The Wara’thiel (or Common Elf as humans are wont to call them) are the most recent permutation of the ‘Thiel bloodline. Meant to allow the ‘Thiel to minimize their triggering of the human’s xenophobia, the Wara’thiel have become humanity’s best friend. They act as councilors and record keepers, for the often short sighted and forgetful human rulers. They often move in les reputable circles in their youth, learning the ways of humans “from the ground up” so to speak.
Physical Description
Wara’thiel average between five and six feet tall, but are lighter in build than humans of a comparable height. Their hair and skin colorations come in the standard human spectrums for their place of birth, but always at the dark end of the spectrum for their range. Like all ‘Thiel the Wara’thiel have pointed ears, though these are not as prominent as that of other ‘Thiel. The most outstanding feature of the Wara’thiel are their eyes; almond shaped, too large for the face and mostly iris. Humans sometimes describe them as “unblinking” though this is patently untrue.
Psychological Description
Wara’thiel may have any alignment.
Society
Wara’thiel society is a oligarchal meritocracy. Most of the Wara’thiel have no concern more than the variances of day to day survival, but if one were to choose to be of service, then she would be upon the path to power. As tasks were assigned, note would be kept of your success, and as your reputation grew, more responsibility and authority would be allocated to you.
Relations
The Wara’thiel have good relations with all civilized, surface dwelling races. However relations are somewhat strained with both the Oroxian Theocracy, and the Kurskan Empire, because of the ‘Thiel refusal to convert to either the church of Aton or the church of Phaiogh.
Religion
All ‘Thiel worship Eris-Tull.
Backgrounds
Wara’thiel only have three backgrounds; Adept (01-34%), Expert (35-66%) and Warrior (67-100%).
Racial Traits
Nimble in Word and Deed (Ex): +2 Dexterity, +2 Charisma, –2 Constitution: Wara’thiel are dexterous, both with their swords and with their tongues.
Medium (Ex): Wara’thiel are Medium creatures and have no bonuses or penalties due to their size. Wara’thiel have a base speed of 30 feet.
Low-Light Vision (Ex): Wara’thiel can see twice as far as humans in conditions of dim light.
Natural Immunities(Ex): Wara’thiel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Native Magic (Su): Wara’thiel receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Wara’thiel receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses (Ex): Wara’thiel receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity (Ex): Wara’thiel are proficient with longbows and shortbows (including composite bows), rapiers, sabers and treat any weapon with the word “’Thiel” in its name as a martial weapon.
Languages: Wara’thiel begin play speaking Wara’thiel and the human language of their nationality. Wara’thiel with high Intelligence scores can choose from the following: Any Human, Hemngar, Gnoll, Neblin, any Uruk’, and Sylvan.
The Worlds of Eris and Paireh-That-Was
A series of playtests and fleshing out sessions that take place in the world of Eris.
Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.
The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.
The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.
Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.
The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.
The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.
Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts
Monday, December 13, 2010
Wara’thiel
Sunday, December 12, 2010
Humans
Humans in the known world are as varied as the colors of the rainbow. From thedark-skinned tribesmen of the south to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. here are some general descriptions by nation.
Al-Sharuni
The men of the Al-Sharun caliphate tend towards the tall end of the human spectrum averaging six feet tall. Narrow of hip and jaw, the Al-Sharouni male tends to the aquiline, with swarthy shin and flashing eye and smile. Eyes can be anywhere from grey to brown to black, while the hair is universally dark brown or black, the only variation is the level of kink in their locks, some being frizzy and poufy, while others are smooth and straight.
The desert women on the other hand, run to the voulouptous and are considerably smaller than their mates. Averaging only five and a half feet tall, the Al-Sharouni female is also 20% heavier than her counterparts in other areas of the world. With pronounced feminine attributes, it is the rare woman that can pass as a man.
Hrothyrviki
The men and women of the island nation of Hrothyrvik are like a matched set; tall like the elm, sturdy like the oak and lithe like the ash. Hrothyrvik are universally fair, almost to point of albinism, with a smattering of other hair colors. Their eyes are almost always blue, running the gamut from an almost white pale blue to the piercing blue of sapphires. The men wear beards as a sign of manhood, and the women are just as active as their menfolk.
