War Widows. The frequent hostilities with the Grey Orcs to the North have left behind a large number of widowed Hob women. Many will re-marry and have children. But some cut their hair, pick up arms and live as men. The Orcs have learned to respect the warrior women who now live for revenge. They are not suicidal or foolhardy but are driven and relentless. And when it come to Orcs, absolutely without pity or remorse. It started as a practical neccessity. The Orcs recovered their numbers faster than the Hobs. Outnumbered by the Greys, they strapped on the armor they had buckled their husbands into and joined the fight. It was better die on their feet with a weapon in their hand than on their knees or on their backs. |
| tantric03-12-08, 11:42 AM | Good elves are boring - these belong in Lords of Madness... Astsantse (ahz tsan tsay) Ice Elves have pale alabaster skin and milky, pure white or transparent hair, but it is their custom to dye it with unnatural colors. The color of their iris changes of its own accord, though it becomes generally bluer as Corruption increases. They are tall, fully 5'8", and thin, around 150 pounds. Like all Elves, they have angular faces , pointed ears and no facial hair. They are Iron Alliance and are affected by the High Metals as are other Faeries. Ice Elves neither eat nor drink. The Astsantse's long history of Dark Magic has had its effects of their physiology. When injured, their blood is light blue, almost electric, and steams and gives off a strange sweet odor. They are cold-blooded in that their body temperature is the same as their environment, but they suffer not at all from the effects of cold. They become ill at temperatures above 50 F, and since they can't sweat, their bodies become swollen. Astsantse are also unique amongst Elves in they they can and do sleep and dream. Astsantse can lie asleep and Dream for years, their minds lost in the Dream Land. Their Dreams are not like those of mortals. The Astsantse Travel using their minds, and have made contact both with the Far Realms and with an abhorrent Alien Deity, which they call the Source. Astsantse live only in the City of Glass, which is situated directly on the South Pole. The plateau that nestles the city in the Ringwall Mountains is called simply LandsEnd. LandsEnd is home to the Worlds's only Shadow Land animals. These creatures bear resemblance to normal Races, but can only be seen in total darkness as shifting 3D colored lights. The shadow animals are the pets of the Astsantse, and are only around during the long night (they dislike light because it both blinds them and makes them invisible). The City of Glass is a city of soaring towers of pale hued Ice, both translucent and opaque. The colors show best in complete dark, seeming almost luminescent, and sunlight saps their strength leaving them pale white or gray. Many of the towers are unused - the city is in an eons old decline. The towers may be single or linked with elevated catwalks. Although at first appearing unadorned and plain, the ice captures images from dreams, and shows them in shifting patterns in its murky depths. Ice Elves have no social structure or politics: each lives in his own world and does as he pleases. The only spark of group consciousness that they have relates back to the enigmatic Source. The outlook of the Astsantse is one of decadence, power and absolute indifference. While other elves live partially in their memories, the Ice Elves live in their Dreams. Their private dreams have no less reality than the shared Dreams of Worldstree and the Higher Worlds The Corruption of the Astsantse The Religion of the Astsantse began with what they call the "Dark Inside" - the Dreamland. During their long slumbers, some of the Ice Elves happened to Dream, and those that did found that their minds over and over turned to Dreams of locked Doors and Gateways. One by one they've found their way into the Far Realms. Many of the first Travelers were lost forever in sleep, but others learned to make the crossing safely. After a time, they made contact with the Shades that inhabit the Dark Inside. These creatures were modeled on the distorted dreams of the Higher Worlds and were either Hideous or Beautiful. Together the Races learned the secrets of Dreams and made contact with the Mother of Nightmare, an Alien God-Mind whose thoughts and existence contend with the Worlds. It is called Lakizha'ak, the Source of All Contamination, when spoken of at all. The Source looks like a lake of softly glowing blue protoplasm. The Dreams of mortals ripple through its body, appearing as incomplete shapes and forms. Eyes, limbs and other organs rise and are reabsorbed. The mouths that grow from him whisper and moan, by means of which it communicates. The appearance of the Source in the dreamland is maddening and indescribable. Astsantse do not really worship the Source, but they do commune with it. There is no oral or written cannon outside the carvings on the the walls of the sacred spire, which depict the Source and its descent from the Night Sky (along with the building of the city). The Source itself is a taboo topic and is never spoken of. The ultimate unspoken goal of communion with the Source is to become a Dream alive in its Alien Mind, being absorbed into It in the process. |
| Pyre_Born03-12-08, 06:47 PM | SilverFoxKnows: I really like the thought of widows taking up their husbands cause and not just moving on. tantric: Creepy, impressive...and definitely not your run-of-the-mill elves, I like it. |
| Pyre_Born03-12-08, 06:48 PM | Angels Beings of Creation, they are good incarnate. There are 7 orders of angel that serve the gods. Primordials Beings of creation, they are elements incarnate. They lead to the creation of the gods Gods Children of the Primordials, these beings began creation. They are divided by beliefs. Seraph Servitors of the Gods, created in the image of the Angels to serve all groups of gods. Fey Beings of nature, forged from the dreams of the gods. They seek natural balance. Devils Fallen Angels that attempted to undo the creation of the gods themselves. Demons Unnatural beings of evil brought into the multiverse with the fall of the Devils. Formori Failed attempt by Fey to make Demons balance with nature. They seek to pervert nature. Infernals Primordials corrupted by the Fallen Angels. Their entire existence revolves around destruction. These are some cosmic beings I'm going to fluff out! Should have the Fey up soon. |
| ragoftag03-13-08, 09:50 AM | SilverFoxKnows! Awesome! Hard-wired Bee-yatches with axes to grind! Great fluff. Would make for a great encounter...hint, hint. |
| Frozen_Flame03-13-08, 03:34 PM | When psionics were first discovered, one family of elves took exceptional interest in it, eventually replacing it with magic. During the war of Kingdom (named over the now non-existent capital of the elves first kingdom), when this family was called to help they chose to flee instead. After the war resolved, the Sai family was banished, never to rejoin the race. "The Sai Elves" (intended to sound like psi) Personality: The Sai are alway friendly and forthcoming, toward everyone. They are thought by many to be overly trusting. Description: Although tending toward the taller end of the same scale, the Sai shear the weight scale as the High-Elves. The Sai tend to have lighter hear yet darker skin tones compared to the High-Elves. Invisible to all but elves, every Sai elf has a mark on his skin which allows an automatic identification as a Sai (this is generally mundane, but will never fade and will appear even in other forms). Relations: A Sai Elf is of good relations with anyone willing for it. But any elf meting him will immediately remove himself from the Sai's presence, with even the most forthcoming shunting at her. Alignment: The Sai tend toward good over neutral and chaos over law, yet until this day no one has ever heard of an evil Sai. Lands: non-existent. No Sai remains in the sane area for more then a score (20 years). Religion: The Sai are not particulerly religious, although many give there respect to the god of the elves (i kinda don't have the name right now). Language: The Sai speak Common, Elven and there own variation of Elven: Selia. They can learn any language there family has was exposed to. Adventurers: With the above said there isn't much i can add. I'm working on there traits as I'm writing this... I'll come back to you. |