| Minor Races | |
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| Tweet Topic Started: Jul 4 2009, 10:24 AM (79 Views) | |
| Extremis | Jul 4 2009, 10:24 AM Post #1 |
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Minor Races Centaurs (Aram) Although quite rare elsewhere in the Empire, centaurs—or, as they call themselves, aram—live in great numbers in Palastan, and thus in Ptolus. They have earned the respect of the humanoid folks of the region thanks to their forthright and open manner and because of their help against Ghul and other enemies of the past. Personality: Aram are boisterous, arrogant, and boorish, yet many find them likable nonetheless. Centaurs sometimes refer to humanoids derisively as “sitters.” The biggest difference they see between themselves and most other people is that others are content—or even happy—to sit for long periods of time in the same place. Aram cannot stand to remain in one place for long unless they are eating or sleeping. In their herds, it is the sick, the old, and the infirm who perform tasks that require stationary work, like sewing garments or making tools. In the city, they simply rely on others to do such things. Physical Description: These half-horse, halfhuman appearing people stand almost seven feet tall. While those who live on the plains prefer to wear minimal clothing and travel with as little gear as needed, city dwellers have adopted the clothing and equipment of their humanoid neighbors. Relations: Aram probably don’t look as positively upon humanoid races as those races look upon them. Still, the centaurs have seen that humans, dwarves, elves, and the rest clearly dominate the lands, and so they have made their peace with them and many willingly live among them. There has never been open conflict between the aram and any of the major humanoid races, although there once were great wars between centaurs and orcs and, less frequently, battles between centaurs and lizardfolk. These are all events of the distant past. Alignment: Centaurs are usually neutral good. Centaur Lands: Aram once roamed the plains to the south and west of Ptolus in huge, nomadic herds. Today, however, the herds have dwindled. Aram in Ptolus find work in physical roles, hauling loads in warehouses or for other businesses. Some work as imposing bodyguards or hired muscle. Still others serve as messengers or even pull small carts for hire, hauling goods or people. They almost never have jobs as merchants, clerks, artisans, or other employment that would require them to remain stationary for long periods. Religion: Again we see a difference between city dwellers and herd aram. While Ptolusites tend to honor a variety of deities, most tribal centaurs revere an aspect of Melann, a nature goddess. Some aram also pay homage to Rajek the Wanderer, a god of luck, protection, and travel, or Torskal, aram god of just vengeance. Language: Although they have a fairly complex spoken language, the aram long ago developed a written language that focuses on brevity. Few centaurs have the patience to either read or write a book, so they have their own set of simple symbols for conveying general ideas. Other than that, however, aram rarely know how to read the languages they speak (generally Elvish, Sylvan, and Common). Most centaurs living in Ptolus learn to read enough Common to get by—enough to understand signs, for example, and things of a very general nature. Names: Aram go by a single name only, with no tradition of surname use. Tribal centaurs may refer to themselves by their name and tribe name: “Carak of the Redhooves,” for instance. Aram Male Names: Carak, Norris, Reddik Aram Female Names: Esthana, Narenth, Susail Adventurers: The aram respect those who bravely face danger to accomplish great deeds. In fact, their culture values heroes greatly. Centaur adventurers seek adventure for its own sake. They want to undertake mighty quests and perform acts of great heroism; treasure and other rewards are secondary. Centaurs as Characters Centaur characters possess the following racial traits. Abilities: +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom. Size: Large size grants –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/5 feet. Speed: A centaur’s base land speed is 50 feet. Special Abilities: Darkvision out to 60 feet. Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Intelligence modifier). Its class skills are Listen, Move Silently, Spot, and Survival. Racial Feats: A centaur’s monstrous humanoid levels give it two feats. Armor: +3 natural armor bonus. Languages: Automatic—Aram and Common. Bonus—Elvish, Gnomish, Halfling, and Sylvan. Favored Class: Ranger. Level Adjustment: +2. Minor Elven Races -Cherubim Elves As ancient as the Shoal elves (and, for that matter, the Elder Elves), Cherubim elves are unknown in many places of the world simply because they have never found comfort living among others not of their kind. Cherubim are winged elves with lightweight frames to help them soar high in the sky. They come to Ptolus only rarely—and when they do, they spend their time almost exclusively among other elves. Personality: Cherubim elves are self-absorbed and typically somewhat timid, preferring to fly over or away from danger rather than confront it. Aware of their physical fragility, they know that the best way for them to survive is to stay wary and alert. Their greatest fear is that something might happen to their wings. Introspective and contemplative, Cherubim speak only when necessary and have no time for humor, song, or frivolity. Many Cherubim are curious and investigative, which often clashes with their inherent fear— apprehension usually wins out. Physical Description: Cherubim are thin and frail even by elf standards. Their skin is very pale—almost white—and their hair is typically black, pale blond, or white. The feathers on their wings match their hair color, and their wingspan is usually three times their height. Their eyes are pale grey or silver. The Cherubim’s lifespan resembles that of other elves, but their birth rate is considerably lower. (As a race, their numbers are ever so slowly decreasing, rather than increasing.) Relations: Cherubim feel skittish around nonelves. Humans and other races often mistake them for angels or aasimars, however, so most people seem favorably disposed toward them. Alignment: Cherubim share the outlook of most other elves, although they are perhaps even more aloof and retiring. Cherubim Lands: Cherubim elves hail from Cherubar, a land named for them in the distant west. They prefer mountainous regions, particularly places accessible only from the air. Cherubim are not farmers or herders, but hunters and gatherers—mostly gatherers. Their communities are very small. Religion: Cherubim worship most of the same gods as other elves, but also Ahaar and other airoriented deities. Language: Cherubim elves speak Elvish. Names: Cherubim names are similar to other elven names, except that they do not use surnames. Adventurers: Cherubim elves rarely adventure, simply because they are a bit timid and physically quite weak. Their ability to fly is such an asset, however, that most Cherubim who do attempt such a dangerous profession find that they are well suited to it. Cherubim Elves as Characters Cherubim characters possess the following racial traits. Abilities: +4 Dexterity, –4 Constitution. Size: Medium size. Speed: Cherubim base land speed is 30 feet. They also can fly with a speed of 40 and average maneuverability. Special Abilities: Low-light vision. Racial Skills: +2 racial bonus on Spot checks. Languages: Automatic—Common and Elven. Bonus—Gnomish and Halfling. Favored Class: Wizard. Level Adjustment +2. -Harrow Elves When Ghul, the Half God, captured many Shoal and Elder elves from the Moonsilver Forest, he herded them into the dungeons beneath Goth Gulgamel, his dark fortress halfway up the Spire. There, he and his demonic servants (including the zaug and the Elder Brood) twisted them in body and spirit. While many of the elves received new magical powers, they were dark powers that corrupted their souls utterly. When he finished his awful work, Ghul released the elves—dubbed Harrow elves—back into the world to show his contempt for all that was good and pure, and to demonstrate his ability to unmake anything made. The Harrow elves, for the most part, left the area, not taking part in the great Ghulwar that followed between the Skull-King and most of the rest of that part of the world. Instead, the majority of the Harrow elves fled east and south. Shorter-lived than normal elves, many Harrow elf generations have passed in the thousand years since their creation. Since then, their dramatic powers and physical deformities have softened with each new birth, but still the taint of evil remains. Harrow elves are mistrusted and disliked. Occasionally, one is born who displays the power and evil of the original Harrow elves, but such a child is rare (albeit feared). Those characters have spell-like abilities far beyond the norm. Personality: Even after all this time, Harrow elves are as twisted on the inside with bitterness and hate as their flesh is twisted and deformed on the outside. They know that everyone hates and fears them and, truth be told, they hate and fear themselves, at least to a degree. They resent the happy lives of others, and evil Harrow elves often seek to make others as miserable as they. They frequently attempt to disfigure their enemies the way they have been disfigured. Some still seek revenge on those who mutated their forebears. Physical Description: Harrow elves have the same general build as other elves. Their bodies typically bear horrible birthmarks, scars, and various deformities. Their flesh is a pale yellowishwhite, and their eyes are red. Harrow elves have a lifespan of similar length to that of humans. Relations: Harrow elves are disdained by virtually all others, but especially by