Of all of the races of the world, perhaps none are so divided as the
elves. With the long racial memory of the elves, the greatest divide
between them comes from the simple question of where they came from.
11,500 years ago, when the Grey Elves emerged from the mountains into
the Silver Valley, and there encountered the Wood Elves of the
Silverwood, it was the first recorded meeting of two races of elves.
While first meeting was reasonably peaceable, tensions grew as both
discovered different histories, even different creation myths. The
Grey Elves's belief in abandonment by their high gods created a
good deal of strife with the more traditional Wood Elves, but both
sides finally agreed to disagree and keep to themselves.
As Elvish relations go, it was a success story.
Today,
the various types of elves continue to largely segregate themselves
from each other. They worship different gods, or worship in
drastically different fashions. They hold their own beliefs of
creation and the nature of the world, and almost everyone can
remember some offense committed by another race that keeps them
divided save in the times of greatest trouble.
Interbreeding is
rare, save in Brelandia, where the union of the Queen and the High
General, combined with the constant threat of war, and the fanaticism
against a country-wide enemy has begun to break down some barriers.
Rare and reclusive, the Aerdrie
live in the eastern Drachensreach mountains, with a few having moved
into the Silver Valley. They are generally peaceable, and prefer, in
general, to hide or back down rather than face conflict, a testament
to their small numbers, fragile forms, and love of harmony and
discomfort with discord, whether political or social.
No one knows their origins, though they believe themselves to be Grey Elves
who were blessed by Aerdrie Faenya, giving them their name. They
believe there was a great divide in times past, when the Grey Elves
ceased worshiping Corellon, and chose to follow Kirith Sotheril and
her magical ways instead. The Aerdrie believe they split from this
contingent then, but without family or tribe, were sure they would
not survive in the hostile mountains. They called to Faenya, and she
answered her favored children, turning them into the Aerdrie.
They have no knowledge of what came before, sharing a general oral history
with the Grey Elves going before this time, going back to belief in a
great catastrophe that reshaped the world, followed by a time of war
with the Hobgoblins and dragons that further drove them out of their
ancestral homelands and into the mountains.
There is only one major settlement of the Aerdrie, ruled by a king and queen
with equal power, and the high priestess of the church of Faenya, who makes
little policy, but has veto power over any declarations of royalty,
even if made jointly.
The Aerdrie tend to stay out of politics,
and are reclusive enough that many outside of the valley still
believe them to be myths. Those who do emerge tend to be skilled
diplomats, and their tradition of worship through song has allowed
them to produce some skilled minstrels as well as many highly devoted
priests and priestesses. Worship of any other deity than Faenya is
virtually unknown among them, though a few do follow her close
companions Hanali Celanil or Sehanine Moonbow, or worship all three
goddesses.
Aerdrie Elves are always fair skinned, with silver or
golden hair, with the occasional pure white showing up. Their eyes
are usually some shade of light blue, though silver isn’t
unknown.
Racial adjustments:
The Dark Elves, since the ascendancy of Blackmar, have
become almost two different species in a very short time. The
followers of Lolth are the most widespread of all of the Elven races,
with representatives in underground cities under Blackmar, in the
Drakensreach mountains, in the Northlands, and even in the Southern
continent. None of the great cities are allied or linked, and no one
is quite certain what caused the wide spread of their civilizations.
Indeed, while the cities under Blackmar, and under the Drakensreach
are aware of each other, the other civilizations believed, until
contact came from outsiders, that there were no other Drow.
While the Drow of the central Northern Continent have one of the longest
unbroken histories of the world, and their cities seem to pre-date
anything above the surface, they do not share, and what little has
been recovered from the deep cities indicates that each time there
has been a major regime change, the official histories have been
edited to favor the new views. As each of the cities have had at
least 6 such changes (most have more, but the city under Blackmar has
been stable, by Drow standards) the histories are deemed
untrustworthy. At least one legend of the Drow, which is somewhat
supported by the architectural style, suggests that the oldest
portion of the central city was once above the surface, and fell into
the underdark in an earthquake, and was rebuilt and repaired by the
Drow.
In general, the underdark Drow hate all of their cousins,
though their greatest hatred is reserved for the traitors among the
suntouched Drow in the City of First Light and beyond.
The Drow usually are led by a Queen, who controls the overall region through
holding the allegiance, theoretically, of the matrons of each of the
major houses. The Suntouched worship Elistraee almost
exclusively, and have made strong alliances with Blackmar and their
high Elven cousins, but are still deemed untrustworthy by most other
types of elves. The Dancers in the Dark, Elistraee's priestesses,
now lead the third largest religion in Blackmar, following the
pantheists who hold the Olympian pantheon as a whole as their
following, and the Hill Dwarves dedicated to the Soul Forger. They
have strong relations particularly with the Knighthood, and with the
royalty of the kingdom, who themselves have a lot of mixed Suntouched
blood and even a few full-blooded Drow.
Racial Adjustments: as the MM, see world-specific feats.
Desert Elves are the only race that regularly crosses the Endless Desert,
and provide the only trade route between the great Jeweled City and
the lands of the west. They are an extremely social people, traveling
in vast caravans, and never keep any kind of permanent settlement.
The greatest punishment among the desert elves is exile, and an
exiled desert elf is considered a pariah to all others, even from
different caravans. No one in the trading posts to the west or east
will do business with a desert elf known to be an exile.
The Desert Elves long ago gave up worship of the Elven pantheon, though
their oldest records indicate they once followed some aspect of the
pantheon. Instead they follow Elemental beings of great power,
worshiping them as gods.
Desert Elf social behavior is a headache
for anyone but a Desert Elf to figure out. Elves of either gender may
marry as many husbands and wives as they can support. Other than the
gender designation of husband or wife, there is no distinction made
in social responsibilities of either. Bisexuality is very common, and
its not unusual for a female desert elf to have multiple wives, vice
versa for males/husbands. Marriages are simultaneously out of love,
and for financial arrangements between families within, and between
caravans. A desert elf asking someone to marry them is expected to be
able to afford to meet the needs of their husbands and wives, though
those elves may have others they’re supporting at the same time.
There is no change of name or exchange of property or holdings, but
marriage is a vow of alliance with the immediate family an elf
marries into, and marriage is considered an agreement to provide at
least basic support for all husbands and wives if they should fall on
hard times.
Marriage to a non-Desert Elf isn't done within
caravans, and Desert Elves will not recognize any outside marriages a
Desert Elf enters into.
Desert Elves prefer simple contracts; carrying large legal agreements around
on the space-conscious caravans, especially with many, many contracts to
keep, does not work well. Trying to make a long, complicated deal
with Desert Elves is a good way to get ignored. They typically have
plenty of other people vying for their services. Unless a particular
Desert Elf truly wants something, they typically keep agreements as
simple as possible, and simply leave if they feel a deal is getting
too complex. On the other hand, once a deal is signed, or they shake
hands on a deal, all but the rarest Desert Elves will risk their
lives to keep their word. Proof that a Desert Elf has intentionally
broken a contract is grounds for exile.
Finally, almost all Desert
Elves have a hobby or collection. They spend a lot of time traveling,
and these serve to occupy the long times between trade stops. None of
these tend to take much space, and Desert Elf collections, a
common hobby for the avid traders, are a particular item of note.
Because space and weight are of constant importance, Desert Elf
collections are never for /numbers/ of items collected, but for
/quality/. A sword collector, for example, may constantly be trying
to trade in their lower valued or less beautiful swords, collectively
or singly, to gain a better sword. At any time, he likely has no more
than three to five swords in his collection, but they will be the
highest quality three to five swords that Desert Elf has been able to
collect, and he'll be constantly looking to "trade up".
Collections are the one area where Desert Elves are occasionally
willing to bend their rules about simplicity in a deal, if they want
a particular item badly enough.
Desert Elf Caravans each have a
caravan leader, who selects a series of advisors from acknowledged
masters of trade, as well as military leaders. Large decisions are
usually made by a democratic gathering, with each wagon within a
caravan sending one representative.
Desert Elves are small and
slight, but compact in build. Their hair ranges from sandy brown to
strawberry blonde, leaning towards light shades. Their eyes are
usually darker, mostly browns and greens. Their skin is dark,
covering a wide range of deep tans.
Racial Adjustments:
The Grey Elves are the second rarest of the elves, after the Aerdrie.