Irtamini
The Irtamin republic is a melting pot of humanity and other species. While there are examples of the true Irtamini; dark curly hair, slightly swarthy with plenty of body hair and dark eyes, almost any combination of human and demi-human features is possible. Besides, it is considered egalitarian to be of mixed heritage.
Isleman
The people of the far off Isle-of-Mists are tallish, between five and a half and six and a half feet tall, ususally on the thin side and dark of hair and eye, but with very fair complexions. The women are typically just as tall as their menfolk.
Kethyk
The peoples of sub-sharuni Kethyk are dark of skin and eye with variations from café-au-lait to just shy of midnight. Their hair is tightly curled against their heads and can only be straightened by means of mechanical or alchemical intervention. While not quite as tall as their Al-Sharuni neighbors; Kethyk males are broader and heavier, while the women are taller, if more svelte.
Kurskan
Kurskan peoples tend towards the mellow end of the spectrum of humanity. Averaging between five and a half and six feet tall and of all builds; the blondes tend to the yellow, the redheads to the soft and muted and the brunettes to the light brown. The men sometimes wear beards or moustaches, the women tend to be slightly shorter and slightly lighter.
Oroxian
Oroxians are actually three different peoples, which have very slowly intermingled. In the eastern portion of the country, the people are dark of hair, fair of skin and dark of eye, they tend to be a bit tall, averaging just above six feet and a bit on the thin side. In the western portion of the country they are short, rarely reaching six feet and are slight for their size. In the west they are dark of hair and with a coppery or brownish tone to the skin but fair of eye (blues and greens). Along the northern border of the Oroxian theocracy live the third group; these people are as tall as easterners, built like westerners and fair as a summer day, typically with blue eyes. The females of all three groups are significantly shorter and lighter than their male counterparts.
Human Racial Traits
Wondrous Variety (Ex): Human characters get to add two +1 bonuses to their ability scores. If desired both bonuses may be added to the same ability score.
Medium (Ex): Humans are Medium creatures and have no bonuses or penalties due to their size. Humans have a base speed of 30 feet.
Bonus Feat (Ex): Humans may select an extra bonus feat at 1st level. This feat may not be taken as additional hit points.
Breadth of Knowledge (Ex): Humans gain four (4) additional skill ranks at first level and one (1) additional rank whenever they gain a level.
Languages: Humans begin play speaking their national language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Al-Sharuni
The men of the Al-Sharun caliphate tend towards the tall end of the human spectrum averaging six feet tall. Narrow of hip and jaw, the Al-Sharouni male tends to the aquiline, with swarthy shin and flashing eye and smile. Eyes can be anywhere from grey to brown to black, while the hair is universally dark brown or black, the only variation is the level of kink in their locks, some being frizzy and poufy, while others are smooth and straight.
The desert women on the other hand, run to the voulouptous and are considerably smaller than their mates. Averaging only five and a half feet tall, the Al-Sharouni female is also 20% heavier than her counterparts in other areas of the world. With pronounced feminine attributes, it is the rare woman that can pass as a man.
Hrothyrviki
The men and women of the island nation of Hrothyrvik are like a matched set; tall like the elm, sturdy like the oak and lithe like the ash. Hrothyrvik are universally fair, almost to point of albinism, with a smattering of other hair colors. Their eyes are almost always blue, running the gamut from an almost white pale blue to the piercing blue of sapphires. The men wear beards as a sign of manhood, and the women are just as active as their menfolk.
Irtamini
The Irtamin republic is a melting pot of humanity and other species. While there are examples of the true Irtamini; dark curly hair, slightly swarthy with plenty of body hair and dark eyes, almost any combination of human and demi-human features is possible. Besides, it is considered egalitarian to be of mixed heritage.
Isleman
The people of the far off Isle-of-Mists are tallish, between five and a half and six and a half feet tall, ususally on the thin side and dark of hair and eye, but with very fair complexions. The women are typically just as tall as their menfolk.
