Races

Contains information needed to create Dawnforge characters.
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Races

Post by Eanwulf » Tue Jul 04, 2006 3:03 am

Information on Races specific to the Dawnforge setting.
Last edited by Eanwulf on Tue Jul 04, 2006 3:10 am, edited 1 time in total.

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Dawn Elves

Post by Eanwulf » Tue Jul 04, 2006 3:07 am

Dawn Elves
The dawn elves are the traditional rulers of the forest kingdom of Sildanyr. They advocate the old ways, cultural traditions that have allowed the elves to prosper, although the night elves see them merely as tools to keep the dawn elves in power. Most dawn elves still have hope that the night elves can be brought back into the kingdom, but the war is bloody on both sides. The dawn elves call themselves the aliasir, or "people of the dawn," and they believe it is their destiny to rule the kingdom of the elves and to bring their people to the forefront of the world's nations. For this reason, many dawn elves choose to travel the world, learning of the different cultures and heralding their emergence as a power in the world.

Dawn elves have pale skin, fair hair, and eyes that range from pale blue to sparkling green. It is said that all the colors of the natural world are reflected in the eyes of every dawn elf. The elves are shorter and thinner than humans, although they can be just as strong. Elves exhibit much of their fey heritage, from the way they see the world through two sets of eyes, one set physical and the other linked to the arcane energies of the world. Goblinoid legends from the far north speak of elves who can smell magic and even feel it on their skin when it is near, although the elves laugh at these claims and reply that the energies are there for all to see.

As rulers of the elven kingdom, dawn elves are used to being well respected, if not in control. When they visit other lands and interact with other races, however, they are cordial and polite. They are trained to be humble guests and to represent the elven nation with grace and style. They dress in fine elven fashion, even when traveling, and if allowed will talk endlessly of elven virtues and the beauty of their kingdom. The elves believe that all the other races are part of the natural world, whereas they themselves are of the fey. This belief leads to both a reverence for others as well as a paternalistic attitude toward them. An elf that does not watch his tongue might be considered condescending, especially when comparing elderly humans or Halflings to the rocks, the sun, and the sky.

The elves have been met with mixed feelings by the other races of the world. The orcs and goblinoids of the north threaten Sildanyr where it meets Frostwater Bay, and fighting is frequent. The Anderlar remain decidedly neutral toward elves of all kinds, and do not encourage their presence in the markets and towns of Anderland. The merchant princes of Ebernath are attempting to rectify this so that they might forge trade agreements with both the dawn elves and the night elves, but so far the attitude has lingered. The elves avoid traveling south and have little contact with the Valhedrin tieflings. Some of the nations of the Kingsmarch have been wooing the elves, who they see as potential allies in their wars against the tieflings. So far the elves have done nothing but politely listen to the humans' entreaties, but if the wars in Sildanyr and Emerlyn continue, the dawn elves and trueborn might be forced into an alliance.
Dawn Elf Racial Traits
· +2 Dexterity, -2 Constitution.
· Medium Size.
· A Dawn Elf's base land speed is 30 feet.
· Immunity to sleep spells and effects, and a +2 racial bonus to saving throw bonus against Enchantment spells and effects.
· Low-light Vision
· Weapon Familiarity: Elven (Elven exotics treated as martial)
· +1 racial bonus on all attack rolls with longbows (composite also) and shortbows (composite also).
· +1 racial bonus on all Listen, Search, and Spot checks.
· Spell Immunity: Choose one arcane spell at 1st level. You are immune to the effects of chosen spell.
· Automatic Languages: Common and Elven. Bonus Languages: Anderlar, Gnome, Sylvan.
· Favored Class: Wizard.

Last edited by Eanwulf on Thu Jul 06, 2006 6:21 pm, edited 4 times in total.

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Highlanders

Post by Eanwulf » Tue Jul 04, 2006 3:08 am

Highlanders
The Durning Highlands are home to more than a hundred disparate clans of humans. The warlords of these clans have managed to carve out domains in the lands north of the Kingsmarch lying between the Stormfells and the sea. Although the clans are often at war against each other, many have united to defend the highlands from humanoid and giant raids or to launch their own raids into the Kingsmarch.