other elves, who see them as abominations only slightly better than dark elves. Harrow elves share a general wariness for all other races, but beyond that they have no preferences. Alignment: Harrow elves lean toward evil, but some have overcome this predilection. Unlike other elves, they are not typically limited to nonlawful alignments. Harrow Elf Lands: The Harrow elves have no lands of their own. Most live in Kem, in isolated communities. Typically, Harrow elves find mates only among their own kind, but sometimes they take mates through violence from among Shoal elves or even humans. Offspring from such rapes are always Harrow elves. Religion: Harrow elves generally are too bitter to find much solace in religion. They have very few clerics, but the few that do pay homage to a deity often worship one of the demon gods or perhaps Kran, Goddess of Faults. Language: Harrow elves speak Elvish. Names: Harrow elf names are similar to other Elvish names. Adventurers: Harrow elves make excellent adventurers, given that most of them feel they have little to live for—many have a death wish. They are fierce combatants, often quite ruthless. Usually, however, they do what they do more to prove themselves than to gain riches or even fame. Harrow Elves as a Character Harrow elf characters possess the following racial traits. Abilities: +2 Dexterity, –2 Constitution, –2 Charisma. Size: Medium size. Speed: A Harrow elf’s base land speed is 30 feet. Special Abilities: Low-light vision. Racial Skills: +2 racial bonus on Craft (alchemy), Intimidate, and Use Magic Device checks. Spell-Like Abilities: 1/day—detect magic, ghost sound, mage hand, prestidigitation, and one 1st- or 2nd-level spell chosen by the player or DM. Caster level equals character level; key ability is Charisma. Languages: Automatic—Common and Elvish. Bonus—Elder Elvish, Gnomish, and Halfling. Favored Class: Monk. Level Adjustment: +1. Litorians Litorians are bestial, honorbound hunters. Usually found roaming open grasslands far from civilization, litorians only rarely separate from their tribes. Unlike members of the common races, only the unique individual litorian interacts with other species. Personality: Litorians are thoughtful and quiet until provoked past their limit. Once angered, they become savage and brutal, almost incapable of showing mercy. Litorians love the outdoors, good food, and long, well-considered stories (not boastful or exaggerated ones). They have a deep sense of personal honor—personal in that it’s not about “saving face” but about being true to oneself. A litorian will not compromise her morals for fear of losing her own self-value, even if this makes her appear strange or foolish to others, and even if it means making a choice others might not consider the best one. All litorians develop their own sets of morals and ethics, although some principles remain true across most members of the race. Because they highly value both honor and life, for example, their need to repay those who save their lives—a lifedebt—is very strong. Physical Description: Litorians are taller and more muscular than humans. Their bodies are covered in light brown hair, and their faces are clearly feline in appearance with a pronounced snout, a flat, catlike nose, and sharp teeth. They have dark eyes with narrow pupils. Manes of brown hair surround the heads of males. Most people notice a thick, almost musky scent around litorians, but few think it unpleasant. Litorians mature much faster than humans, but have a similar lifespan. Relations: Litorians have little history with most other races except aram, whom they respect (but do not entirely understand). In Ptolus, they get along best with halflings, who surprisingly share many of their sensibilities regarding loyalty (this may come from their similar nomadic lifestyles). They get along with the Ornu-Nom tribes of orcs in Palastan and Rhoth fairly well, but not with the Toruk-Rul or Sorn-Ulth. Alignment: Litorians lean toward chaos rather than law simply because of their tribal upbringing. They believe in only a very loose organizational structure. Litorians organize their tribes by strength and respect, not by law. Litorians find the concept of delineated parameters of right and wrong difficult to understand; they are much more likely to judge situations on a case-by-case basis. Bound by their sense of honor and respect for others, far more litorians are good or neutral than evil. They are very rarely selfish or cruel and hold concepts of personal freedom quite dear. Litorian Lands: Litorians are nomads, but to call their wandering “random” shows a profound misunderstanding of their culture. They subtly control the open grasslands upon which they wander: Their power and cunning makes them clear masters of the region they inhabit. No one passes through the plains where they live without their knowledge—and, therefore, their leave. Religion: Litorians have no concept of worship and see little need for