Kethyk
The peoples of sub-sharuni Kethyk are dark of skin and eye with variations from café-au-lait to just shy of midnight. Their hair is tightly curled against their heads and can only be straightened by means of mechanical or alchemical intervention. While not quite as tall as their Al-Sharuni neighbors; Kethyk males are broader and heavier, while the women are taller, if more svelte.
Kurskan
Kurskan peoples tend towards the mellow end of the spectrum of humanity. Averaging between five and a half and six feet tall and of all builds; the blondes tend to the yellow, the redheads to the soft and muted and the brunettes to the light brown. The men sometimes wear beards or moustaches, the women tend to be slightly shorter and slightly lighter.
Oroxian
Oroxians are actually three different peoples, which have very slowly intermingled. In the eastern portion of the country, the people are dark of hair, fair of skin and dark of eye, they tend to be a bit tall, averaging just above six feet and a bit on the thin side. In the western portion of the country they are short, rarely reaching six feet and are slight for their size. In the west they are dark of hair and with a coppery or brownish tone to the skin but fair of eye (blues and greens). Along the northern border of the Oroxian theocracy live the third group; these people are as tall as easterners, built like westerners and fair as a summer day, typically with blue eyes. The females of all three groups are significantly shorter and lighter than their male counterparts.
Human Racial Traits
Wondrous Variety (Ex): Human characters get to add two +1 bonuses to their ability scores. If desired both bonuses may be added to the same ability score.
Medium (Ex): Humans are Medium creatures and have no bonuses or penalties due to their size. Humans have a base speed of 30 feet.
Bonus Feat (Ex): Humans may select an extra bonus feat at 1st level. This feat may not be taken as additional hit points.
Breadth of Knowledge (Ex): Humans gain four (4) additional skill ranks at first level and one (1) additional rank whenever they gain a level.
Languages: Humans begin play speaking their national language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Labels:
Character Creation,
Game Background,
Races
Thursday, December 9, 2010
Hemngar
Hemngar are dwarves that live above ground and interact often with the rest of the world. They are craftsmen of great renown and counted as doughty fighters by those who can judge such things. Good friends, and bad enemies, all know that a Hemngar’s word is his bond.
Physical Description
Hemngar stand perhaps four and a half feet tall, and are stocky; wide of shoulder and hip. Their muscles are very densely packed onto their dense bones and their arms are just slightly longer than is proportionate for their bodies, lending a slightly apish appearance to their stature. A Hemngar’s ears are as round as any humans, though pulled closer against their wide, blunt skull than most. The eyes are what alienates human’s most, being slightly too large for their faces, with too large a pupil.
Dwarves are proud of their hair, often engaging in elaborate hairstyles and fanciful sculpting of their beards. Note that only male dwarves have beards, despite whatever malicious rumormongers may say.
Skin tones vary from a slight pallor to sun-drenched bronze and hair runs the gamut from blonde to ginger to brunette (but not black). A Hemngar’s Irises vary from blue, to green to brown and various shades in-between.
Alignment
Hemngar are almost always lawful, with a smattering of neutral alignments. Only rarely will chaotic Hemngar be found. Such creatures are usually outcasts, shaven clean and chased into the wilderness.
Society
Hemngar are organized into sprawling clan-septs under a family head and then under a clan chief. These clans appear to humans (the few that understand them) almost as guild organizations, with the experience and education of an individual being as important as bloodline. Clan chiefs adjudicate civil matters and act as company-grade officers for the local Hemngar war-companies. On a larger scale, the clan chiefs choose Tor-Kings to rule all the dwarves in a particular stretch of hills or mountains, and the Tor Kings choose the High King. The High King acts as commander-in-chief, and is chief justice of the high court. Tor-Kings act as field-grade and flag-grade officers of the armies and enact low justice.
Relations
Hemngar relations with humans are complex and varied, due mostly to what the dwarves see as the barbarism of humans. Most of the human tribes are seen as imbalanced barbarians because of their need to enslave each other, and the difficulty that human governments have with keeping their word. Only amongst the Isle of Mists and the Republic of Irtamis do the dwarves have truly good relations with humans, elsewhere relations could best be described as “strained”. Individual humans may be found acceptable, but most human polities are not.