Each highlander warlord has claimed lands as his own, and typically only those of his clan may reside within its borders. Clan hierarchy is rigid, with each warrior swearing allegiance to the commander above him, until the lowliest peasant blade is linked to his warlord through a chain of bloodsworn oaths. The extent of each warlord's lands is in constant dispute, and this combined with the differing codes by which each clan lives leads to the constant bickering and warfare that disunites the region. A clansman's first responsibility is to live by his clan's code and defend its honor. Personal achievement is secondary, but still important within the clan societies.

The highlanders are smaller than trueborn humans, but they are quicker on their feet and fearless in battle. They have light brown skin and fine, dark hair that they tie back into ponytails with special bone clasps called anunti. These clasps are painted and sculpted in such a way as to reveal the wearer's clan affiliation. A warrior that loses his anunti to a rival is considered shamed and must work his way back up the clan hierarchy from the bottom rung. This form of humiliation is the clans' way of sparing each other's greatest warriors from death whenever possible. Most clans abide by this code, although some '€" such as the infamous Blacktooth Dogs '€" would rather open their enemies' throats and spit upon their remains.

Clans are inclusive and even allow outsiders to join if they have proven themselves both worthy and honorable. One extreme example of this can be found in the recent history of the Durning Highlands and is a tale told by halflings across Ambria. Late one night after drinking heavily with several visiting Faring Folk, the chieftain of clan Steel Wolf inducted the entire troupe into the clan without consulting his advisors. Longstanding bitterness over past insults threw the clan into a civil war from which it never recovered. The halflings, long gone before the bloodshed began, at now the sole remaining survivors of the clan, a fact that they trumpet proudly as they roll into every new town.

Some chieftains are friendly to travelers, seeking information and trade goods from them as they pass through their lands. Others, however, demand tribute or service from those crossing their lands. The ever-shifting nature of the clan boundaries makes crossing these lands a risky proposition for those not in good standing with the many warlords of the highlands.

In battle, highlanders prefer heavy swords and short, wide daggers. Many of the clansmen excel in unarmed combat, and while they are not a religious people many of their fighters have learned to channel the magic of the world to allow them to perform amazing feats of acrobatics and combat. As it is written, these "fighters in the sky" were the first to ever harness magical energies in this way.
Highlander Racial Traits
· +2 Dex, -2 Int, -2 Cha: Highlanders are quick and agile, but they often prefer fighting to thinking or parleying.
· Medium size.
· Highlander base land speed is 30 feet.
· 1 extra feat at 1st level. Highlanders can choose any armor or weapon proficiency, or any feat from the fighter's list of bonus feats.
· 4 extra skill points at 1st level.
· +2 racial bonus on Will saves.
· Clan Honor Code: Characters from the highlands come from one of the region's many clans, and each warlord establishes an honor code that binds all who follow him. If a character acts against her clan's honor code, she loses her bonus to Will saves, as the verity of purpose that she once knew is shaken.
· Automatic Languages: Common and Clan Speech. Bonus Languages: Anderlar, Giant, Goblin, Highland Runic, King's Tongue, and Orc.
· Favored Class: Barbarian.

Last edited by Eanwulf on Tue Jul 04, 2006 5:24 pm, edited 1 time in total.

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Lowlanders

Post by Eanwulf » Tue Jul 04, 2006 5:16 pm

Lowlanders
Lowlanders are found throughout the known lands of Eadar, but they are most populous in Anderland. Anderlars are an agrarian people who are sheltered from most of the war and conflict that rages across Ambria. They live in farming communities and market towns that spread out across the fertile plain between the Imilbar and Dural rivers. The common folk of the Kingsmarch, Ebernath, Emerlyn, and even Valhedar are often lowlanders as well.

Family is very important in Anderland, and most Anderlar households have at least three generations living under the same roof (or roofs). The average farm couple will have seven or eight children over the course of their lives, most of which grown to help on the family farm either as a caretaker or a laborer. Anderlar homes are built to allow easy additions, and as a family grows more buildings are added to give them room in which to live. The most prosperous farms may have up to six buildings to house the extended family that lives within. Men are expected to work the farms until their sons are old enough to take over, at which time they retire to live out their days surrounded by family. Women keep the household and family together, providing clothing, meals, and comfort to their husbands and children.