Despite this, they hold an esteemed position, and the general
ill-will of their cousins far out of proportion with their
numbers.
The Grey Elves live almost exclusively in the Silver
Valley, and the northern reaches of the Silverwood, with a small
population near the capital of Brelandia. Grey Elven society centers
around the Great Library, also known as the silver Library, a
sprawling, towering structure the size of a large town on its own,
with the main civilization of the Grey Elves circling around it,
though many Grey Elves live in the library itself.
Social status
is almost solely determined through the level of "library card" an
elf possesses. Almost all Grey Elves receive one, and the greater
their contributions to the library and the Grey Elven race in
general, the greater and greater amount of the library they're
allowed to access. Getting a card is possible, but rare, for non
Grey-Elves, and even when it occurs, its often restricted to the
lowest levels.
During the first Dragon Wars, the Grey Elves
collected the books, artifacts and other items of historical
importance from many of their cousins among the high, wood and wild
elves, promising to return them when the threat to these items ended.
When the Second war with the dwarves followed on the heels of the
Dragon Wars, the Grey Elves deemed their cousins too warlike to
protect such items of importance, and have sworn to hold onto them
until their cousins become "more civilized."
This single event
has caused much of the strife between the races of Elvenkind, with
little chance of compromise in the future. Several hundred years ago,
relations worsened when a tribe of Wild Elves made the only
successful raid on the library in its history, somehow getting past
the wards, traps, guards and spells of the Grey Elves; the
raiders stole a single book, and demolished the shelves of the
section it was in, and the filing drawers, somehow knowing just how
to make /which/ book it was impossible to determine. It has never
been recovered, and the Grey have never determined what they're
missing. No amount of magics have proven capable of discerning
anything of its fate. To the Grey Elves, this event has been held up
as a sign of the other Elven races' unsuitability to handle
the responsibility of knowledge.
While there has been a truce for
centuries, relations are still poor, and few Grey Elves wander very
far from the library, except in pursuit of their studies.
Grey Elves are theoretically led by a king and queen, sharing power. In
reality, the royalty are mostly figureheads and diplomats, while the
actual main decisions on almost everything are made by the greatest
scholars and mages from the Library, as part of a Library Council,
which advises the king and queen. In reality, the king or queen
simply pass on the 'advice' they get as law, and contradictions to
the decisions of the Library Council are virtually unheard of.
Even outlying civilizations are usually led by a mage who gets their
direction from the Library.
Only the Grey Elves who've moved to
Brelandia break from this structure. Most still communicate with the
library, but put the word and decision of Queen Arian ahead of any
other authority.
In addition to study of magic, most Grey Elves
also have 1-3 "hobbies", fields of knowledge which they pursue
almost fanatically. And while most other elves and their allies bear
them some ill will, all will admit that there's no greater sources
of knowledge than the Grey Elves.
Racial Adjustments:As the MM, plus:
-2 Cha, +2 Com
Library Card: Most Grey Elves get a library card upon their birth. This
allows them entry into the Silver Library, which has resources to
count as "Masterwork Tools" for a +2 Bonus to most knowledge
checks, in addition to research material. It does not grant any bonus
to spellcasters, as that portion of the library is restricted, as are
many resources for dangerous information and creatures. See the
Library Card Feat for information on getting a better card.
The High Elves share few of the animosities of their
brethren, the average High Elf seeing the fracture in Elven society
as the real tragedy. Their societies are further apart, and have less
communication with others of their own kind than most, but they are
generally amicable to both other High Elves, and most other types of
elves, with individual exceptions.
The majority of the High Elves
live in Blackmar's forested regions, or on the far borders of the
Silverwood, and act as go-betweens for many of their cousins.
High Elves, on the other hand, generally share a strong dislike of the
mountain dwarves, and, to a lesser extend, hill dwarves, due to the
fact that their borderland communities were the hardest hit during
past years.
High Elves revere Corellon Latherian, at least on a
societal level, with lesser deference paid to the other gods of the
Seldarine, and many believe that it was the fracturing of Elvenkind
that led to the general silence of their gods from the priesthood,
not the other way around.
High Elves are so dispersed, they have
no single authority. Most civilizations follow the structure of
following a king or queen, though a few acknowledge the rulership of
their home countries, for those living within Blackmar or Brelandia.
Within the latter, there are some wide divisions between following
the authority of the Queen or the High General, with some in both
camps, when the direction from each of the country's rulers
differ.
Racial Adjustments:As PHB Elves, plus:
+2 Com, +2 Per
Very few of the northern continent elves are even aware of
their distant cousins, and even the Grey Elves are generally at a
loss to explain where the mutual heritage comes in. Likewise, the
Jungle Elves have almost no knowledge of other elves, but get along
well with the few Wild and Wood Elves from Brelandia they've
met.
The Jungle Elves don't revere the Seldarine, worshiping
ancestor spirits instead. They believe that the ancestors once
worshiped even greater "ancestral elves", but lost their
ancestors' voices long ago.
The Jungle Elves are ruled by a joint
system, each tribe having a tribal elder, a war leader, and a council
of shamans. Two of the three leading groups must be in agreement for
any change in policy or any important decision, with each group
carrying equal weight. Even in times of peace, the war leader remains
a critical voice, as the Jungle Elves face near constant threats from
around them.
The most famous feature of the elves is what they
call the ancestor trance, in which the warriors blessed enough to
receive guidance from their warrior ancestors are able to enter a
trance in battle, where their motions blur to the point their
movements can be hard to follow. The battle dance they go into during
the ancestor trance is referred to by most tribes as "Dancing the
Raindrops", and warriors in the trance are believed to be able to
move so quickly as to be able to dance between raindrops. Tales of
groups of the Jungle elves sacred warriors in battle have reached
Brelandia, Most others consider them myths at best.
Jungle Elves
are typically animists, believing everything living has a spirit, and
even those who are not druids or spirit shamans often casually speak
to trees, animals and other such things, believing it to be good
fortune to greet their spirits.
Jungle elves are usually about
3-5 inches shorter than High Elves, but due to their sturdier builds,
often 10-15 pounds heavier. They have extremely long fingers and
toes, with wide hands and feet. Their skin is usually nut brown,
ranging up to almost charcoal. Their hair is usually brown, with
extremely rare specimens having silver hair. Jungle Elves see those
with this trait as destined to be spirit speakers. Their eyes are
often dark, though they have a huge range of colors: greens,
browns, violet, grey, and very rare blues.
Racial Adjustments:
The Elves of the Northern Wastes are a hardy, rugged
people, especially by Elven standards. They follow traditions that
date back much further than any written history they possess, and in
general, insist on following an oral tradition. Those who know how to
read and write use the skill almost exclusively for map making.
Snow Elves are typically regarded as rude, stubborn, and horribly
egotistical by most other beings. They remember their
accomplishments, and tell their own stories often, as well as those
of their families. While the actual tradition of many families
stretches back tens of generations, the snow elves also have a
tendency to exaggerate and alter stories, making them better, in
their opinion. The only time that tends to concern snow elves is
"now"; Where are the herds? Is it growing season? What needs to
be done? Beyond this, they have a very fluid view of time, and on the
rare occasion they feel any need to justify embellishments and
changes to their stories and histories, the response is often "As
elves grow older, they gain experience and skill. Why shouldn't
stories?"
This, of course, drives Grey Elves insane.
Snow Elves also have a deserved reputation for rudeness. They survived on
their own for centuries. Snow Elves don't need anyone else, and are
used to finding most other races either becoming enemies, or trying
to exploit them and their knowledge and ability to survive in the
wastes. As such, most feel that if something is important to someone,
they'll go to lengths to pursue the subject. If it isn't, then
its not important to the Snow Elf either. They also possess a very
gallows sense of humor that doesn't sit well with most beings.
Snow Elves follow tribal chieftains, and while rare, war between
tribes is not entirely unheard of.
Snow Elves tower over most
others around them, ranging from about six and a half to seven and a
half feet tall, with a powerful, but lithe build, that typically puts
them at about the same weight as most Half-Orcs. They have pale skin,
hair that ranges from light gold to platinum to white, and almost all
have blue or green eyes.
Racial Adjustments:
The aquatic elves of the Stormseas tend to be reclusive, favoring life in
the deep seas, and far below the storm-tossed surface. Also far away
from the Scrags that infest much of the shores of the Stormsea.