Elves are felt to be good allies and their shared dislike for the barbarism of humans lends itself to a long if not terribly involved alliance. The only problem Hemngar have with elves is their perceived frailty and their preference for wine over beer.
Hemngar and Gnomes get on like a house on fire. Although sometimes exasperated by the gnomish penchant for innovation, dwarves typically find their slighter cousins to be easy going and gregarious. The impeccable gnomish craftwork complements dwarvish perfectly, further strengthening the relationship. And of course, Neblin riflery saves countless dwarvish lives when the war drums sound.
Hemngar have no relations with Plains Halflings and only enmity exists between Mountain Halflings and dwarves.
Religion
Dwarves have their own deities, the Worldsmith (God of Craftsmen, Creator Deity), the Warcheif (God of Battle) and the Brewmistress (Goddess of Healing). Hemngar worship is divided roughly between the three gods, with the Worldsmith receiving slightly more attention than the others.
Backgrounds
Hemngar backgrounds fall into three categories: Expert (01 – 70%), Warrior (71 – 90%) and Adept (91 – 100%). Hemngar do not have nobles as humans do, nor do they have commoners, except as experts.
Names
Better (and more) names for Dwarves can be found here, than I can list. Check it out.
Racial Traits
Attribute Bonus: +2 Strength, -2 Charisma
Body Density (Ex): A Hemngar’s body is so dense that he will not float in freshwater. While swimming in lake, river or stream, Hemngar suffer a -4 penalty to swim checks. This penalty is reduced to -2 while swimming in the sea or ocean. Not that it matters, all dwarves have a pathological dread of open water, and will not willingly enter it.
Crafty (Ex): Hemngar gain a +2 racial bonus to all craft checks.
Defensive Training (Ex): Hemngar gain a +4 dodge bonus to AC against creatures with the Giant subtype.
Hardy (Ex): Hemngar receive a +2 racial bonus to saves versus poison, spells, and spell like abilities.
Hatred (Ex): Hemngar receive a +1 bonus to attack and damage rolls against creatures of the Uruk’ subtype.
Heightened Sense (Ex): Hemngar can see in the dark, giving them the racial feature; Darkvision 60’.
Languages: Hemngar begin play speaking Dwarven and one human language. Those characters with a high Intelligence score can choose from the following as bonus languages; Any Giant, Neblin, Uruk’hob, Uruk'kii, Tradesign, and any human language.
Medium Size (Ex): Hemngar are medium creatures and suffer no penalties due to their size.
Slow, but Steady (Ex): Hemngar have a base speed of 20’ per round, but do not reduce their speed or agility due to encumbrance or armor type.
Stable (Ex): Hemngar receive a +4 racial bonus to their CMB when resisting a bull rush or trip maneuver while standing on the ground.
Thrifty (Ex): Hemngar receive a +2 racial bonus to appraise checks made to determine the price of non-magical goods.
Weapon Familiarity (Ex): Hemngar are proficient with all axes, picks and hammers. They also treat any weapon with the word “Dwarven” in the title as a martial weapon.
Physical Description
Hemngar stand perhaps four and a half feet tall, and are stocky; wide of shoulder and hip. Their muscles are very densely packed onto their dense bones and their arms are just slightly longer than is proportionate for their bodies, lending a slightly apish appearance to their stature. A Hemngar’s ears are as round as any humans, though pulled closer against their wide, blunt skull than most. The eyes are what alienates human’s most, being slightly too large for their faces, with too large a pupil.
Dwarves are proud of their hair, often engaging in elaborate hairstyles and fanciful sculpting of their beards. Note that only male dwarves have beards, despite whatever malicious rumormongers may say.
Skin tones vary from a slight pallor to sun-drenched bronze and hair runs the gamut from blonde to ginger to brunette (but not black). A Hemngar’s Irises vary from blue, to green to brown and various shades in-between.
Alignment
Hemngar are almost always lawful, with a smattering of neutral alignments. Only rarely will chaotic Hemngar be found. Such creatures are usually outcasts, shaven clean and chased into the wilderness.