Neighboring Anderlar families strive to be on good terms, and there is a strong communal bond between neighbors that runs deep in the culture and psyche of Anderland. Neighbors share a portion of each crop with each other, and gifts of seeds and tools are given at the beginning of each new growing season. It is common for neighboring farms to gather on holidays rather than traveling to a town or celebrating in private. These gatherings are full of music, food, and games, and serve to strengthen the bond between Anderlar families. This tradition extends to the cities and towns of Anderland as well, where the city's quarters put on distinct celebrations, each trying to outdo the other.

Lowlanders are among the largest of the human races, their muscles well developed from a lifetime of farm work. Anderlars typically have fair skin and hair that ranges from dark brown to black. Anderlars wear their hair long in the winter and cut it short in the summer. Blue and green eyes are most common, and black or gray eyes are considered a sign of nobility. Anderlars wear heavy tunics and pants when working in the fields, and lighter garments when they go to market or otherwise out in the fields. They do not favor ostentatious garments, instead using gold, silver, and copper trim to decorate fine tunics and breeches when proper attire is warranted.

Of all the races, lowlanders typically have the least desire to go off on adventures or to improve their lot in life beyond perhaps expanding the family farm. Those that do choose such a life are often seen as black sheep, although they are always welcome back into their family home and treated as if they had never left. Some lowlanders are not content to work the farms for their entire lives; instead, they may want to see the luxuries of Ebernath or to cross the Sunset Reach in search of the unknown in far-off Tamerland. Anderlars consider it a rite of passage for young men, and sometimes young women, to travel up the rivers that feed the farms and towns of Anderland. Some choose to travel up the Dural from the Parthian Sea to the Goldspring Sea, while others take the much longer and more dangerous route to the headwaters of the Imilbar. This takes a traveler between the Pale Forest and Sildanyr, through Halfling country and then into the cold steppes in the shadow of Icehammer Front.

Anderlars tend to stay out of the conflict between the clansmen of the Kingsmarch and the tieflings of Emerlyn. They respect the treaty between the tieflings and the merchant princes of Ebernath that has kept their lands peaceful for hundreds of years. Some lowlanders, however, feel that they must defend their human neighbors from the predations of the tieflings, even going so far as to join one of the armies that defend the Kingsmarch from the tiefling legions of the Emerlyn peninsula.

The dwarves and giant of the Stormfells are legendary to the Anderlars, who see them as primal races whose conflict represents a tension between the opposed forces of the natural world. The Anderlars are wary of the elves of Sildanyr, whose conflict threatens to spill over into Anderland. Most treat the dawn elves and night elves equally, although rumors about the night elves have turned some lowlanders against them. Halflings are common sighs at lowlander festivals, and the two races regard each other with mutual admiration. The Anderlars have little contact with any of the other races, although they regard the orcs and goblinoids to the north with nervous caution.
Lowlander Racial Traits
· Lowlanders gain a +2 bonus to one ability score of the player's choice and suffer a -2 penalty on one other ability score of the player's choice. Humans are a diverse race no matter which region of Ambria they come from and demonstrate a wide range of physical and mental strengths and weaknesses.
· Medium size.
· Lowlander base land speed is 30 feet.
· 1 extra feat at 1st level.
· 4 extra skill points at 1st level.
· +2 racial bonus on all Bluff and Diplomacy checks made to influence a transaction or trade.
· Automatic Languages: Common and Anderlar. Bonus Languages: Any, including Druidic (but not other secret languages).
· Favored Class: Any.

Last edited by Eanwulf on Tue Jul 04, 2006 5:25 pm, edited 1 time in total.

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Saltbloods

Post by Eanwulf » Tue Jul 04, 2006 5:18 pm

Saltbloods
Saltbloods are more comfortable on the sea than they are on land. The Dreaming Isles boast the greatest port city in the world, Seagarden, and all of the children on the archipelago are educated in the ways of the ship and sea. They are a rugged folk, picking up the rough manners and speech of the sailors that visit and live on the island. Danger is never far from a saltblood's mind, and it is said that by the time a saltblood reaches manhood he has faced more danger than a lowlander will face in his entire life.