The Stormsea Elves generally believe that at one point in time, they were
abandoned by most of the Seldarine, and were forced to flee into the
seas, transforming themselves through magic, and devotion to Deep
Sashelas to survive a catastrophe. As far as any keep track, they
believe they were once Wild Elves, and do give the Wild Elves more
leeway than others, believing that most others abandoned the ways of
the gods, which helped lead to the catastrophe somehow.
The Stormsea Elves are constantly at war with the Sahuagin and their
devilish allies. The Stormsea Elves rely upon strong ties with the
natural world, and a great amount of druidic magic. They also
consider the dolphins and whales their strongest allies. Hunting
either is strictly forbidden, and both, especially dolphins, are
often used as hunting partners, and the elves and their allies will
both act to protect one another.
Almost all civilizations of the wide-spread Stormsea Elves follow a king,
queen, or joint rulership,
though a couple have formed councils of elders, replacing the
structure of royalty. Many of the civilizations have no contact with
other Stormsea Elves, and there's little unity beyond a
civilization's hunting grounds.
Stormsea elves tend to be about
1-2 inches taller than most elves, but weigh almost the same,
slightly more slender, with many appearing almost underfed. They have
a bluish tint to their skin. Their hair runs from dark seaweed green
to black, with many shades of darker blues in between.
Racial Adjustments:
Lost constitution
points can only be restored through total immersion in water. They
return at a rate of 1 point per hour of complete immersion, up to the
elf's maximum. A Stormsea Elf that reaches 0 constitution will die
of dehydration.
Wild Elves refers to two major populations of elves on near opposite
ends of the country, but follow similar enough lifestyles, cultural
mores, and, surprising to most, similar tales and beliefs in their
histories, leading both to identify themselves as of the same blood
once they learned of each other. Racially they are virtually
identical, with the population in Brelandia being larger and stronger
than their cousins in the deep Silverwood. Both types of Wild Elves
prefer to avoid the trappings of civilization in general, preferring
to exist in the deep wood, relying on the natural world, alliance
with the creatures of the wilds, druidic and sorcerous magic, and
self-reliance. Both have made their homes in the deepest sections of
the woodlands in their homes, with the Wild Elves of Brelandia having
much more focus and participation in the Endless War over any other
antipathy, and have little quarrel with the population of Grey Elves
near their home, while the Silverwood Wild Elves have few regular
enemies beyond the dangers inherent in the depths of their home, and
remain much more focused on the centuries old arguments with their
cousins, helping to keep the difficult relations going. There has
been an uneasy peace for centuries, but much of this is because both
populations prefer to remain in their homes.
Both races of Wild
Elves revere Fenmarel Mestarine and Solonor Thelandira almost
exclusively, considering the rest of the Seldarine to have abandoned
the Wild Elves in favor of the study of high magic and the
corruptions of civilization.
After the last Dragon War, the
population of Silverwood Wild Elves was devastated, though they were
ultimately the forces that ended the Green Dragon scourge, save for
never being able to breach Blight's lair. The population is only
slowly recovering.
In the East, Wild Elves follow tribal
leadership, typically chieftains, advised by a high druid or priest
of their gods. In Brelandia, the High General's word is as good as
command for virtually all of the tribes, which largely function as a
single widely scattered tribe, with leadership of their own for day
to day issues and direction.
Both types of Wild Elves are muscular
as elves go, and of sturdy build. They have light to dark brown
skins, and red or brown hair in almost all cases. Their eyes tend to
be either brown or green. Silverwood Wild Elves are close to the same
size as High Elves, though usually about 5-10 pounds heavier, while
the stronger Brelandish Wild Elves are 3-4 inches taller on average,
and add another 20-30 pounds.
Racial Adjustments:
Silverwood:
As MM, plus +2 Com, +2 Per, and
gain Speak with Animals as an innate ability for woodland creatures only.
Brelandish:
Favored Class: Ranger
Similarly to the Wild Elves, Wood
Elf refers to multiple populations of elves with similar racial
traits that spread across the continent in numerous wooded areas over
the land. They tend to be adaptable, with different populations
showing small differences, but most acknowledge themselves as the
same subspecies of elf. In general, they prefer lands deeper in the
woodlands than the High Elves, though they cover a wide array of
climes and forest types. Some are primarily nomadic hunters, while
others have settled into a single territory, and are near vegetarian.
While somewhat reclusive, they're certainly not so actively
anti-outsider as the wild elves or snow elves, but nor are they as
open as the High Elves or desert elves.
They take a similar view
of the conflicts between their kin. While traditionally the wood
elves have sided with their Wild Elf cousins, they're not nearly as
aggressive, and have tended to join with the High Elves in situations
where a moderate solution is available, or to settle disputes.
The Wood Elves worship all of the Seldarine, as the High Elves do, though
some tribes favor one deity over others, and many revere Rillifane
Rallathil as the highest god over Corellon, and several tribes follow
Sehanine Moonbow as their high deity, in her role as goddess of the
Moon. Most of the latter are among the numerous elves who believe
that the overall Seldarine have abandoned the elves in the past in
their hour of greatest need.
Wood Elves are diverse in their
political structure, almost as much so as the High Elves. Some,
especially in Brelandia, follow the dictates of the country's
rulership. Elsewhere, they follow either royalty of their own, the
occasional tribal structure chieftain, and a few follow a high druid.
Most Wood Elves retain good relations with others of their kind, but
rarely share political views.
Wood Elves tend to be stronger and
sturdier than many elves. Their skins tend to be lighter shades of
tan to light brown, while their hair is typically light brown,
sometimes with hints of reds or streaks of darker shades, while their
eyes are usually brown or grey, with occasional green.
Racial Adjustments: As MM, plus
+2 Com, +2 Per.
There are numerous subraces of the Dwarven race, which, for the most part,
recognize each other as distantly related. Despite this, at least among three
of the four subraces, there aren't the deep divisions among the
dwarves that exist in the Elven races.
Dwarves, in general, are
recognized as the undisputed masters of siegecraft, engineering and
architecture.
Three of the four subraces of dwarves tend towards
worship of the Dwarven pantheon, led by Moradin, with almost equal
devotion in many strongholds to Clanggedin Silverbeard and Berronar
Truesilver. The Duergar revere Abbathor, who tends to hold a small
temple in most major holds.
With the exception of a single
population of hill dwarves in northern Brelandia, Dwarves rarely
consider themselves part of any country, save for those that are
almost entirely in Dwarven hands, such as the Shield Hills. Most
dwarves consider their first allegiance to be to their Karak
(stronghold).
Genealogy is important to dwarves, as the Dwarven
religion holds that the gods are far too hard working and busy to
listen to most dwarves directly, but their ancestors can entreat the
gods to look well on their descendants, so doing right by one's
ancestors, and building on their family's reputation for honor,
courage, industry and fortitude is very important across the race,
though the Duergar consider their ancestors to care little for these
virtues, their attention only able to be drawn by greater wealth and
status.
Deep Dwarves consider themselves
to be related to mountain dwarves, believing that in the far past,
they were separated from their cousins as a test by the gods, and
both races had to live with a divided society during troubled times.
They likewise believe that they passed this test, signified by one of
the largest Deep Dwarven karaks discovering their cousins in Karak
Trollhammer during a time of war, the first recorded meeting of the
type, though the ancient histories of both hint at once having a
larger society, and suffering many losses during a time when the
mountains shook.
The two races are closely aligned, though they
consider themselves separate societies now, with the Deep Dwarves
generally disliking association with most of the other races,
preferring a quiet life of hard work.
For the most part, they're
able to pull this off, as no one really wants the Deep Dwarven lands.
Despite rich mineral deposits, they live near or occasionally over
lava vents, too hot and difficult to breathe for most races, while
the deep dwarves find it perfectly comfortable, and most places too
cold.
A Deep Dwarf city is almost always built underneath a
Mountain Dwarf Karak, taking advantage of their cousins' martial
traditions to protect them from most foes, especially those of the
overworld, letting their cousins handle trade and other matters for
them. A Deep Dwarven karak tends to be a sprawling, single level
structure with few entrances, surrounded and defended by lava vents,
sinkholes and other dangers. The city constantly resounds with the
noise of industry, with virtually every shop used by at least three
masters, sharing tools and space to use every inch to its optimal
potential, and keep every trade going round the clock. When work
shifts overlap, which is often, as ten to twelve hour days are the
norm, the less experienced craftsmen or workers give way, and act as
assistants to the most experienced master of the trade, even long
past their apprenticeships.