ritual. They simply do not understand or crave the need to trust in a higher power. When confronted with proof of a powerful being’s might, a litorian grants respect, but not reverence. Language: The complex litorian language proves difficult for humans and many others to speak. It is a tongue full of deceptive subtlety, and few nonlitorians attempt to master it. Litorian has an alphabet of its own, but by the standards of other races, its written form is fairly crude and basic. Names: The tribe gives all litorians names that carry a special meaning in their own tongue. These names are then transliterated into Common for use by others who have difficulty with Litorian speech. Here are some sample names: Litorian Male Names: Charnaset, Chron, Malethar, and Rastor. Litorian Female Names: Marel, Rann, Sorret, and Yintra. Adventurers: Litorians away from their tribe are usually hunters, mercenaries, or members of another profession that allows them to use both their outdoor instincts and their natural strength and agility. Frequently shunned by members of other races (because they find the “lion-people” intimidating), litorians often find acceptance and friendship among adventurers—many of whom are loners or wanderers themselves. ROLEPLAYING LITORIANS Litorians are impressive in stature and in their honorbound nature. Anyone who calls them “cat people” doesn’t understand them at all. With due respect to cats, these are not self-interested. aloof felines, but proud warriors and hunters who are principled and thoughtful in their actions. They ascribe high importance to the well-being of their allies, their families, and their people. Also, do not dismiss them simply as primitive hunters. The litorians have been around as long as the elves and know much about the major races and the cities they build. The litorians, however, have rejected the ways of the other races to embrace their own. These noble people value personal honor very highly. They also closely guard their image in society. Litorians teach their children that to be caught in a lie, to be seen as a failure, or to be called a coward are all fates as bad as death. Taking this ideal to the extreme, some litorians almost never speak, attempt only what they are good at, and never turn from a fight, no matter what the odds. Most litorians, however, realize that intent matters more than action. Abandoning a fight is not cowardly when one has no chance of winning. There is no shame in failing at an impossible task. And a statement is never really a lie if you believe it when you say it. Other things, however, can shame a litorian as well: associating with honorless people, betraying a friend, dishonoring one’s parents, failing to repay a debt—or worse, failing to recognize when one is in someone’s debt. Anyone who saves the life of a litorian usually finds that litorian swearing to aid him in a great task. Litorians have a strong sense of lifedebt and will go to great lengths to repay their saviors. When you play a litorian, carefully consider your actions. When you make a friend, stick by that friend no matter what. When you make an enemy, strive against that enemy with all your might. And thus do neither lightly. Litorian Racial Traits Abilities: +2 Strength, +2 Constitution, +2 Dexterity. Size: Medium size. Speed: Litorian base speed is 30 feet. Special Abilities: Low-light vision, scent (as described in Chapter 7: Glossary of the MM). Languages: Automatic—Common and Litorian. Bonus—Gnoll, Goblin, and Orcish. Racial Skills: +2 racial bonus on Intimidate, Search, Spot, Listen, and Survival checks. Favored Class: Ranger. Level Adjustment: +1 Assarai (Lizardfolk) The real truth of the matter is, few people in Ptolus use the word “lizardfolk.” To the ignorant, they are “lizard men,” whether the individual is male or female. To those in the know—and of course, to actual members of the race—they are assarai. Personality: The common perception of the lizardfolk is that they are sneaky, slippery, and most likely thieves and liars. These are unfair characterizations. In fact, most assarai are as honest as most humans—as likely to be good as evil and, in reality, usually a complex web of both. Physical Description: These reptilian humanoids stand a little taller than a human, and their tails can measure up to 4 feet in length. Their scales range in color from green to grey to brown. City-dwelling lizardfolk dress in standard human clothing: shirts and pants, often including hooded cloaks to help disguise their forms when they venture into certain districts. Their clothing often looks worn, as its condition matters little to most assarai. Relations: Lizardfolk are primitive in the eyes of most other humanoids, but they do not have the litorians’ inherent culture of savage nobility and honor. Instead, one can characterize them most easily as folk with simple goals. Few assarai seem ambitious by human standards. Most are content when they simply have enough to eat