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Rank I Races; The 1st set of races
Topic Started: Dec 25 2008, 08:51 PM (126 Views)
Dungeon Master
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The races listed here are available to anyone at SF with no requirements at all.

Key: The first race underlined is the base race, and then races following in itallics are the subraces of that race. You may choose for your character to the base race, or a subrace.

Races:

Human

- Aventi
- Arctic Human
- Aquatic Human [Merfolk]
- Desert Human
- Jungle Human

Elf

- Moon Elf
- Sun Elf [Desert Elf]
- Wild Elf [Jungle Elf]
- Drow [Dark Elf]
- Wood Elf
- Aquatic Elf
- Arctic Elf
- Fire Elf

Half-Elf

- Aquatic Half-Elf
- Arctic Half-Elf
- Desert Half-Elf
- Jungle Half-Elf
- Fire Half-Elf

Gnome

- Aquatic Gnome
- Deep Gnome
- Rock Gnome
- Arctic Gnome
- Desert Gnome
- Jungle Gnome
- Air Gnome

Half-Orc

- Aquatic Half-Orc
- Arctic Half-Orc
- Desert Half-Orc
- Jungle Half-Orc
- Water Half-Orc

Dwarf

- Aquatic Dwarf
- Gold Dwarf
- Shield Dwarf
- Duergar [Gray Dwarf]
- Arctic Dwarf
- Desert Dwarf
- Jungle Dwarf
- Earth Dwarf

Halfling

- Aquatic Halfling
- Ghostwise Halfling
- Lightfoot Halfling
- Strongheart Halfling
- Tallfellow Halfling
- Arctic Halfling
- Desert Halfling
- Jungle Halfling
- Water Halfling

Goblin

- Aquatic Goblin
- Arctic Goblin
- Desert Goblin
- Jungle Goblin
- Air Goblin

Kobold

- Aquatic Kobold
- Arctic Kobold
- Desert Kobold
- Jungle Kobold
- Earth Kobold

Orc

- Arctic Orc
- Desert Orc
- Jungle Orc
- Water Orc

Hobgoblin

- Fire Hobgoblin

Extras

- Aasimar
- Tiefling
- Genasi [Air, Earth, Fire, Water]

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Human

Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people - physically, culturally ,religiously, and polititcally different. Hardy or fine, light-skinned or dark, showy or qustere, primitive or civilized, devout or impious, humans run the gamut.

Personality: Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it's only natural that humans, with their relatively short life spans and constantly changing cultures would have shorter collective memory than dwarves, elves, gnomes, or halfling.

Physical Description: Humans typically stands from 5 feet to a little over 6 feet tall and weight from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodoc in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.

Relations: Just as readily as they mix with each other, humans mix with members of other races, among which they are known as "everyone's second best friends." Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Alignment: Humans tend toward no particular alignment, not even netrality. The best and the worst are found among them.

Human Lands: Human lands are usually in flux, with new ideas, social changes, innovations, and new leadersconstantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering. Since humans lead such short lives, they leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving faster than parallel institutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics. uman lands generally include relatively large numbers of nonhumans (compared, for instance, to the number of nondwarves who live in dwarven lands).

Religion: Unlike members of the other common races, humans do not have a chief racial deity. Pelor the sun god, is the most commonly wordshipped deity in human lands, but he can claim nothing like the central place that the dwarves give Moradin or the elves give Corellon Larethian in their respective pantheons. Some humans are the most ardent and zealous adherents of a given religion, while others are the most impious people around.

Language: Humans speak Common. They typically learn other languages as well, including onscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elven musical expressions, Dwarven military phrases, and so on.

Names: Human names vary greatly. Without a unifying deity to give them a touchstone for their culture, and with such as fast breeding cycle, humans mutuate socially at a fast rate. Human culture, therefore, is more diverse than other cultures, and no human names are truly typical. Some human parents give their children dwarven or elven names (pronounced more or less correctly).

Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.

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Aventi

Citizens of an ancient empire that sank beneath the ocean, the aventi adapted to their new home and now adventure both at sea and on land. A proud people who hold personal honor in high regard, the aventi can be found anywhere from the human-settled coasts to the deeprest trenches of the ocean floor.

Physical Description: Aventi are little different from humans in appearance. Aventi usually stand from 5 feet to a little over 6 feet in height and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Aventi coloration tends toward very pale, almost bluish skin to a lighter tan, with blue and green eyes snd hair that ranges between light brown to a very pale blonde. The calves and forearms of aventi feature small swimming fins that fold almost flat when the aventi leaves the water.