Most cities are ruled by a collection
of guildmasters from a number of trades, with the most senior master
craftsman usually acting as something of a chairman. They will answer
calls to arms by their cousins, and do maintain a militia, but rarely
have nearly the prowess or strength to bring to bear. On the other
hand, they often have high quality weapons and armor to make up the
difference.
Deep Dwarves are rarely taller than 4', tending to be
smaller and lighter than most of their cousins. They have dark brown
to charcoal skin, almost all have black hair, with occasional dark,
dark reds, and their eyes tend to be deepset and very dark.
Racial Adjustments:
The Duergar were once united with their cousins, or so most of
Dwarvenkind believes. They have the traditional Dwarven love of gold,
gems and industry, as well as typical Dwarven patience. However,
they've long since put any sense of honor and courage aside in favor
of their high virtues of greed and cunning. The tales go that they
often rushed to find the choicest veins of minerals, and often
attempted to hide their wealth at the expense of the rest of
Dwarvenkind. They chiseled out hiding places in the mountains, rather
than standing and fighting when called. And, most Dwarves believe, in
the times of the Dragonwars, they used the chaos to steal the wealth
of those who gave their lives, and secreted it away.
Regardless, the Duergar were eventually banished into the darkness. They
survived, but resent and hate their cousins, and believe that the
power and respect garnered by Dwarvenkind should rightly be theirs.
Duergar, while organized, are constantly vying for position
within their societies, and the general belief is that if a leader
isn't strong enough and cunning enough to hold his position, he
doesn't deserve it.
The Duergar have set aside all other deities,
and venerate only the Lord of Greed, Abbathor. Like other dwarves,
they believe their ancestors speak to the god for them, but only
those who have sufficient wealth hidden away, and/or deeds of
sufficient cunning, often with the goal of obtaining wealth and power
will gain the respect of their ancestors. Those with no money or
status are on their own; though it can be hard to tell, as
almost all Duergar dress in rags, and make no display of wealth, lest
they become targets for their neighbors. A Duergar's money is between
himself and his ancestors, and typically to be spent only to obtain
more wealth or power.
Duergar would be on the taller end of
Dwarvenkind, but they have a hunched posture as a racial trait,
leading most to end up with a total height around the Hill Dwarven
average. They have thin limbs by Dwarven standards, with dexterous
hands, and surprisingly quick reactions. Their skin is usually olive
brown to a light charcoal, their hair is almost always grey or black.
Their eyes are typically hazel, grey or black.
Racial Adjustments:
When most people of the Northern continent think of
dwarves, Hill Dwarves are what they think of. Steady, hardworking,
hard-drinking, with a hint of a dark sense of humor that most don't
understand, amidst a generally dour outward personality.
Hill Dwarves believe they were once the same race as their mountain
cousins, but left the mountains in search of a place to live
following an unknown catastrophe, hinted at in the oldest Dwarven
tales, before any of the written histories. There is little animosity
between the races of dwarves. If there is any single point of
contention, it would be in the tales; the stories are
similar, but in the Hill Dwarven version, they left into the outside
world, boldly exploring so their relatives would have a chance to
survive on little food and limited resources, while the mountain
dwarves' versions talk about how those who couldn't handle the
mountains leaving to find an easier life elsewhere while the hardiest
rebuilt the civilization.
Hill Dwarves are fairly jovial and easy
to get along with by Dwarven standards. Despite the wars with the
elves of the Silverwood, they maintain generally good relations with
most nations, and one large karak has even agreed to officially
become part of Brelandia, due to the advantages in trade they gain by
exporting the results of their mines on Brelandish ships.
While notoriously conservative by the standards of most races, hill dwarves
boast far more explorers and adventurers than all the other races of
Dwarvenkind combined. They are also more closely allied with
outsiders, and almost every war in recorded history has included
large contingents of Hill Dwarves. The other major difference: while
Mountain Dwarves primarily consider their individual karaks and its
outlying strongholds to be like nations, and owe their allegiance
there, and may consider other Karaks allies, but little more, Hill
Dwarves often consider themselves loyal to Hill Dwarves first, and
most Hill Dwarven karaks will welcome any Hill Dwarf as a native.
Indeed, this open relationship has led to a lot more interbreeding
between karaks, and with it, many more alliances between
families.
Hill Dwarves are typically ruled by a king, who shares
power on a roughly equal basis with a council of elders, who can
overrule the king if they can come to a 2/3rds majority vote. The
council often has representatives of the merchants, various craft
guilds, priests of the high three deities, and so on, representing
the most important facets of Dwarven life.
Hill Dwarves are as those presented in the PHB, except as mentioned above.
Plus, -2 Com.
Mountain Dwarves are the second most common
representatives of Dwarvenkind, after their lowland cousins. The
Mountain Dwarves are, militarily and resource-wise, the strongest and
richest of the Dwarves, however. The Mountain Dwarves are just as
industrious as their Deep Dwarven allies, but apply it across a wider
spectrum of trades. The best known outside the mountains are the
elite warriors of the various Karaks, who throw themselves into
drilling and training with a zeal unmatched in any other race.
With the many enemies present in the Drachensreaches --- Duergar,
Drow, Illithid, Fire Giants, Mountain Giants and particularly the
great Red Dragons that gave the mountains their names, the Mountain
Dwarves have a deserved reputation for military creativity and valor.
Almost every Mountain Dwarf would gladly trade his life for the
safety of his Karak; anything less than total devotion, and many
of the great city-fortresses would long since have disappeared. The
first and best of everything goes to the military --- they're
armed with the best weapons and armor possible, they're kept well
fed, even in lean times, the siege weaponry and countless defensive
traps are kept constantly maintained and checked on regularly, all of
which pays off often. Most Karaks are literally surrounded by
enemies, holding off foes on multiple fronts, with only those with a
Deep Dwarven city beneath them having any 'safe' side, or at least an
early warning of danger. This lifestyle leads Mountain Dwarves to be,
by the standards of virtually any race, dour, pessimistic, practical,
militaristic and focused. If they have a sense of humor, its a
gallows humor. Mountain Dwarves, meanwhile, prefer terms such as
realistic, pragmatic and industrious.
In times of wealth and
safety, Mountain Dwarves often turn their focus to aiding and
strengthening their allies, believing that strong allies with a debt
to repay may eventually benefit the dwarves in turn.
Most Karaks are ruled by a King with absolute power, due to the common
necessity of quick decisions being made without bureaucracy and corruption.
Every king, so long as they are physically able, are also commanders
of the Elite Guardsmen, and heirs to the throne are always trained to
act as part of the Elite until they're ready to inherit. Many kings
step down when they are no longer capable of surveying the
battlefront and defenses, and fighting for their home themselves,
even if its typically insisted they remain near the rear, though with
some notable exceptions in Dwarven history. Retired kings often
become master tacticians, or advise their children.
Mountain Dwarves follow traditions of near ancestor worship even more than
most dwarves, believing that those who are truly worthy may be
possessed by their departed ancestors in times of greatest trouble,
to lend them extra strength, resolve and endurance.
Most Mountain Dwarves are 4-6 inches taller than the average, reaching
heights up to 5'4, and often 40-65 pounds heavier then Hill Dwarves. Their
skins tend towards dark tans, with similar, but usually darker shades of
hair and eyes than those of Hill Dwarves.
Racial Traits:
Gnomes are one of the great anomalies, where most races are concerned. They
hold only one country, a tiny one given to them by a pact between elves and
dwarves, and kept in Gnomish hands at their neighbor's insistence.
They have no warrior tradition, few resources of their own of any
note, and they don't really care about any of this. Despite which,
gnomes may be one of the most important races in the known world.
Gnomes are typically constant wanderers. Most love nothing better
than seeing new places and beings, and, most importantly, collecting
new stories.
The defining trait of Gnomes is their complete lack
of ego. While most gnomes, even non bards, have at least a traveling
journal that sees a lot of use, their stories and histories are made
distinct by often being told either from a third person perspective,
with little note of the gnome's place in events save faithfully
noting accurate accounts of their deeds, or minimizing their
importance in events to enhance the contribution to history of their
comrades, a fashion that typically sits well with said comrades.
Pride is generally considered a nigh mortal sin in Gnomish societies,
with only a couple small exceptions. They rarely seek any wealth or
position, though many powerful individuals treasure Gnomish advisors,
which can almost always be trusted to advise what truly is for the
greater good rather than for the good of the gnome.