and can stay relatively safe from harm. They aren’t even that demanding about shelter; many are happy enough without it, as long as the climate never turns very cold. They sleep at night along the docks or sometimes in alleys or in parks with fountains or pools. In a city where they are tolerated, like Ptolus—a place known for its tolerance, relatively speaking—the assarai’s needs are easily met. This fact of urban life results in copious free time for lizardfolk, which their people never enjoyed in the past, when they dwelled in small villages and had to hunt and cultivate their own food. Over the years, however, non-assarai have decided that most lizardfolk are lazy, shiftless thieves, for how else could they get along without jobs or homes? The truth is that lizardfolk in the city are very resourceful. They often perform menial tasks for those who will hire them on a temporary basis, earning just enough money to tide them over for a time. Others catch fish in the bay or even down by the river. Still others forage through trash to find food or something to sell. And of course, some do steal—but even then, only enough to meet their simple needs. The thing to remember is that most assarai in Ptolus do not find their state of indigence and homelessness an undesirable situation. They don’t need more than a little food to eat, and most don’t want permanent shelters like other humanoids. On warm days, it’s not uncommon to see them sunning themselves in a city square or on a rooftop. The City Watch routinely clears them out of these places, but they always come back. In fact, some assarai have grown so accustomed to the Watch that they have learned to migrate through the city from one favored location to the next, keeping just ahead of the guards. Others have found it easier to remain in lairs below the city, living near the underground pools or streams, just to stay out of the way. Alignment: Lizardfolk are usually neutral. Lizardfolk Lands: In a different world, the assarai would have been a more prominent race. At one time, they dominated much of the western portion of the continent, particularly the lands near the coasts, although they rarely trod regions north of Ptolus. However, their territorial culture, as well as their physical nature, brought them into frequent conflict with mammalian races that assumed— particularly long ago—that all lizardfolk were evil. Though still common in most lands, lizardfolk find little welcome in all but the most cosmopolitan cities. Religion: Many lizardfolk in Ptolus choose to worship Harredda in her animal and protection aspects, although they revere her in reptilian form rather than in raven form. Language: City-dwelling assarai almost always speak Common as well as Draconic. In fact, more and more lizardfolk are forgoing Draconic altogether. Only about one in three can read, and most of those read Common, not Draconic. Names: Lizardfolk do not distinguish between male and female names. Assarai names are often quite sibilant sounding, such as Slaathan, Ssethenus, and Thessisth. Adventurers: Not all lizardfolk are transient and poor, of course. The exceptions often become mercenaries or adventurers. Every once in a while in Ptolus, assarai warriors attempt to inspire their people to rise up and fight for a better place in the city’s culture, but this never works, because the lizardfolk are generally satisfied with their lot. The “rabble-rousers,” while trying to look out for their people’s well-being and pride, have been overly influenced by the cultures of other races—ones that look down on the lizardfolk. Because they are both homeless and hardy, slavers in the city frequently make use of lizardfolk. This is a situation the assarai do not accept, and many an assarai’s adventuring career has begun with a quest to rescue enslaved friends or family. Many lizardfolk carry weapons to protect themselves and their comrades from abduction. Sadly, sometimes the City Watch looks the other way in this situation, believing it better that the slavers take the assarai than members of other races. Assarai as a Character Lizardfolk characters possess the following racial traits. Abilities: +2 Strength, +2 Constitution, –2 Intelligence. Size: Medium size. Speed: A lizardfolk’s base land speed is 30 feet. Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. Racial Skills: An assarai’s humanoid levels give him skill points equal to 5 × (2 + Intelligence modifier, minimum 1). His class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Racial Feats: A lizardfolk’s humanoid levels give him one feat. Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields. Armor: +5 natural armor bonus. Natural Weapons: 2 claws (1d4) and bite (1d4). Special Qualities: Hold breath. Languages: Automatic—Common and Draconic. Bonus—Aquan, Goblin, Gnoll, and Orcish. Favored Class: Druid. Level Adjustment: +1. Edited by Extremis, Jul 4 2009, 10:29 AM.
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