Aventi dress is very plain and sparse - most wear just enough to maintain their modesty, and some wear less than that. They are fond of pearls and soft metals that can be worked without heat, such as gold. Aventi reach adulthood at about age 15 and rarely live more than a century.

Names: Aventi keep the names they are given at birth, even after marriage. When among other races, aventi do no give their family names, instead taking the name of their settlement as a substitute surname (as in "Ralin of Deepingpearl" rather than "Ralin Ubanishol"). Given names among aventi always begin with consonants, while family names always begin with vowel sounds.

Male Names: Boral, Damash, Daneth, Kanal, Ghenor, Nimor, Ralin, Relvin, Tagren
Female Names: Boshira, Dahara, Daratha, Ganelle, Janna, Naliatha, Nimora, Paranna, Shara
Family Names: Adirishol, Anayasha, Eriskan, Iricha, Olbareth, Ubanishol, Uvarilith, Ygranneth

Personality:Aventi are, first and foremost, a very devout people - they literally owe their existence to their patron sea god, after all. Aventi are also a very proud people, sometimes to the extent of being considered prickly about things such as their honor. They are not quick to take insult, but they are very particular about their own honorable behavior, They expect less out of other races, though they are pleasantly surprising when one of the land folk matchers their standards for honor, courtesy, and duty.

Aventi culture is very tradition-bound and ordered. This sense of tradition is expressed among the aventi as the Twelve Virtues: honor, loyalty, bravery, piety, civility, strength, perseverance, dedication, humility, obligation (specifically, to the family), respect, and peacefulness. Of course, these are idealsto which individual aventi strive, but the assumption of these virtues as being the norm colors everyday aventi life.

Behaviors: Aventi culture is regimented enough that even rebels, misfits, exiles, and other adventurers tend to go about their daily routines in an organized mindful fashion. Devout aventi undertake many small rituals of thanks and acknowledgement through their day, and nearly every aventi recites his or her lineage before going to sleep each night (even those who can't stand their families).

Language: Aventi speak Common, as well as the languages of those civilizations around them. Many Elven words have found their way into the aventi Common, due to the influence of the aquatic elves on aventi civilization. Additionally, many aventi learn the Aquan tongue, often with a merfolk accent.

Alignment: Respectful of trafition and personal honor, aventi tend to be lawful. Aventi do not have any need for stringent legal codes and expansive laws. Each member of their society is assumed to act with honor and integrity, seeking the best outcome for the most people. Dishonorable behavior is dealt with on a familial level - a family is expected to deal appropriately with anyone in their midst who behavior reflects badly on the community, whether through shaming them into proper behavior or ensuring that this family member make amends and then keeping a close eye on him or her to prevent such behavior.

Aventi Lands: Most aventi know the place where their original homeland sank beneath the waves. However, a generation or so after their transformation they were forced to abandon it. Some say it was because disease spread among them, while others claim that the sahuagin armies of a mighty kraken lord claimed the great city.

Settlements: Currently, aventi live in small enclaves of up to a thousand members. Each enclave is rule by a king, who is often a paladin or cleric of a sea god. These enclaves are guarded by a militia led by the elite Order of the Pearl. Once a decade, the kings of all the settlements gather for a Royal Moot hosted by one of the kings, where the kings reaffirm their treaties and aliances with one another.

Religion: Most aventi revere the mighty sea god Aventernus as their patron and savior, for it was by his hand that they did not perish in the long-ago catastrophe that befell their kingdom. The temple hierarchy of Aventernus is a pillar of any aventi community, and high priests often serve as the principal advisors to aventi kings and lords. Evil aventi are something lured by the promises and power offered by sinister deities such as Skolah and Umberlee.

Relations: Aventi have excellent relations with merfolk, aquatic elves and tritons, often banding together with them to fight off threats from land folk or aquatic threats. They are fascinated by the merfolk and their culture's apparent lack of structure, so unlike the aventi way. Aventi are dedicated enemies of the sahuagin and monstrous sea creatures such as merrows and scrags.

Of all the sea-dwelling folk, the aventi are the most likely to engage in regular commerce and trade with coastal and seafaring land dwellers. Sometimes they conceal their true origins from the humans they deal with, appaearing as mysterious sea traders who rarely venture far from the ocean. In other places aventi kings are staunch allies of human lords ruling over coastal cities, and the two races freely mix. Human-aventi marriages are no uncommon in such places; the children of these unions are aventi, althought they might have features and coloration that are quite unusual for their race.
Edited by Dungeon Master, Dec 26 2008, 07:24 PM.
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