Gnomes are actually a blending of two distinct species, forest gnomes and rock
gnomes. The gnomes themselves make no distinction, never did, and are
so interbred at this point that the distinctions are academic anyway.
The blending of traits has just made them more suited to a wider
variety of environs and allowed their communities to have a mix of
beneficial traits. They have a cousin species, the Deep Gnomes, but
Svirfneblin are so different as to be almost another species
entirely, and neither they, nor the surface gnomes acknowledge any
but the most minor kinship.
Gnomish philosophy on ownership is
generally that if one has nothing worth stealing, one doesn't have to
worry about thieves. If one only has what one needs, few people will
see fit to war on you. They're quite happy to settle in mixed race
villages and cities, blending with the populace, and following the
local manners. In fact, Gnomes prefer this arrangement. Many end up
settling among halflings in particular, favoring retirement in the
fashion of the halflings, glad to trade stories and craftsmanship
with the halflings, though there's also gnomes to be found among
almost every other race, often in small knots of Gnomes surrounded by
the primary race of the region. Indeed, when the elves and dwarves
first encroached into gnomish territory, the gnomes welcomed them,
and were the first ones to agree that the lands were now Elvish or
Dwarvish land, so long as they were allowed to continue living there,
and allowed to become productive members of society, and from there,
to begin traveling into their neighbors lands.
Gnomes' cooperation-focused perspective makes them excel as diplomats, and
many learn skills that help them entertain, along with almost every
gnome picking up a few crafting skills so they can be more
self-sufficient.
There are a few things the gnomes take some pride
in. First is their noses. The larger the nose, in general, the more
attractive most gnomes consider another gnome. Gnomish celebrations
often have contests to judge longest nose, widest nose, best sense of
smell, and so on. There's prizes for the winners, often small works
of craftsmanship, or some home grown vegetables, or something else
minor. There's a lot of children's competitions as well at these
events, though the array of categories is such that most children end
up with a prize. Gnomes tend to feel this encourages self-esteem and
proper esteem for one's nose, while preventing unhealthy competitive
urges.
Secondly, gnomes love their pipes. Almost every family has
a 'secret recipe', passed down through generations, and guarded
tightly. Some families insist that a gnome may only reveal their
recipe to another gnome on their wedding night, and only to their
spouse, while others are a bit less protective. Gnomish pipes tend to
be exceedingly light on tobacco or other addictive substances,
producing only a very mild rush, but are very heavy on blends of
scented herbs and spices, trying to produce pleasant scents. Most
gnomish homes have long since absorbed the smell of the family's
secret recipe pipe mix. Most gnomes also insist on crafting their own
pipe. Sniffing another gnome's home or pipe too closely to try and
figure out what a recipe consists of is considered rude in the
extreme.
Finally, most gnomes keep a journal and a walking stick.
The latter often doubles as a weapon if needed, though few gnomes
lean to martial paths or much desire to be anywhere near the front of
a battle, though many, many gnomes become adventurers, filling in in
support roles.
Gnomes tend to live among other races so often
that they often simply follow the dictates of whatever society
they're in. When among gnomes, there's little real need for strong
central leadership, as gnomes first thoughts are almost always what's
best for the community. When decisions need to be made, they tend to
be made by a gathering of the best educated among the gnomish
society. Each town will also have a mayor who deals with diplomacy
with outsiders and day to day bureaucracy.
Gnomes have a wide mix
of traits. Though all are short, they cover a wide range of heights
and builds, from little over 2'6 to almost 4', from almost elfishly
slender to nigh Dwarven shouldered. Their hair runs from blonds to
browns to reds to white and grey, with many gnomes developing grey or
white streaks in their hair and beards early in life. Their eyes are
almost always bright: blues, greens, soft browns and the
occasional light grey.
Racial Adjustments:
To call halflings rustic is almost an understatement. They have
little territory truly of their own, but live near other races, often
mimicking at least a few of their neighbors' habits, while
maintaining a non-aggressive stance, and many distinctively hobbitish
habits.
Halfling communities are almost always self-supporting,
the hard working people growing their own food, hunting a little,
building their own homes, crafting their own goods. While they don't
have the reputation for engineering or architecture, and certainly
not the smithcraft of the dwarves, halflings often make extremely
high quality tools, and seem to have a relationship with the land
itself. Indeed, when halfling lands have been occupied, the occupiers
almost always ended up returning the lands to the halflings and
simply taxing them heavily, as no one matches the output of halfling
tended fields, year in, year out.
Halflings are also masters of
animal husbandry, especially where it comes to dogs. Most communities
are self-admittedly dependent on their dogs. Different breeds serve
as riding animals, companions, watchmen, guardians of children or
storehouses, vermin-catchers, hunting companions and herders. Few
halfling families are without at least two or three working dogs,
depending on their trade. Every village has breeders and trainers
that are often deemed some of the most important people in town.
Halflings love their creature comforts --- a comfortable chair
at the end of a hard day's work, a good home cooked meal, a slightly
overstuffed feather bed, a good ale --- these are the favorite
things of most halflings, or inspiration to put in a hard day's work.
Family is also vitally important to most halflings, and any house
will often contain grandparents, parents, children, aunts and uncles,
cousins and so on. At the very least, most halflings live next door
to family. Most small children are raised by grandparents, or
sometimes great grandparents, with some help from the family's dogs
keeping kids out of too much trouble. An almost constant element of
halfling families is story-time, with the oldest member of a
household telling the house's children stories of the world beyond.
At times these are filled with inaccuracies, and they're often full
of warnings about the dangers of the big, bad world, and often end up
talking about the virtues of hard work and appreciating what one has.
In a trait inspired originally by the gnomes, almost all halfling
adults smoke, though their pipes tend to be mild mixes full of
aromatics, just as their alcohol tends to be rich in flavor and light
on alcohol.
Halflings tend to be suspicious of outsiders, but
generous to their neighbors. They love a celebration, and have
numerous holidays at the end of any growing season for various crops,
full of competitions and the like, with a very county fair feel to
almost all of them. Most outsiders, other than gnomes, are assumed to
just bring trouble, and while polite and willing to trade, most
halflings quietly urge outsiders not to stay long. The most common
way of doing this is by assuring that there's no accommodations big
enough for guests who aren't gnomes or halflings, unless a halfling
village has particular friends in a nearby settlement.
Halfling adventurers are rare, and many villages consider those with a desire
to adventure to be somewhat odd, but in seemingly contradictory
fashion, there's often an air of celebration as a new local boy or
girl goes out into the world, often supplied with plenty of food
and basic provisions by their neighbors and family. A successful
adventurer returning with new stories is often reason for a
village-wide celebration, and almost every village has its own patron
hero or two.
Halflings tend to be heavier than those presented in
the PHB, and not as lithe and slender, though they remain quick and
dexterous. They tend towards blonde or brown hair, and brown or blue
eyes.
Tallfellows, Hairfeet, Stouts: these are largely trivial
distinctions, and while the halfling race does have these variations,
they're primarily an appearance based difference, and villages,
especially in the Dragonscale hills, are often mixed without the
halflings themselves making much distinction.
Racial Traits:
As PHB, or MM in case of tallfellows/stouts, except as
above and:
If a halfling possesses this trait,
they grew up hearing stories of all manner of things at the feet of
older relatives. Halfling stories are notorious for containing a lot
of helpful, practical information, while being modified to suit
halfling sensibilities. Any time the halfling encounters a new
situation, place or creature, they may make a knowledge roll as if
they possessed 4 ranks of the appropriate knowledge, even if they
have no ranks. (DM may determine the halfling has no way of knowing
about any creature/place/situation and deny the roll at will)
If the halfling fails, they know nothing of the
place/situation/creature. If the roll would normally make the
knowledge check DC, the DM should give the halfling 3 pieces of
information: 1 or 2 true, the remaining items completely
false. The halfling will believe all pieces of information gained to
be absolutely true. (ex. This looks like troll territory. Big, nasty
monsters that can only be killed with fire. Don't worry though, we're
safe while its light out. Trolls turn to stone in the
sunlight.)
Companions may make a diplomacy check to set the DC for
a will save: if the halfling fails the save, they'll
believe their more worldly companions, provided they actually know
better. If the save succeeds, the halfling will insist upon the truth
of 'Grandma's' stories, and act as appropriate based on this
knowledge.