Many saltbloods consider themselves superior to the other human races. They are tougher and heartier thanks to the rough life of the sea. They are quicker and more agile thanks to a life of activity and danger. Of course, this posturing and bravado does them little good when faced with the end of a sword. Saltbloods are outstanding swimmers and can even learn to take to the water like a second home. They prefer to wear light armor and wield small weapons so that they can easily shed them should they be knocked from their boats. Their fighting style generally relies on agility and defense, and they are fond of performing flamboyant maneuvers when they fight.

Saltbloods have dark brown to black hair and olive skin, made tough by a life living near the sea. They are slightly smaller than the highlanders and much smaller than the lowlanders who live across the mountains. Saltbloods are fond of tattooing their skin, and the practice has become an art at which many retired sailors and artisans make their living on the Dreaming Isles. Seagarden boasts the best, and most expensive tattoo parlors in the world. It is said that the master tattoo artists of Seagarden can paint you a new face if you bring them enough coin.

The Dreaming Isles, and Seagarden in particular, offer some of the greatest diversity in the world. All the races of the world come to the islands to set sail to Tamerland, do business that they would hide from the prying eyes of enemies, or simply enjoy the island atmosphere. Saltbloods are therefore experienced at dealing with most of the civilized races of the world, and even some of the less civilized '€" notably the lizardfolk who make the journey from Landsgate to see Ambria. This makes the saltbloods favor a neutral stance in the conflicts that rage across Ambria. In a place where anything can happen and anyone can be right around the corner, there is more than enough reason not to choose sides. Some see this as a virtue '€" the tieflings and yuan-ti especially favor this attitude, as it allows them to do business on the islands without attracting undue attention from the local authorities. Many humans of Ambria view this neutral attitude as cowardly and the trueborn of the Kingsmarch often treat saltbloods as undeclared enemies. The elves of Sildanyr admire the saltbloods' affinity for ships and the ocean, but they too find it hard to swallow the neutrality and seeming amorality of the Dreaming Isles and its people.

Saltbloods are always on the move, and they dislike staying in one place for long periods of time. It is partly this trait that makes them such excellent seamen, and it also means that saltbloods can be found getting into all manner of adventurers in Ambria and Tamerland. They especially enjoy adventuring on the new continent, as it tests their survival skills to the limit and feeds the individualistic streak that is characteristic of the saltblood personality. The saltbloods have inherited a strong spiritual tradition from the native Madocs that shaire their islands, and the Dreaming Isles have also produced a number of renowned wizards. Nevertheless, magic and religious vocations are not as common among the saltbloods as they are in other human cultures. The saltbloods do enjoy hunting strange new creatures, which is one of the reasons they like Tamerland so much '€" it gives them the ability not only to hunt new creatures, but to discover them as well.

Piracy is an increasingly common vocation among the saltbloods as trade and travel between Ambria and Tamerland increases. Saltblood pirates prey on the merchant ships of Ebernath and Valhedar, and sometimes even attack the ships of rival saltblood captains. Some saltblood privateers sell their services to Ebernath, Valhedar, and the merchant houses of Seagarden, raiding the fleets of those nations' enemies in return for official sanction and safe harbor.
Saltblood Racial Traits
· +2 Dexterity, -2 Str: Saltbloods are dexterous and agile, but they are smaller and less physically powerful than other humans.
· Medium size.
· Saltblood base land speed is 30 feet.
· 1 extra feat at 1st level.
· 4 extra skill points at 1st level.
· +4 racial bonus on all Swim checks and a +2 racial bonus on all Use Rope checks.
· +1 circumstance bonus to AC when using a buckler. This bonus stacks with the buckler's shield bonus. In addition, a saltblood's shield does not impair his ability to swim. He does not count its weight when attempting a Swim check.
· Automatic Languages: Common and Dorlian. Bonus Languages: Any (except secret languages, such as Druidic).
· Favored Class: Any.