Society
Hemngar are organized into sprawling clan-septs under a family head and then under a clan chief. These clans appear to humans (the few that understand them) almost as guild organizations, with the experience and education of an individual being as important as bloodline. Clan chiefs adjudicate civil matters and act as company-grade officers for the local Hemngar war-companies. On a larger scale, the clan chiefs choose Tor-Kings to rule all the dwarves in a particular stretch of hills or mountains, and the Tor Kings choose the High King. The High King acts as commander-in-chief, and is chief justice of the high court. Tor-Kings act as field-grade and flag-grade officers of the armies and enact low justice.
Relations
Hemngar relations with humans are complex and varied, due mostly to what the dwarves see as the barbarism of humans. Most of the human tribes are seen as imbalanced barbarians because of their need to enslave each other, and the difficulty that human governments have with keeping their word. Only amongst the Isle of Mists and the Republic of Irtamis do the dwarves have truly good relations with humans, elsewhere relations could best be described as “strained”. Individual humans may be found acceptable, but most human polities are not.
Elves are felt to be good allies and their shared dislike for the barbarism of humans lends itself to a long if not terribly involved alliance. The only problem Hemngar have with elves is their perceived frailty and their preference for wine over beer.
Hemngar and Gnomes get on like a house on fire. Although sometimes exasperated by the gnomish penchant for innovation, dwarves typically find their slighter cousins to be easy going and gregarious. The impeccable gnomish craftwork complements dwarvish perfectly, further strengthening the relationship. And of course, Neblin riflery saves countless dwarvish lives when the war drums sound.
Hemngar have no relations with Plains Halflings and only enmity exists between Mountain Halflings and dwarves.
Religion
Dwarves have their own deities, the Worldsmith (God of Craftsmen, Creator Deity), the Warcheif (God of Battle) and the Brewmistress (Goddess of Healing). Hemngar worship is divided roughly between the three gods, with the Worldsmith receiving slightly more attention than the others.
Backgrounds
Hemngar backgrounds fall into three categories: Expert (01 – 70%), Warrior (71 – 90%) and Adept (91 – 100%). Hemngar do not have nobles as humans do, nor do they have commoners, except as experts.
Names
Better (and more) names for Dwarves can be found here, than I can list. Check it out.
Racial Traits
Attribute Bonus: +2 Strength, -2 Charisma
Body Density (Ex): A Hemngar’s body is so dense that he will not float in freshwater. While swimming in lake, river or stream, Hemngar suffer a -4 penalty to swim checks. This penalty is reduced to -2 while swimming in the sea or ocean. Not that it matters, all dwarves have a pathological dread of open water, and will not willingly enter it.
Crafty (Ex): Hemngar gain a +2 racial bonus to all craft checks.
Defensive Training (Ex): Hemngar gain a +4 dodge bonus to AC against creatures with the Giant subtype.
Hardy (Ex): Hemngar receive a +2 racial bonus to saves versus poison, spells, and spell like abilities.
Hatred (Ex): Hemngar receive a +1 bonus to attack and damage rolls against creatures of the Uruk’ subtype.
Heightened Sense (Ex): Hemngar can see in the dark, giving them the racial feature; Darkvision 60’.
Languages: Hemngar begin play speaking Dwarven and one human language. Those characters with a high Intelligence score can choose from the following as bonus languages; Any Giant, Neblin, Uruk’hob, Uruk'kii, Tradesign, and any human language.
Medium Size (Ex): Hemngar are medium creatures and suffer no penalties due to their size.
Slow, but Steady (Ex): Hemngar have a base speed of 20’ per round, but do not reduce their speed or agility due to encumbrance or armor type.
Stable (Ex): Hemngar receive a +4 racial bonus to their CMB when resisting a bull rush or trip maneuver while standing on the ground.
Thrifty (Ex): Hemngar receive a +2 racial bonus to appraise checks made to determine the price of non-magical goods.
Weapon Familiarity (Ex): Hemngar are proficient with all axes, picks and hammers. They also treat any weapon with the word “Dwarven” in the title as a martial weapon.
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