Half Elves have little history to call their own, with the exception of the
half-Drow of Blackmar, where the Half-Drow, Tinara Blackmar, led the assault
on the former kingdom of demons, freeing the land from the rule of the
tanar'ri worshippers. The humans of high families since that time,
and the worshippers of Elistraee have often intermarried, and many of
the royal family possess Drow blood, or are more Drow then
human.
Half-Elves will mix the features of their human parent and
whatever species of Elven parent they have.
Racial Traits:
The majority of the world's Half-Orcs
are the result of actions of the slavers of the eastern
Drachensreaches, a mix of humans and Orcs who trade with the demon
kingdom, the bandit valley, and a few of the settlements in the
north. Many Half-Orcs are slavers themselves, or at least get their
beginnings within the culture.
A small handful are born between
the Orcs of the Scar, and either the few humans still living there,
or along the borders. Regardless, the cultural choices are often few,
and typically violent, either among the raids into Blackmar and its
neighbors, or in the heart of the territory involved with the Endless
War with Brelandia.
Those that are raised by their human parent
most often grow up hearing about the horrors of the Orcs,
particularly within Brelandia.
A lucky few might be adopted into
the thieves or assassins' guilds --- the Midnight Children and
those they sponsor have a number of half-Orcs among their number. A
few more might find a home among the people of the Bandit Valley,
relatively peaceful compared to some of the other options.
Regardless, being born Half-Orc is almost a guarantee of a
violent life, and due to the predations of the Orc tribes, there is a
great deal of prejudice against any who show signs of Orcish blood,
and even those of good intent will have to work ten times as hard to
establish trust with most beings outside of the Orc or bandit
factions. Within those cultures, they can become valued members of
the societies.
Racial Adjustments: As PHB, plus -2 Com.
Humanity is almost as diverse as Elvenkind, having spread over a
large section of the world, with accompanying differences, even from
other human cultures. Unlike the elves, they largely don't recognize
the differences on a sub-species level, though in cases such as the
peoples of the southern continent, or the Northmen, many cultures
will question whether some peoples are human at all.
All adjustments below are in addition to the normal Human profile, except
as specifically noted under each entry.
Despite the listed variants of the human race,
the majority of the humans of Blackmar, The Demon Lands, the various
Barbarian lands, many of the borders, the Bandit Kingdoms, the
Hurricane Plains and the regions north of the mountains follow the
standard human profile and abilities. Not counting the people of the
Southern Continent, there is more baseline humans than all the
variant cultures combined.
Racial Adjustments:Per PHB
The peoples of Brelandia are little different, in most ways, from the
majority of the southland humans, save in their upbringing. All
citizens of Brelandia grow up with visits and directions from druids
being normal events, being told what to hunt, though also where, how
many trees can be cut, and so on. In exchange, they tend to be well
fed, their harvests enormously productive, the woodcutting goes
without threat or challenge, and so on --- so long as they follow
their instructions.
Children are taught from their earliest days
that if an attack comes, the safest place to flee is into the
thickest woods, and most often, the teachings are right.
Travelers rarely fear to travel, though most well know they're being
watched.
Most Brelandish people are better traveled and know more
of their land than typical of other places. Children spend most of
their youths camping, hiking and hunting. Farmers, ranchers,
woodcutters and others have more free time, due to the relative ease
of working with the land.
Racial Adjustments:
All humans of
Brelandia consider Handle Animal, Knowledge: Nature, Ride and
Survival to be class skills, regardless of their class. All citizens
of Brelandia learn these skills growing up, and tend to know their
way around both animals and the land.
Brelandish humans must put
their initial 4 bonus skill points into purchasing at least 1 rank
each of Handle Animal, Knowledge: Nature, Ride and Survival. They do
not gain an additional skill point per level after first unless the
level taken is in Barbarian, Druid, Ranger or Scout, in which case
apply the points as normal for levels of those 4 classes only.
(Prestige classes with at least 3 of the 4 'bonus' skills as class
skills may also gain the bonus skill point per level, GM's
option.)
Favored Class: Druid, Ranger or Scout (choose 1 at
chargen)
The Darktouched
are unique to the lands of Blackmar. After centuries of intermingling
with the High Elves and Drow, many people, especially those near the
pits and Blackmar city, have trace Elvish or dark Elvish blood. Not
enough to lend them the strong Elven traits of half-elves, but they
often have one or two distinctive features showing their heritage.
Gold, silver, or pure white hair, odd skin tones, slanted eyes,
pointed ears --- typically subtle, and only one or two hints.
They intermingle with the humans and Elven societies of Blackmar
with little difficulty, but in other lands, their features draw more
notice. For the most part, the advantages of Elven blood has passed
out of them, but occasionally signs remain of lingering Elvish
blood.
Racial Adjustments:
The Dust People are the
civilization of the Jeweled City and its surrounds that few people
ever see. They depend upon the rulers of the Jeweled City for water,
and its protection. While comprising over seventy percent of the
population, they have little political power. The Dust People
comprise a lower class, doing most of the labor, while the families
of the Jeweled people serve the political, military, and clerical
structures, though many Dust People still serve in militias and are
permitted to become soldiers and even priests or priestesses, though
few rise high among the clergy.
Despite this, there is little
discontentment among the 'lower class people' of the Jeweled City.
They are provided for, protected, and most importantly, given water.
Given the dangers of the desert, and the precarious position of the
single great oasis of life in the desert, most Dust People really
have no desire to bear the burdens of leadership, or having a
population dependent on them.
Few Dust People become adventurers,
and few people outside the Jeweled City have ever seen one, most
people deal with the more visible residents who involve themselves in
active trade. While some Dust People do exist in nomadic bands, or
gather around Oases in the desert in small numbers, few people ever
wander out far enough to encounter them. The Desert Elves, certainly,
are aware of the differences, but few others would know the
difference.
There have been attempts to 'liberate' the
populations from the oppression of the acknowledged rulers of the
city, sometimes from outside groups who are more independent, a few
from helpful outsiders. None ever met with much success, mostly due
to lack of enthusiasm from the native populations of the Dust People
themselves. The one exception to the general social stratification is
among the Servants of the Eye --- any willing to utterly
devote themselves to the order and its fanatical pursuit of the evils
of the world are welcome to join, and fanaticism tends to determine
advancement there more than birth.
In appearance, Dust People are
very similar to the Jeweled People, though smaller overall, and of
more slender build, though typically more lithe and fit. They often
have coarse features, desert life giving them aging lines very early
in life, and those who don't know the culture will often see Dust
People as ten to fifteen years older than they are. They have dark
skin running over a range of shades. Most have black hair which often
ends up salt-and-peppered or streaked with grey by thirty. Their eyes
are almost universally brown.
Racial Adjustments:
The other human civilization of the
Desert, the Jeweled People are those most people think of when
talking of the single true civilization of the East. The Jeweled
people comprise only thirty percent of the easterners, but handle all
the trade, diplomacy, and political interaction. In addition, the
majority of the priesthood, and the vast majority of military
officers are Jeweled People.
As a whole, they're well educated
and wealthy, given the amount and value of trade with the East. The
priesthood controls most of the water of the city, which the entire
city depends on. The merchants keep the city maintained and clean
with the extensive taxes they pay, and the military serves more to
protect the city from the creatures of the desert, and maintain order
in the sprawling city then they do as a force against invasion --- a
virtually unheard of thought on any real scale. But the other
functions are enough to keep those in power firmly in power.
Families of the Jeweled People have a strict requirement: the first
child, whether male or female, inherits the parents' land and
business, picking up whatever trade they followed if any is
applicable. Technically, only this child is generally to reproduce
--- population controls are necessary to keep the city from
growing faster than their water supply can support. The second child
joins the priesthood, which is seen as a great honor. The great
number of clerics is needed to produce the water the city requires
for survival, but also monitor the exacting devotion of the city to
their gods. The third child goes to the military, which also acts as
police force. Alternately, third children may seek out the Servants
of the Eye to try and meet their requirements to join. If a family
has more than three children, the rest either replace a deceased
sister or brother, or act as indentured servants to the first child,
helping maintain the land and career of the family, until their
oldest sibling dies, at which point they inherit. The second and
third child are given over to their callings at age eight to begin
training, and only ever inherit if the oldest dies before they reach
the age of training. The vast majority of adventurers
among the Jeweled People are fourth or fifth children.