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Minotaurs

Post by Eanwulf » Tue Jul 04, 2006 5:30 pm

Minotaurs
Like the ogres, the minotaurs of Ambria once served the giants as thralls. After centuries of living in servitude, they attempted to rebel against their masters but they were quickly crushed. In the aftermath of the failed revolt, the minotaur tribes were scattered across Ambria and they ceased to exist as a unified culture. Minotaurs have no lands of their own and now live alone or in small groups throughout the lands of the other races.

Minotaurs are large humanoids, standing between 7 feet and 8 ½ feet tall. Their bodies are covered with long, matted fur that hangs from their bodies. They have hoofed feet and strong, clawed hands. Their heads have both bovine and humanoid qualities, and wide horns extend horizontally from their temples. The fur of Ambrian minotaurs ranges from rust-colored to dark brown, and black-furred minotaurs are very rare. Their eyes are red and seem to glow in moonlight, and they sniff and snort as they walk the streets and roads of their settlements.

During their failed rebellion, infighting often prevented the minotaurs from achieving significant gains. Now that they are a scattered people, the minotaurs have adopted several traditions intended to minimize unnecessary bloodshed and prevent the future dissolution of the minotaur race. One of these is the tradition of personal combat and ritualistic dueling. If two minotaurs wish to fight, tradition holds that they must declare a duel. Outnumbering an opponent is considered dishonorable, so each side must have an equal number of combatants. Larger brawls are less common than one-on-one duels, only because it is hard to find a large number of minotaurs to remain true to their nature without pushing their race further toward extinction.

Some of the minotaurs that were scattered by the giants did not follow their tribes to the human lands. Some stayed in hiding in the mountains, becoming giant hunters or merely trying to live out their days in peace in their ancestral home. Some traveled far to the east through Anderland seeking the Morningstar Mountains, while others went to live among the dwarves or find a new home in the Frostfells or the Icehammer Front. Some minotaurs escaped farther west and sailed for Tamerland where they hoped to find a pleasant, and giant-free area in which to rebuild their lives. Rumors that the wilds of Tamerland are a paradise for the minotaurs that have gone there have trickled into the lands Ambria.
Minotaur Racial Traits
· +2 Str, +2 Con, -2 Dex, -2 Int, -2 Wis: Minotaurs are strong and tough, making them excellent fighters. They are less intelligent than most other races, however, and their large, heavy frames lack agility.
· Medium size.
· Minotaur base land speed is 30 feet. When a minotaur charges, it may move 2.5 times its base land speed.
· Low-Light Vision: A minotaur can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
· +2 bonus on all Spot checks. Minotaurs have keen eyesight.
· Natural Cunning: A minotaur can never be lost, is never flat-footed, and is immune to maze spells.
· Automatic Languages: Common and Giant. Bonus Languages: Anderlar, Clan Speech, Dwarven, Goblin, and Orc.
· Favored Class: Fighter.


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Wood Elves

Post by Eanwulf » Tue Jul 04, 2006 6:36 pm

Wood Elves
During the Long Night on which the elves left the fey realm, most settled down around the First Tree. Others traveled north to seek out something they could not explain. A few walked with their fey brethren deep into the forest on a quest for the pools of creation still busily weaving life into the world. This last group were the wood elves, close allies with the gnomes and other fey. While the dawn elves struggle to retain their "fey ways," the wood elves have already adapted them to the new conditions of the world.

Physically, wood elves share characteristics with both dawn elves and gnomes. They have the fine facial features and light, tall build common to all of the elven people. But their mingling with the magic of this world turns their skin brown, and their hair matches the colors of the earth. Their eyes show the deep greens of the heart of the forest. At first glance, it seems that many older wood elves have elaborate tattoos. However, closer examination shows that the lines actually originate from deep under the skin, as if the elf were made of polished wood.

In keeping with their traditions of separation from others, the wood elves live on the outskirts of dawn and night elf settlements. They have little need for the so-called "comforts" of civilization; indeed, most regard such things as traps that blind the possessor to the beauty of the world. More importantly, the wood elf elders regard the bloody war between the fey as a brutal perversion of the way of nature. A cornerstone of their faith is that all fey were meant to appreciate life, not destroy it or each other. Murder, even cloaked in the rhetoric of war, can never be condoned.

Their reverence for nature and distaste for the growing conflict cause wood elves to live much like gnomes. Families with small children may construct a temporary shelter of living plants, but most just wander where the winds blow them. They carry their simple weapons with them, using slings and bows to both gather what limited meat they need and protect themselves from hostile creatures.

When wood elves make tools, they usually sing them out of the wood or stone. A few also use the magical products of the moon elves, or trade rare woods and pelts with humans. These tools are almost universally just that; tools. Wood elves turn their tools to battle if they must, but they never buy things that exist only to kill other intelligent folk. Similarly, they rarely use destructive magic. Instead, they try to disable their foes and either flee or drive them away.
Wood Elf Racial Traits
· +2 Dex, -2 Str: Wood elves are agile and healthy, but their small frames do not support significant musculature.
· Medium size.
· Wood elf base land speed is 30 feet.
· Improved Low-Light Vision: A wood elf can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
· Forest Senses: Wood elves receive a +4 bonus to Spot, Listen, and Search skills.
· Automatic Languages: Elven, Sylvan; Bonus Languages: Night Elven, Common.
· Favored Class: Shaman.


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Doppelgangers

Post by Eanwulf » Thu Jul 06, 2006 7:14 pm

Doppelgangers
Doppelgangers are one of the strangest races to walk the known lands, and certainly the most mysterious. The origins of these shapeshifters are unknown, although many conclude that they have been around since the beginning of recorded history, and perhaps longer. The doppelganger can take the form of any humanoid creature '€" although most prefer to remain in one or two forms '€" and they can learn to master the abilities of these forms almost as well as the true species. In their true form, doppelgangers resemble tall, extremely thin humans with rounded heads and no hair anywhere on their bodies. Their large, reflective eyes sometimes show the viewer as a different race from his own, almost as if the doppelganger were shifting the viewer's shape in his own mind.

The doppelgangers have no true homeland, existing in all the cities and communities of the world, including the hidden jungle fortresses of the yuan-ti and the lizardfolk tribes of Tamerland. Wherever they live, they strive to conceal their true identities for fear of persecution. This secretive and deceptive behavior only serves to reinforce the prejudices of those who believe them to be evil or maleficent. Doppelgangers can also be found wandering the known lands, searching for a place they can call home. As wanderers they often pick up the affections of many different cultures, which they use to aid their shapeshifting disguises. Doppelgangers can often be found among the Faring Folk, enhancing their performances by providing them with ready individuals of any race for their shows.

The humans of Ambria, the elves of Sildanyr, and the dwarves of the Stormfells view the doppelgangers as an alien race to be feared and shunned. Doppelgangers found among these races must work hard to conceal their true identities, lest they be case out of their homes or worse. The tieflings do not trust the doppelgangers any more than their rivals to the north, but they look upon them as tools to be used. Doppelgangers in Valhedar are routinely tortured physically and mentally, preparing them for magical brainwashing that turns the doppelgangers into unwilling, but loyal, servants. The lizardfolk of Tamerland believe the doppelgangers to be blessed leaders, and more than one tribe is lead by a doppelgangers shaman or chieftain.

Doppelgangers have no culture of their own, never having been part of a unified nation or society. Like many of the races of the world, the doppelgangers have no collective memory of their emergence into the world. Sages believe they may have originated in Tamerland, and explorers have reported that they are indeed common there. IT has long been rumored that doppelgangers fill the ranks of the Black Circle, an elusive cult of shapeshifters with an unknown agenda.

The doppelgangers' only shared cultural trait is their grand oral tradition. Each individual greatly cherishes this bond with his fellows, and a doppelganger greeting always gives a snippet of the individual's life so that curious acquaintances will know which questions to ask first. Doppelgangers from different parts of the world meeting for the first time can sometimes talk for days on end, sharing stories from their homelands and weaving tales of their exploits and everyday lives.

It is thought that this oral tradition is not so much a function of some part of the doppelgangers' collective psyche as it is a necessity brought about by their own complete inability to understand written language. Something about the doppelgangers' minds keeps them from mastering even the basics of any language, even their own. Spoken Doppelganger sounds strange and alien to most of the other races, consisting of various clicks, whines, and whistles that is incomprehensible to others. Because speaking Doppelganger requires the constant morphing of the palate, tongue, lips, and throat, non-doppelgangers can never learn to speak the language. A character of another race can spend two ranks in Speak Language to be able to understand the language, however.

Doppelgangers are primarily scavengers, living off the discards of their adopted culture and trying to be as inconspicuous as possible. One of the methods they have come to use to protect themselves is not utilizing or siphoning the resources of their native land. They have great minds for using objects in a variety of ways, and as such usually gain reputations as inventors '€" or the very least clever riggers '€" no matter where they are settled.
Doppelganger Racial Traits
+2 Con, -2 Str.
Medium size.
Doppelganger base land speed is 30 feet.
Low-light Vision
+4 bonus on all Bluff checks.
+4 bonus on Fortitude saves versus poison and disease.
Alternate form: Choose one Small or Medium humanoid creature. As a full round action the doppelganger may assume this form as much as he wishes, gaining a +10 bonus on Disguise checks when using it.
Cultural Influences: Choose any base racial trait of his chosen alternate form that confers to either a skill bonus (or multiple bonuses) or attack bonus.
Restricted Skills: Never able to gain ranks in Decipher Script or become literate in any of the languages they speak.
Automatic Languages: Common and Doppelganger. Bonus Languages: Any (except secret languages, such as Druidic).
Favored Class: Rogue.

Last edited by Eanwulf on Sat Jul 15, 2006 11:44 pm, edited 2 times in total.

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Dwarves

Post by Eanwulf » Thu Jul 06, 2006 7:39 pm

Dwarves
The Three Kingdoms of Aradath are among the oldest civilizations of Ambria. The dwarves, in fact, claim that they are the eldest race, that they were hewn from the stone fo the world by the god Mordrin in the first days. The giantkind contest this claim, and many scholars believe there are things far older than either race that dwell in the dark and wild places of the world. High King Odvar Ironforge rules the dwarves of the Stormfells from the fortress city of Stoneguard. This great holdfast is built into the side of Mount Aradath, and a determined dwarf could journey for weeks through the endless vaults, halls, and mines hewn from its ancient bones.

The dwarven holdfasts and towns are built on high ledges and mountainsides of the Stormfells south of the Torvun River. Most settlements have tunnels and caverns underground that serve them as places for storage and defense, but the dwarves of the kingdom of Grimhal are the only ones that typically live beneath the surface for extended periods.

The basic dwarven social unit is the clan. Loyalty to one's kingdom and ultimately to the dwarven nation have grown stronger since Hael Ironforge unified the clans, but most dwarves still identify most closely and immediately with their clans. There is no higher honor among the dwarves than founding one's own clan and most dwarves believe that achieving this feat will secure them the greatest rewards in the afterlife.

The dwarves have a reputation across the lands of Ambria as being isolationist, but this is not the case. Facing marauding gobnlinoids and the Storm King's giants to the north, the dwarves simply cannot afford to leave their holdfasts to meet and parley with other races and cultures. Many of the same dangers have kept others from seeking dwarven company, although warriors from the Durning Highlands sometimes venture into dwarven lands to learn their techniques for fighting giants and other shared threats. Several of the highland clans have become fast friends to the dwarves and know more about them than any others. Trade is common among the two peoples, and the dwarves often travel first to the highlands when they leave the mountains.

The dwarves of the Stormfells are short and broad of body, with thick, knotted muscles. Their hair and eyes tend to be brown or black, always matching. In war they wear heavy dwarven plate armor and great helms forged into the shape of bears and other symbols of strength and prowess. Warriors normally wear leather tunics studded with adamantine and heavy boots that protect their legs. The common folk dress in lighter garb '€" thin tunics and heavy wool patas, skirts created in the image of the ones worn by the highland folk. There is a highland song that warns the children never to climb underneath a dwarf after a feast, although it is not a good idea to sing this around the prickly dwarves.
Dwarf Racial Traits
+2 Con, -2 Dex.
Medium size.
Dwarf base land speed is 20 feet, though it can be maintained in armor and/or encumbered.
+2 bonus on all Knowledge (engineering) and Craft checks related to machines.
Low-light vision.
+1 racial bonus on all attack and damage rolls with axes and hammers.
Stability: +4 bonus on checks made vs bull rush, trip, pr overall standing balance rolls.
Weapon Familiarity: Dwarven Exotic weapons treated as martial weapons.
+4 dodge bonus to ac vs giant type creatures.
Automatic Languages: Common and Dwarven. Bonus Languages: Anderlar, Clan Speech, Giant, Goblin, Orc, Stone-speak, and Terran.
Favored Class: Fighter.

Last edited by Eanwulf on Sat Jul 15, 2006 11:46 pm, edited 2 times in total.

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Eanwulf
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Night Elves

Post by Eanwulf » Mon Jul 10, 2006 5:08 am

Night Elves
The night elves are the second most common race of elves found in the Sildanyr forest, and the civil war between them and their dawn elf cousins threatens to tear their civilization apart. Elves are the newest of the races to appear in Ambria, having come into the world from the fey realm of Itheria only three centuries ago. Discontent soon grew among the night elves, who realized that they would never be allowed by the dawn elves to share rule of their new forest home. The night elves began to rebel against the cultural traditions of the dawn elves, even abandoning its animistic religion in favor of a new goddess, Lathail, that whispered from the darkness and depths of the Morningstar Mountains.

The disciples of Lathail advocated cultural independence from the greater elven civilization, if not complete political separation. They argued that if the night elves continued down the path they were on '€" being ruled by the haughty dawn elves from their wooden thrones '€" their people would soon vanish from the face of the world.

Unable to match the sheer arcane power of the dawn elves, the night elves learned the arts of stealth and subterfuge until such skills became a part of their nature. Led by the disciples of Lathail, the night elves have begun to understand the divine essence in the world. Under her guidance, night elf females have taken up the mantle of spiritual advisors to the rebellion, and her disciples wield ever-greater control over the forces that flow through the world. The night elves have been able to survive by striking from the shadows and melting away before the dawn elves can strike back. Their ebony skin and moonlight hair are perfect for nighttime raids, and the night elves have taken to the darkness just as their cousins exult in the sunshine and brightness of the day.

Some night elves still walk among the other elven people of Sildanyr, but the others regard them with a wary eye. Persecution is not widespread, as the dawn elves still hold out hope that the night elves can be brought back within the elven nation, but some elves cannot help but see a spy or murderer behind every night elf's hood. Most of those who have joined in the civil war have left the cities and gone into hiding with the rebels. They have created strongholds in the Morningstar Mountains where they dwell in caverns just below the surface. The night elf leaders know that their people would be safer deeper within the mountains, but far more dangerous and evil things than elves live in the depths.

The night elves know and care little about the world outside Sildanyr, having set their sights on the grove of the First Tree and the sawn elf king who rules from its seat. They believe that whoever controls this wellspring of fey magic will control the forest itself. What sorties they have sent out to Anderland have been met with hostility and distrust. The people of that land fear that the elven civil war will one day spill out of the forest, and so have turned back elven emissaries no matter their skin color. The gnomes remain neutral in the elven conflict, and so interact with the night elves as they would any other fey.

Night elf adventurers are common both within and outside the forest of Sildanyr. Mercenaries fight and spy for both sides of the conflict and even take their unique skills to other lands. These night elves find their abilities in high demand by the Valhedrin generals as well as the trueborn lords of the Kingsmarch. The wilds of Tamerland hold a fascination for the night elves, some of whom believe that the great primordial forests of that land may be their true birthright, not Sildnayr. There are even night elves who have traveled to the jungles of Zangala with the same thought, but none have ever returned.
Night Elf Racial Traits
+2 Dex, -2 Con.
Medium size.
Night elf base land speed is 30 feet.
Low-light vision.
+2 racial bonus on all saves vs spells and spell-like abilities.
Spell-like abilities 1/day each (dancing lights, faerie fire). Caster level is equal to character level.
Spell Resistance: Equal to their character level.
Automatic Languages: Common and Elven. Bonus Languages: Anderlar, Gnome, Sylvan, and Abyssal (disciples of Lathail only).
Favored Class: Rogue.

Last edited by Eanwulf on Sat Jul 15, 2006 11:48 pm, edited 1 time in total.

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