Jeweled people tend to be about the size of the average human. They have very
rich, dark skin with a deep lustre. Often once they reach their
mid-twenties, they rarely show any sign of aging for some time
thereafter, developing graying, lined faces or other hints of aging
late in life. Their hair is typically black, though red hair does
occur, but is considered a very bad omen. Their eyes are almost
always brown, and very bright.
Racial Adjustments:
The Northmen are little
more than a legend to the majority of people. They haven't ventured
into the south in any number in thousands of years, and there is no
active trade, save for a small amount of trade being sent through the
Snow Elves of the wastes, trading seeds, preservable food, alcohol
and wooden tools in exchange for ore, worked metal, weapons and gems,
items the Northmen have in abundance. Other than those occasional
shipments of metal goods and gems, most people in the south would
have little idea there even is a culture far, far to the North.
The people of the Northlands are a people under almost constant siege.
The white dragons, remnants of the Hades invasion, the Drow beneath
the mountains, and particularly the Frost Giants are almost constant
and continual enemies of the north, along with the handful of
creatures capable of surviving the harsh climes. There is only a
growing season of any sort due to the druids within their number,
though under the mountains there is some farming for various fungi,
and the tiny handful of remnants of the mountain dwarves of the far
north have been able to carefully maintain some livestock and fungal
farming of their own, and trade with the Northmen. Otherwise, hunting
and fishing provides for survival. Both hazardous, as the Frost
Giants have much the same requirements.
The Northmen have a warrior culture, divided into strict castes. While actual
warriors are only one caste, even people belonging to the other castes --- the
peasants, who provide most of the labor, but have little military
responsibility, and the women (a somewhat deceptive title, females
may opt to follow any of the castes once they reach age 13, but may
not change once they've chosen) learn to defend themselves and their
families. Warriors are simply more intensely trained.
Women make most of the political decisions as part of a council. They tend to
be better educated, and indeed, most others are illiterate. Women also
own all of the property other than weapons and a fishing boat, with
the one exception being mead halls: if a warrior has
enough status to have his own mead hall, then that is considered his;
this includes the Jarl's Hall, of course. Property and names pass
down matrilinearally, a facet of the culture made necessary by the
high mortality rates of the warriors.
The Jarl is the political leader, but truly only makes decisions regarding
fishing, hunting, defense and war. Because of the dangers involved with
hunting and fishing, they are often regarded as virtually the same thing. No
one else has any say in these decisions, once the Jarl has made a
decision, but others may advise him, at his discretion. A Jarl will
often select two or three advisors, often a priest of Odin or Thor,
and a strong warrior or tactician. The Jarl is always of the Warrior
caste, and always owns his own mead hall.
By human standards,
Northmen are huge, often at least six foot tall, and up to seven.
They tend to have very fair skin, blue eyes, and hair that runs from
blond to white. There are occasional exceptions, throwbacks to
earlier connections to the rest of humanity, but these are
rare.
Racial Adjustments:
Pygmies are one of the two human races of the Southern Continent.
They exist, along with the Jungle Elves, mostly in the deep Dark,
where they exist mostly as hunter-gatherers. They've seen the
civilization offered by the other humans of their homelands, and have
rejected it as against the wishes of the land and their spirits. A
few tribes do some trade with their neighbors, while others refuse
contact save with the Elves, but almost universally, they have
elected to remain mostly out of sight of outsiders, and maintain the
ways of life they always have.
Pygmies maintain an oral culture,
and few ever learn to read and write. They have their own language,
and also learn a complex series of signs with which they mark the
jungle to indicate trails, food sources, danger, and a thousand other
messages that would be all but invisible to anyone else, but are easy
to read for any pygmy. A few jungle elves have learned this written
language, but few others are even aware of it. The Southlanders
mostly attribute the pygmies with having a mystical awareness of the
jungle. (And most Southlanders are terrified of pygmies, at least in
groups, and eye even the occasional individual who wanders out of the
Jungle warily, and treat them with a great degree of respect, for
fear the pygmy will curse them, or worse, that the Jungle will take
retribution for any harm done to "her" children.)
Different tribes of pygmies do not necessarily have any contact or alliance
with others, despite a shared language present in most tribes around
the jungle. War is even possible, but rare. Other than the jungle
elves, even most tribal peoples within the jungle have a healthy
respect for the pygmies, and tend to give their territory wide
berth.
Other than the creatures of the Jungle, they have few
enemies due to this long-standing respect and fear.
Racial Adjustments:
In general, the people of the Southlands are very
like their kin in the north. They tend towards a range of darker skin
tones, and most have black hair and dark eyes. The cultures are
widely varied, with followers of the Heliopolis pantheon towards the
eastern edges, which surprised those who first met them to find any
connection with the people of the Endless Desert. Those in the west
tend more towards animistic viewpoints, or follow an odd pantheon
which lies somewhere between gods and ancestor spirits.
The people of the Southern Continent don't have the magical resources of
the north. Far fewer have any kind of advanced education, and wizards
are almost unheard of. On the other hand, they often show a far
greater knowledge of the world around them, and tend towards a more
practical outlook, mysticism and superstitions aside. And even those
seem to have some basis in practicality, according to northern
continent observers.
Racial Adjustments:
-2 Int, +2 Wis
Otherwise as human
The people of the Ravenlands aren't much different from the people south of
the mountains, other than some odd traits cropping up among them.
The rulers of the northlands in ancient history were the Ravensi
families. And while they've intermixed with the population ever since
the days of Jakob Ravensi's rule, the Ravensi traits still show up in
many among the populace, and a disproportionate number of such people
end up in positions of power on the charisma that seems to come with
the blood, as well as the interest in politics and diplomacy that
also seems to accompany the pale features, raven black hair and pale
eyes that are sure signs of the Ravensi heritage.
The other bloodline which still shows up in many people, especially in Raven's
Reach, is the signs of Northman blood. Typically six to six and a
half foot tall, these people also tend towards lighter skin, blond
hair and blue eyes, all rarities among the primarily darker skinned,
dark haired people native to the majority of the Northern Continent.
Neither of these bloodlines has any true deviation from base
humanity, but do allow access to some feats typical of those of
Ravensi or Northlander descent.
No one is quite certain of the origins of the M'inah Zvema, which have
roamed the jungles of the Southern Continent for centuries, at the
least. Given the many necromancers and the abundance of undead within
the jungles, they're assumed to have likely either resulted from a
failed necromantic ritual, a successful ritual with unforeseen
consequences, or people who were mostly drained by some type of life
essence draining undead, then had their lives saved, if barely, or
were rescued from death's door somehow. In any case, whatever created
the first M'inah Zvema, they can breed, and breed true, whether among
themselves, or with humans. There are no M'inah Zvema of any other
race, but humans of pygmy stock are included in their numbers, though
rarer by far.
Their name means half-dead, which is almost precisely
what they seem to be. Slow moving, somewhat mentally dull, and with
grayed flesh, dull eyes, stringy hair and prominent bones. Even well
fed M'inah Zvema look like they're only a couple meals away from
wasting away. Despite their frail appearance, they're amazingly
resilient, have almost no sense of pain, and are virtually tireless.
The most common types wander through the jungles in packs in search
of food, able to digest anything normal humans can, but needing raw
meat to truly sustain them. Some of the more intelligent have
attempted to build some type of home for themselves, use traps, and
occasionally manage to establish reasonable terms with other sentient
beings near them. A few have put their durability to use as
adventurers, and some of these have become guides into the Dark.
The peoples of the Southern Continent are aware of them and their nature.
The first reaction from most people is revulsion mixed with pity. A
single M'inah Zvema is rarely considered a threat, as they're slow
moving, and those who travel alone tend to be the non-hostile ones.
Groups of them are usually assumed to be hunting, and will be held at
bay aggressively or attacked, even if individuals within the group
are known to those they're approaching, as hungry enough M'inah Zvema
have been known to lose all mentality save the overwhelming desire to
feed. The people, especially the Jungle Elves, certainly consider
them to be cursed. There is no known cure.
Racial Attributes:
Humanoid races are scattered all about the known world, though there are four
which have had the greatest impact upon the rest of the world, and
still hold large territories acknowledged to be theirs.
Goblins are widespread through the world, living in numbers in the
wilderness of the lands north of the mountains, at the outskirts of
the Drachensreaches, in wilder areas of Blackmar and the rest of the
north, among the Slavers of the valley, among the Bandit Kingdoms,
and especially in the Scar. The majority of Goblins in the world are
seen as something of a servant race, often seen as scouts for
slavers, front line expendables for Orcs, servants of hags and
giants, and as the stealthy spies and assassins of the Hobgoblins.
They were once common among the Demon Kingdom, holding large swatches
of territory and worshipping their Demon prince. When the Demon
Kingdom fell, they were scattered to wherever they could find
shelter.
Only in one place in the world can Goblins really claim to live free and
as they will: in the Scar, in the Goblindrowns.
Even in a stark and desolate land, the Goblindrowns are known as lands
long since forsaken by anything benevolent. The vast stretch of marsh
and swamp is treacherous through virtually every inch. Sinkholes,
patches of land which are really just mud patched over fragile tree
trunks, stirge swarms, hungry trolls,
disease infested bogs, and all sorts of other obstacles confront any
traveler. The Orc tribes that surround it consider entering the
Goblindrowns to be a reasonable way of committing suicide. The
Goblins, on the other hand, have thrived.
There is no scout in all of the known world that can command a price equal
to an experienced Goblindrowns born Goblin who has established a
reputation for not betraying those he scouts for. The combination of
Goblins who leave the ‘Drowns and pass through Orcish territory are
few enough. Those who also establish themselves as trustworthy are
fewer still. but if you can find one, there is usually considered to
be none better.
Most Goblins worship the Demon Prince Maglubiyet, though those living
among other people often turn to following that race's gods
instead. Their rulership is fluid when among their own kind, usually
the strongest leads, with his or her authority extending as far as
they, or their most loyal guards can see.
Racial Stats:
As MM except:
The Orcs have become one of the world's more influential races
through merit of sheer numbers. Having fallen under the rulership of
the Hobgoblin tribes early in their existence, the bulk of the Orcish
peoples are more civilized and organized than in most other worlds,
though they remain savage, competitive and brutal. The strongest
don't always rule, but only because the strongest are usually under
the sway of the most cunning. The priests of Gruumsh hold a great
deal of sway in most tribes, but almost never act as King, preferring
to support a king so long as he follows their general wishes.
Orcs breed at a frightening rate, and multiple births are common. Twins
don't surprise anyone, triplets only make for mild news. The
childhood mortality rate is almost as frightening though, with the
children being encouraged to compete from early in life, leading to
the survival of the strongest, the most cunning, or the most
charismatic and manipulative. Those who have a good degree of all
three traits are often those who become chiefs or priests.
Orcish towns are often filthy and dark, but much more organized than one
would expect. The Orcish mentality, combined with Hobgoblin influence
leads them to imposing draconian punishments on anyone found shirking
their duties.
The worship of the Orcish gods is an almost fanatical drive in most Orcs,
in part because the priesthood is almost everywhere, though a
handful, especially those of a more chaotic bent than is typically
welcomed in Orcish towns follow the Ogre and Troll deity Vaprak the
Destroyer instead. For the most part, this is acceptable to most
Orcs, those individuals just tend to end up segregated and put near
the front lines of any battle.
Racial Traits:
As PHB, except:
Favored Class: Fighter
The Hobgoblins boast the longest continuous known history of any
race. At one time they held an empire that spanned most of the
Southlands, with Orcs, Goblins, Ogres and others as their subjects.
Almost everywhere south of the Drachensreaches has a history of once
belonging to the Hobgoblins. That time is long since past, to anyone
except the Hobgoblins.
They retain a staunch hatred of elves, believing that the elves of all
kind had something to do with the breaking of the Empire and
scattering of the armies over 10,000 years ago. No one, including the
elves, is quite certain what that might have been.
Otherwise, the Hobgoblins remain a frighteningly organized martial society.
Their children are well educated, though they study mostly from
history and tactical text. Their warriors drill and train with a
devotion matched only by the Mountain Dwarves. Even with
comparatively tiny numbers, the skill and spectacle of the Hobgoblins
ensures that many Hobgoblin tribes have many followers among the
other humanoid peoples.
The Hobgoblins are also the backbone of the Scar's side of the Endless
War. Seeing Darce Breland, a Wild Elf ruler, as an extraordinary
insult, they have signed off on at least limited peace pacts with
virtually every other neighbor to focus their influence on their long
term goal of destroying the High General and his country.
Outside of Brelandia, Hobgoblins are encountered in one of two ways. One is
as small settlements allowed to settle outside of a city --- many
have discovered the benefits to both sides. Hobgoblins are
fanatically clean and organized, they post their own well-trained
sentries, and they'll quickly come to the side of those who've
allowed them a place to live near resources of use in any armed
conflict without asking questions (unless the enemy is other
Hobgoblins, and even then, different tribes are often quite willing
to war on each other)
The other way is the Red Guard. The Red Guard goes beyond all tribal
affiliations to the Hobgoblins. They are the elite of the elite,
collected from all tribes by the Hobgoblins of the Red Hand --- those
who can trace their lineage back to the days of the dwindling empire.
Now, most of the Guard serves as mercenaries, willing to sell their
swords to almost any cause other than Brelandia's, who send most of
their pay back home to support the war effort. While they never come
cheap, most acknowledge that when you need something done, few will
get it done more efficiently than the Red Guard Bands.
Racial Adjustments: As MM
Due to the long influence of the lower planes on the
world, many remain infused with the blood of Demons, or with the
taint of the Hordes of Hades.
Hordelings still wander the frozen wastes of the north. Goblins and cultists
still call on fiendish powers for aid. In the Demon Valley, remnants
of the most powerful empire of recent times still follow their
ancient rites, and continue to swear to one day rule again.
Tieflings:
While not quite a "common" race, there are enough Tieflings
that they wouldn't be considered truly out of place in most lands,
though they are always viewed with suspicion and occasional outright
hatred.
Racial Adjustments: As listed
Blooded:
For those with demonic taint in their bloodstream further back than a
Tiefling or Half-Demon would indicate, see the Demon-Blooded Feat.
For those with some remnant of the Hades War to them, see the
Horde-Blooded Feat.
Elves
Aerdrie Elves:
Aerdrie Elves have no ability to detect secret
doors or similar hidden things.
Dark Elves:
Desert Elves:
Desert Elves are small
and lean, less muscular than most, but their lifestyle and environs
makes them hardier than most elves. Likewise, they're often overly
curious, overly sociable, and prone to distraction. But they are
extremely gregarious and tolerant, given their communal lifestyle.
Grey Elves:
High Elves:
Jungle Elves:
Snow Elves:
Snow
Elves have little education beyond their oral traditions and focus on
survival in extremely harsh climes. They also tend to be impatient
and difficult with others, and care little what anyone has to say if
they don't know how to brag. On the other hand, by almost any
standards, let alone Elvish ones, they are powerfully built, without
losing any of the quickness and dexterity of Elvenkind. Their size
and drastic appearance limits some of the typical Elven allure, while
their senses are more trained than naturally acute, with
comparatively smaller ears and deep-set eyes.
Stormsea Elves:
Pious and strong
willed. The blue tint to the skin, and obvious gills of the Stormsea
Elves do somewhat detract from the usual attractiveness of the
species by the standards of most.
Wild Elves:
Wood Elves:
Dwarves:
Deep Dwarves:
Duergar:
Duergar are quick and dexterous, but slighter than most
dwarves. They have exceptionally keen senses, but they typically
dress in rags, and tend to be suspicious of all other beings.
Appraise is always a
class skill for Duergar
Hill Dwarves:
Mountain Dwarves:
Heavyset and tough, but their
thick builds limit their quickness and dexterity.
Gnomes:
Halflings:
Half-Elves:
Half-Orcs:
Humans:
Brelandish:
Darktouched and Hightouched:
Dust People:
Dust people are hardy and fit, but often not terribly
educated, and rarely tend towards strong individualism.
Jeweled People:
Jeweled people are almost
universally very attractive, and tend towards extremely exacting
manners, with a diplomatic demeanor. However, most are strangers to
physical labor, and have a genetic predisposition towards less muscle
definition and development than most other humans. Even among the
military, these are common traits.
Northmen:
Northmen are tall and powerfully built. Few are literate, and
fewer still could be considered educated. Their manners, by southern
standards, are coarse at the least.
Pygmies:
Southern Continent:
Ravenlands:
M'inah Zvema:
Humanoids:
Goblins:
Orcs:
Hobgoblins:
The Blooded: