[note]This is still a work in progress. Many alternate rules will be presented; the vast majority of them have been adopted from published sources that were assumed to have been playtested. Several mechanics, including the alternate ability scores, haven't yet been thouroughly tested, and you will be informed of any occurances from testing. This entire system will be entering a test campaign shortly, so I will be keeping a journal on session occurances and how they speak towards balance. And again, thank you for the interest. And please, do not post until all placeholder posts have been created. Thank you.[/note]
A young world with an old history, where the deities, including gods and demons, are a very real part of the world. A world where spellcasters control the elements of nature, a world where these elements control every aspect of its peoples. A world created by dragons, destroyed by giants, and rebuilt by man. A world where the old struggles to resist the new, where civilization defends against the encroaching wilds, where stalwart knights clash steel with passionate berserkers. In this world, combat is deadly, magic is magical, evil is vile, good is exalted, and adventure is epic.
Welcome to Terran, the premier setting within the Three Worlds Campaign Setting. Within these pages you will find all you need to create a character for the world of Terran, the alternate rules employed by the Three Worlds Campaign Setting, and information on Terran itself. For those playing in Avalon or Sylphenhest, or playing a Planar campaign, this book is still the primary book of the setting (after the core books of course); the Book of the Planes will detail differences in races, cultures, and classes for each other plane.
The Land of Terran[/u]
Terran is a large world, covered two thirds by water. It possesses five continents, two of which are considered â,¬Å"civilizedâ,¬Â lands. Much of the world is untamed and unexplored, especially the â,¬Å"frontierâ,¬Â continents.
Terran is locked in a struggle between Law and Chaos; the â,¬Å"civilizedâ,¬Â push ever onward, attempting to bring order to their world and defend themselves from itâ,¬,,¢s chaos, while the â,¬Å"uncivilizedâ,¬Â struggle to survive in a dangerous world, defending against the civilized's attacks and taking what they need to survive. Neither side of this conflict is entirely correct, making the conflict all the more difficult for the righteous to take sides.
Terran is an animistic world; this means that every natural object and creature possesses a divine spirit, a soul. These spirits have power determined by the relative size and importance of their physical form (a mountainâ,¬,,¢s spirit is more powerful than a pebbleâ,¬,,¢s spirit) and also the amount of reverence the spiritâ,¬,,¢s physical form gains (the spirit of a river which brings life to a town is probably more powerful than the spirit of a river in uninhabited wilderness). Some of these spirits are worshiped as deities. The spiritual energy of these spirits permeates all, bringing life to the world.
The People of Terran[/u]
There are many sentient creatures living upon Terran, but the largest and most represented of them belong to the classifications of Humanoid, Giant, and Dragon.
The Humanoids
Humanoids are the newest of the races on Terran, but they are the most prolific and most successful of its races.
The primary races of Terran are Humans, Dwarves, Elves, Goblins, Halflings, and Orcs. Each of these races has their own societies, settlements, and culture, with many different regional and ethnic variations therein. Humans are by far the most wide spread of the humanoids, possess the most variety in culture, and have the most shinning destinies ahead of them.
Though the civilized humanoids possess grand cities and well developed cultures, they are relatively new to the world. While the Giants still ruled the world and humans were merely their slaves, the savage Anthro and Reptilian humanoid races thrived in the wild world. Due to the growth of the civilized humanoids, the Anthros and Reptilian humanoids have been pushed back, their cultures all but destroyed, and have now been reduced to shadows of their former glory, barely more than the animals they resemble.
The Giants
The Giants were the first creation of the Gods, the Elemental Dragons. Before humanoids grew to their current level of power, the Giants ruled the world, having built massive cities to defend themselves against the next oldest of the worldâ,¬,,¢s races, the Dragons whom they warred with for eons. Jealous of the civilizations made by the humanoids, giants are generally enemies of mankind.
True Giants are rare in modern times; most have died off or have degenerated into less pure forms. The True Giants are the giants of Cloud, Fire, Frost, Stone, and Storm. Now, lesser giants are more common, created through intermingling of the true giant races. The lesser giants are the ogres, trolls, and hill giants.
The Dragons
The Dragons were the first of Terranâ,¬,,¢s races, the very children of the creator Gods. They have waned in number, but are still terribly and gloriously powerful. The children mothered by one God are the goodly Serpents, while the children mothered by another are the fiendish Wyrms. Lesser dragon races abound, including the drakes and wyverns; as with the giants, lesser dragons are more common than their true forbearers.
New World, Ancient Past[/u]
Terranâ,¬,,¢s history is relatively short, having survived a nearly cataclysmic destruction. The world was rebuilt, and has eventually grown to the state it is today, but many echoes abound from its past before the coming of Zion. These echoes sometimes take the form of artifacts of unimaginable power, and other times take the form of horrible secrets or entities better left forgotten. This ancient past colors the world with subtle mystery, one so mysterious that most of itâ,¬,,¢s denizens go their whole lives without perceiving it.
Terranâ,¬,,¢s history is marked by grand battles, the falls of races and the rise of others, and the deaths of deities. Even though these events are in the past, they have left tangible effects on the modern world, like ripples in a pond rebounding on the shore.
Alternate Rules[/u]
The Three Worlds Campaign Setting uses many alternate rules. Some rules were added in order to better match the game mechanics with the story elements present within the setting, while other rules were changed in order to better balance the game, both in reaction to the story inspired changes and the designersâ,¬,,¢ experience with game balance.
Individual Game Masters may choose to not implement some or all of these rule changes. Game Masters are advised to carefully consider what they are changing and the ramifications of such a change; it is best to include all of these alterations or none of them.
[note=Picking and Choosing]
Some of these rules work best when paired with others. For instance, if a Game Master chooses not to use the alternate ability scores, then presenting Armor as Damage Reduction is unnecessary (this change was presented because to hit and damage were paired with different ability scores; this means that many warriors would have decreased to hit scores or decreased damage modifiers, so armor had a decreased AC, but gained damage reduction to compensate).
If you do not use the alternate ability scores, you will determine a caster's spell effects as normal (max spell level known, and spell DC modifier), as determined by the character's class. The system is best used with the Void score still, because it grants abilities to non-spellcasters which are difficult to adjucate otherwise.
All other alternate rules can easily be dropped. Alternate versions of the new spellcasting classes (Templar and Channeler) will be presented for use with a standard spell slot system. Dropping the WP/VP system requires one to use the standard weapon threat ranges and critical multipliers. If you drop the Culture rules, simply pair up each race with their race's Culture to determine their full Racial adjustments.
How ever you play in this world, the point is to have fun. These alternate rules were designed to make your play experience realistic and unique, in order to allow the world's mechanics to synergize with its descriptions, but ultimately it is your game.[/note]
Ability Scores
The Three Worlds Campaign Setting introduces three new ability scores: Agility, Perception, and Void. Agility measures a characterâ,¬,,¢s quickness and reflexes, and Perception measures a characterâ,¬,,¢s sensory acuity. Because no new abilities were added to the game, some ability scores were changed: Dexterity now only measures a characterâ,¬,,¢s coordination and flexibility (and Dexterity now determines to hit for all attacks, while Strength helps characters wield larger weapons), while Wisdom now only measures a characterâ,¬,,¢s resolve and mental health.
Void does not measure any specific physical or mental capability of a character, it is a measure unity within a character, and their potential. A character with a high Void ability score is able to push their limits, seemingly bending the laws of probability, and possibly even the laws of reality, all without resorting to true magic.
Because a characterâ,¬,,¢s physical and mental condition is a reflection of their elemental makeup, it also determines the strength of a characterâ,¬,,¢s magic. A spell casterâ,¬,,¢s power is no longer tied to a single ability score determined by the type of magic they cast; each element has associated ability scores, and those scores determine the strength of a characterâ,¬,,¢s spells. Air is tied to Agility and Perception, Earth is tied to Constitution and Wisdom, Fire is tied to Strength and Charisma, Water is tied to Dexterity and Intelligence, and Void is Void.
The highest spell level a character can cast is equal to each of their mental ability scores minus 10; a character with an 8 charisma will simply be incapable of casting Fire spells, while a character with a 19 wisdom will be able to cast up to 9th level Earth spells. A characterâ,¬,,¢s mental ability score also determines the DCs of spells of that scoreâ,¬,,¢s element; a character with a 16 Intelligence will gain a +3 bonus to the DCs of their Water spells. Lastly, all spell casters determine their bonus mana points (a pool of resources used to cast spells, used in place of spell slots) with their Void score; even non-spellcasters gain these bonus mana points, which can be used to power minor effects.
Race and Culture
The races of the Three Worlds Campaign Setting are slightly different than those of the standard Dungeons and Dragons game; their names are familiar, but their nature has been changed. Aside from possessing slightly adjusted ability score adjustments (done primarily to take into account the new ability scores) and slightly different racial abilities, Goblins and Orcs are present as player races and Gnomes have been removed from the list of player races. The Goblins of the Three Worlds Campaign Setting are not small sized; they are medium, slightly green, hairless, semi-aquatic people who are known for their ingenuity, their loyalty to friends, and their utter hatred of perceived enemies.
In addition to adjustments to the base racial abilities, characters must also choose their characterâ,¬,,¢s Culture. A characterâ,¬,,¢s Culture represents with which Race or Culture they were raised, and with what people they primarily grew up around. A dwarf raised in human lands will be slightly different from a dwarf raised in dwarven lands; likewise a human raised in one region will be different from a human raised in another.
Lastly, a characterâ,¬,,¢s Race and Culture helps to determine their Class skills. Any skill a character gains a racial or cultural bonus in is treated as a class skill for all of that characterâ,¬,,¢s classes; for instance, an elf wizard (who gains a +2 racial bonus to search, spot, and listen) has an easier time advancing their spot skill than a human wizard (who does not possess spot as a class skill).
Cultures have replaced subraces in the Three Worlds Campaign Setting; many cultures represent different ethnicities within a single race. For instance, while the Night Elves differ from the Moon Elves in appearance and culture, they do not differ in their racial traits because they are of the same race.
Class
The classes offered in the Three Worlds Campaign Setting are heavily altered from the classes offered in the standard Dungeons and Dragons game. The Paladin has been removed, the Monk and Sorcerer have been altered to the point of being new classes, the Psion's name was changed to Meditant, and the Channeler and Templar have been added. Additionally, all spellcasters have been altered due to the unique magic system.
In addition to these large alterations, several classes have received changes, some small and some large: the Barbarian class has been renamed Berserker to reduce confusion (Berserkers are not necessarily barbaric people), and they have been given several options in several of their class abilities (most noticeably the nature of their â,¬Å"rageâ,¬Â ability); the Bard has been given additional choices in their bardic music abilities; the Ranger has lost their bonus feats in favor of more roguish abilities (uncanny dodge and improved evasion) and has gained a more powerful animal companion; the Rogue is no longer the only class that can detect traps with the search skill, they gain Improved Evasion automatically at higher levels, and the levels they gain their Special Abilities have been somewhat altered.
Skills
The Autohypnosis skill has been added to the list of skills, taken from the psionics rules, and is a class skill for Monks. The uses of Spellcraft have been expanded upon: a character can now use the Spellcraft skill to detect magical auras (in fact this is the only way for low level characters to do so, because the detect magic spell has been removed from the game). Knowledge (Arcana) has been replaced with Knowledge (Elements), and is important in the learning and creation of new spells, as well as knowledge of elemental creatures (such as elementals, dragons, and outsiders with an elemental subtype).
As stated earlier, possessing a Racial or Cultural skill bonus also grants that skill as a class skill for all classes the character may take. Additionally, characters who select a feat which grants a skill bonus also gain that skill as a class skill.
Additionally, increasing oneâ,¬,,¢s skill ranks does more than grant the character better chance of succeeding checks with that skill. In addition to gaining synergy bonuses with related skills, characters gain new uses of their skills for achieving higher ranks. These exact abilities are detailed in the Skills and Feats chapter.
Feats
Characters no longer gain set weapon and armor proficiencies based on their class choices. Instead, a characterâ,¬,,¢s first class level grants them a number of proficiency feats: these feats may be used to purchase simple and martial weapon proficiencies (weapons are now grouped with others that are used similarly), light, medium, and heavy armor proficiencies, and shield and tower shield proficiencies. Exotic Weapon Proficiencies must still be selected with standard feats.
Additionally, many feats have been altered, while many more feats have been added (especially at higher levels). Only altered or new feats will be addressed in the Skills and Feats chapter.
Mana Points
As stated earlier, all characters possess bonus mana points determined by their Void score. A character, even a non-spellcaster, may spend a mana point before a d20 roll (but before being told the result) to gain an additional 1d6 to their check. Unlike in other systems which use action points, these points are regained with rest. These points represent the unity of action granted by a high Void score, helping one to succeed where their chances were previously grim.
Other uses of these mana points exist; some feats grant uses in addition to their standard benefit, while other feats grant new powerful uses on their own. These will be further detailed in the Skills and Feats chapter.
Equipment
Because of the change to the hit point mechanic (detailed in the combat section), all weaponsâ,¬,,¢ critical multipliers have been reduced by one. Additionally, weapon damage dice have been altered, and many weapons have changed proficiency category (such as the nunchaku becoming a martial weapon, and the kama becoming a simple weapon).
Armor has been altered much more than weapons. Armor now provides a damage reduction rating in addition to a (smaller) armor class adjustment. Critical Threats ignore this damage reduction.
Combat
The Feint mechanic has been altered to rely more heavily upon the Base Attack Bonus of the feinter and defender than their bluff and sense motive modifiers (feint is now an BAB+Cha check vs. a BAB+Per check, and the participants gain bonuses from Bluff or Sense Motive ranks). A failed feint check provokes an attack of opportunity.
More importantly, hit points and damage are slightly different. Characters now have Wound Points (WP) equal to their Constitution score and Vitality Points (VP) equal to their standard Hit Point total. VP represent a character's endurance and their ability to avoid damage; suffering VP damage means that a character might have been grazed, scratched, or blocked a particularly strong attack. WP represents a character's physical ability to survive damage; suffering WP damage means that a character has been physically injured. An amount of VP or WP damage represents the same physical damage to one character as it does another; 10 WP damage is a traumatic wound, which has a chance of killing a character with only 9 WP, but that a character with 15 WP can survive.
When a character suffers damage from an attack, the damage is subtracted from their VP, but if a character suffers damage from a Critical Hit, the damage is subtracted from their WP. This makes Critical Hits more deadly, and ensures that characters will rightfully fear a dagger in the hands of anyone; after all, a ruptured heart means the same thing to a first level character as it does to a 20th level character. Characters are also fatigued (-2 penalty to all ability scores, cannot charge or run) when their HP reach 0 or when they suffer any Wound damage, and they are exhausted (-6 penalty to all ability scores, can only take a single standard action) when their WP reach 0.
At zero WP, a character is not at risk of dying, but when reduced to negative WP (no limit to how low their WP can go), they must make fortitude saves to remain alive. So, while a character has the chance of being killed outright from a critical hit, characters with high fortitude saving throws have a better chance of living through such grievous wounds.
Magic
Rather than use spell slots, the Three Worlds Campaign Setting uses Mana Points (MP), a system designed after the Power Point mechanic of the psionics rules. Spellcasters have a base number of MP determined by their class and level, and they gain MP for having a Void score (as mentioned previously).
To cast a spell, one must pay the MP cost; spells cost a number of MP equal to the spellâ,¬,,¢s level, multiplied by two, then subtracted by one (1st level - 1; 2nd-3; 3rd-5 ...). Characters may also pay additional MP to boost the power or alter the effect of some spells; this is called an Augmentation. A caster cannot spend more MP on a single casting of a spell than their caster level.
Lastly, all spells are grouped amongst the five elements, and this is how they are presented in the spell lists of the various spell casting classes. Some spells have â,¬Å"Allâ,¬Â as a listed element: these spells can be cast with any element, sometimes altering their effect. The element of the spell determines which mental Ability Score its DC is based on, and whether or not the character can even cast the spell.
I hope you enjoy your stay in Terran
(Placeholder 1: Character Creation and Options)
COMMON RACES[/u]
Humans, dwarves, elves, goblins, halflings and orcs; these names are familiar to the common Fantasy RPG player. But in Terran, one must put away one's previous notions of these races, because many of them do not fit anymore. Gone is the titanic battle between good and evil, but replacing it is the battle between law and chaos, order and freedom, civilization and the rest of the world.
Due to this, many of the racial conflicts that some players hold dear do not exist in some parts of the world. In Terran's primary setting, the continent of Krellshah, the standard conflicts are more present; many players veteran to more common worlds may be more comfortable playing here. The continent of Serian is heavily lawful, so elven and orcish characters are less common, while the continent of Blaircath is heavily chaotic, so dwarven and goblin characters are less common.
Some traits have been added, especially to the orc who was previously little more than a monster race. The goblins were greatly changed, representing an entirely different race than the standard goblin, which does not exist on this world.
Cultural Traits: Certain racial traits in Terran are noted as cultural traits. Characters do not possess these abilities based on their physiology, but based on their upbringing. A character of a given race who was raised amongst the culture of a different race will have slightly different abilities than a character of the same race raised by their own race. This allows for more realistic depictions of unique characters, as well as broader variety within racial abilities.
Racial and Cultural Skill Familiarity: Due to each raceâ,¬,,¢s natural ability with certain skills, any skill in which a character has a racial or cultural bonus in is automatically treated as a class skill.
HUMANS[/u]
[spoiler]Humans are the most numerous race on the face of Terran, yet the question of their origins is still unanswered. It is believed that humans are descended from the Ancient Ones, a race who once ruled the world but were destroyed by the Dragon Mother, Zion. Today's humans are the descendants of a slave race formerly in bondage to the giants. Near the end of the war between the dragons and giants, it was humans who turned the tides, destroying the giants from within their own cities and taking them as their own. Today four of the largest human cities are the former capitols of the giants' empires.
Personality: Human personality varies greatly from individual to individual. Mostly a human's personality is determined by their place of birth, the people they grew up with, and their own personal preferences. The one trait that all humans share is their adaptability and ease of learning new skills. Because of their relatively short life spans compared to some of the other races, they are often very motivated toward success.
Physical Description: Standing from a little under five to a little over six feet tall, and weighing between 125 and 250 pounds, humans make up the average in size among the common races. Otherwise, their appearance is largely determined by their place of birth. However, due to human migration and immigration, these traits can be found across the world. Human grooming and dress runs the gamut of outlandish and flamboyant to functional and conservative. Most human men can grow beards, though individual cultures may see facial hair differently.
Society: Just like everything about them, human society is diverse and ranges across the spectrum. The most common and frequent society system used by humans is feudalism, with an individual ruler or counsel of rulers governing the people. Typically there is a deep line drawn between the royalty, middle, and lower class, and in some societies the middle class is all but non-existent. Monarchies are very common among humans. Due to their short life spans and knack for adaptation, human society generally fluctuates and changes greatly as the years pass.
Ethnicities: Humans from Krellshah, the western continent, tend to have pale or olive skin, and their eyes come in any color. Their hair can be brown, red, or blonde, with any variation in between, and can be straight or curly, fine, kinky or coarse. Due to the close proximity of many nations, Krellshah humans are very used to war. Northern Krellshah is the center of the Knights' Church, and thus is a hub of pilgrims and immigrants; its people often possess mixed features from all over the world. Eastern Krellshah, or the Heartlands, used to be the center of a world spanning empire that has since fallen; in its place is a budding republic. Southern Krellshah is relatively cut off from the rest of the continent, and lacks the cultural and intellectual progress of the other two regions.
Humans from Serian tend to have a light brown or a pale yellowish skin color and generally have dark eyes. Their hair is typically dark, straight, and coarse. Serian humans are ridged in their ways, viewing honor and loyalty as paramount above all other virtues. Here the feudal system has been taken to the extreme, with ridged caste systems and peasants who are hardly seen as people. Everyone has a place, and most conform to it.
Humans from Blaircath tend to have reddish brown, light brown, or dark brown skin, and eyes of dark colors. Their hair tends to be dark and either coarse or kinky, straight or curly. Because of their harsh surroundings, be it jungle or rough badlands and mountains, Blaircath's people are hardy and well suited to living away from the comforts of civilization. They are distrusting of outsiders (especially since they were once betrayed by a group of explorers), and are separated into individual city states with hardly any ties between them.
Alignment: Human alignment is very diverse. Humans have no common alignment; the only assumption that can be made is that civilized humans are more commonly lawful and uncivilized humans are more commonly chaotic.
Serian humans tend to be more lawful than others, and Blaircath humans tend to be more chaotic, but even these trends are slight.
HUMAN RACIAL TRAITS
â,¬Â¢ Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
â,¬Â¢ Human base land speed is 30 feet.
â,¬Â¢ 1 extra feat at 1st level, since humans possess great variety.
â,¬Â¢ 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and quick to learn.
HUMAN CULTURAL TRAITS
â,¬Â¢ Career Training: Human culture lacks unifying characteristics, allowing its members to develop in unique ways. Those of human culture gain a +2 culture bonus on any two related skills (subject to DM approval).
â,¬Â¢ Automatic Languages: Regional and Trade. Bonus Languages: Any.
â,¬Â¢ Favored Class: Any.[/spoiler]
DWARVES[/u]
[spoiler]The final creation of the Earth Dragon, dwarves inhabit the mountains of the world. When they were first created, it was the dwarves who first struck out against the giants, who were seeking to destroy the new humanoids who were made by their own creators. Dwarves live in a heavily structured society that favors good over evil, where family and honor are valued above all else. Dwarves prefer their solitude, living most of their lives within their citadels built inside of mountains the world over. Here they craft their goods which are traded all over the world and prized for their craftsmanship.
Personality: Dwarves easily come off as rude or boorish (sometimes both) to non-dwarves; a dwarf's trust and friendship are difficult to earn. To those that earn it, they are still boorish but reveal a generous nature. Dwarves value material goods both as a sign of ones wealth and as a sign of ones skill; with skill being the more admired quality of the two. Dwarves have a strong sense of loyalty and justice. All their good qualities can easily degenerate to ill, becoming distrust, greed, and vengeance.
Physical Description: Dwarves are short and broad, easily as heavy as a human despite their lack of stature. They have wide chiseled features that suggest their durable nature. Their pupil-less eyes are smaller than a human's. Both male and female dwarves can grow facial hair, grown during times of fertility, and a sign of adulthood and pride amongst their people; only those female dwarves who associate with humans more than other dwarves trim or shave their beards. Dwarves of all kind prefer simple clothing and dislike excessive shows of wealth; usually a single personally crafted piece of jewelry is enough to show ones skill and wealth in one stroke.
Society: Dwarves live within large settlements structured around the family and grouped together as a clan. These clans are lead by a monarch ruler who generally is the descendent of the clan's founder. Duty and loyalty are expected within the family and clan. Children are raised by the whole family and taught to respect their elders and the clan as a whole. Dwarven marriages are generally arranged between families which get along, but sometimes are arranged in order to strengthen the ties between two rival families; rarely is love a question, only duty. In fact, the word â,¬Å"loveâ,¬Â carries a connotation of infidelity, a â,¬Å"loverâ,¬Â is someone who a spouse is cheating on their marriage vows with. Every dwarf contributes to the clan, either through craftsmanship, defense of the clan, and even the maintenance of the clan's households. Some large dwarven kingdoms consist of several clans, and are generally ruled by a council formed by the clan monarchs.
Ethnicities: Mountain Dwarves, which are Dwarves who build their citadels under the rocky mountains of the world, tend to have red to brown hair, light skin, and light eyes. Because it is difficult to grow crops at such depths far from the sun's light, Mountain Dwarves typically trade their crafted items for food and drink that are difficult to come by. Hill Dwarves, which are Dwarves who live in more human-like settlements along the foothills of mountains (typically mountains which house Mountain Dwarves) have brown or blond hair and brown skin, and light eyes. Hill Dwarves grew from Mountain Dwarves who took to the surface in order to facilitate trade between the Dwarves. Due to this, their culture has assimilated some of human culture, with a deep tradition in knighthood. Deep Dwarves typically have no hair on their head, thick beards, pale skin, and dark eyes. Deep Dwarves live deep underground almost completely isolated from other humanoids and have a less ridged adherence to order and structure.
Alignment: Dwarves are highly structured people, causing them to tend towards lawful alignments. Because dwarven society relies upon cooperation, Dwarves are less likely to be evil then they are to be Good or Neutral in respect to good and evil. In isolated regions, dwarves are more likely to be neutral in respect to good and evil.
Mountain Dwarves tend towards Lawful Good alignment, because their enemies tend towards evil alignments. Hill Dwarves, who are used to dealing with many different nations, tend towards Lawful Neutral alignment. Deep Dwarves, whose isolation affords them great protection and doesn't require tight clan bonds, tend towards True Neutral alignment.
DWARVEN RACIAL TRAITS
â,¬Â¢ +4 Constitution, -2 Dexterity, -2 Perception. (+2 Con, -2 Dex for standard ability scores)
â,¬Â¢ Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
â,¬Â¢ Dwarf base land speed is 20 feet. However, dwarves can move at this speed even while wearing medium and heavy armor or while carrying a medium or heavy load.
â,¬Â¢ Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
â,¬Â¢ Stonecunning: Dwarves have a +2 circumstance bonus on search and spot checks to notice unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
â,¬Â¢ +1 size bonus to AC; even though dwarves are not small sized, they do present a smaller target.
â,¬Â¢ +2 racial bonus on saving throws against spells and spell-like effects.
â,¬Â¢ +4 stability bonus against bull rush and trip attacks.
DWARVEN CULTURAL TRAITS
â,¬Â¢ +2 cultural bonus on Appraise and Craft checks that are related to stone or metal items.
â,¬Â¢ Weapon Familiarity: Those of dwarven culture may treat the waraxe as part of the Martial Weapon (Axes) category, and may treat the urgrosh as part of the Martial Weapon (Polearms) category.
â,¬Â¢ Automatic Languages: Dwarven and Trade. Bonus Languages: Giant, Goblin, Orc, Terran, and Regional.
â,¬Â¢ Favored Class: Fighter[/spoiler]
ELVES
[spoiler]Elves were created by Wyndaguile, the Dragon God of Air, in order to be a race of infinite variety, and to be the intermediary between humans and the fey creatures of nature. Gifted with comely looks and an almost millennia long life span, they were able to mingle freely with the fey creatures and could deal with many human generations for their one life time. It was this that originally caused humans to believe the first elves to be fey. Due to how quickly human civilizations rise, fall, and change in the eyes of the elves, they quickly grew more and more distant from them until they withdrew and sought solitude.
Personality: Elves prize their freedom above all else and actively oppose oppression whenever they can. They are whimsical and often flighty, seemingly careless about their activities on a day to day basis. At the same time they rarely show emotional extremes, more likely to be disappointed than angry, or more pleased than excited. This is in part because of their general aloof nature, but is also caused by their vast life spans. Elves rarely consider the short-term benefits of their actions, caring mainly for the long term. Because they often have time to spare, many elves take up artistic expression in the form of painting, music, poetry, and even intricate metalworking.
Physical Description: Elves are shorter and thinner than humans, but their fine lengthy features make them appear taller than humans from a distance. They possess large almond shaped eyes and pointed ears that sweep sideways away from their head about 3 inches along the angle of their brow. Elves do not grow facial or body hair, which usually causes them to dress in covering clothing in all but the most warm of climates. Unlike humans, whose skin darkens from extended sun exposure, their skin color fades and lightens when they are exposed to more sunlight. Elves enjoy fine clothing in colors to match their environment, often stitching jewelry into the clothing itself. Elves are practical in their grooming and dress, preferring everything to serve a purpose (though aesthetic beauty is an important purpose to elves).
Society: Elves group together in bands of no more than 200 individuals. These groups are fairly mobile, living within tents or similar structures on the ground or strung between the bows of the trees. These groups are egalitarian in nature, with all members contributing to the society with no true ruling body. Larger elven settlements bring their problems and issues to a council of elders, but these elders are only appointed to share their wisdom. The only truly permanent settlements are cities built within the trees themselves, several feet above the first bows to conceal them from travelers. The townâ,¬,,¢s structures are wide and open, because most elves are mildly closterphobic. These towns are each governed by a monarch, though these towns possess elder councils as well and the monarch only serves to manage relations with other towns and civilizations. In either a band or a town, elven children are considered children of the entire group and live with the other children and adolescence once they are no longer infants; elves donâ,¬,,¢t keep records of birth line and parentage. In fact, elven couples rarely last longer than a century and rarely produce more than one child. Elves are first named by the adolescents in their group when they are children, and rename themselves when they reach adulthood (their child name often serves as a nickname to those who grew up with them).
Ethnicities: Star elves have light brown to tan colored skin, emerald green eyes, and vibrant black hair that fades to reds, oranges, and yellows as they age. They live in temperate forests in largely nomadic bands, though several permanent settlements built into ancient trees are known to exist. Moon elves have milky pale skin, sky blue eyes, and gold or silver hair that fades to snow white with old age. They live along low mountains where the trees still grow, building an elaborate network of settlements built into the sides of the mountain walls. Night elves have purple to light blue skin, eyes in tones of red, orange, or violet, and stark white or stark black hair which remains vibrant their entire lives. They live within tropical jungles with very few permanent settlements.
Alignment: Elves are typically flighty, capricious people. They like to let things run their natural course and would prefer to learn from their own mistakes rather than being educated about them ahead of time. They drift toward the chaotic alignments.
Star Elves tend towards Chaotic Good alignment, as they are used to protecting others (their forests and the spirits within) from the malicious and the ignorant. Moon Elves tend towards Neutral Good alignment, as they favor more permanency than other elves. Night Elves tend towards Chaotic Neutral alignment, because their harsh home breeds a belief of "every elf for themselves".
ELVEN RACIAL TRAITS
â,¬Â¢ +4 Agility, -2 Constitution, -2 Wisdom. (+2 Dex, -2 Con for standard ability scores)
â,¬Â¢ Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
â,¬Â¢ Elven base speed is 30 feet.
â,¬Â¢ Low-light Vision x2.
â,¬Â¢ +2 racial bonus on Listen, and Spot checks.
â,¬Â¢ +2 racial bonus on Search checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
â,¬Â¢ Immunity to magic sleep spells and effects. Elves meditate for 4 hours a day in place of sleep. During this meditation, Spot checks are impossible and Listen checks are made at a -5 penalty. Any action that breaks this meditation requires the elf to restart their meditation.
â,¬Â¢ Breathless: Elves do not breath, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
â,¬Â¢ +2 racial saving throw bonus against Enchantment spells or effects.
ELVEN CULTURAL TRAITS
â,¬Â¢ +2 cultural bonus on Concentration checks.
â,¬Â¢ Weapon Familiarity: Those of elven culture gain the Martial Weapon (Bows) and Martial Weapon (Sabers) feats as bonus proficiencies.
â,¬Â¢ Automatic Languages: Elven and Trade. Bonus Languages: Auran, Draconic, Goblin, Orc, Regional, and Sylvan.
â,¬Â¢ Favored Class: Wizard[/spoiler]
GOBLINS[/u]
[spoiler]Created by the Dragon God of Water, Naias-Sorn, goblins live along the waterways of the world. Originally created in order to bring science and creation into the world, goblins soon used their inventiveness to attempt to elevate themselves above the other races. This oppressive nature caught the eyes of neighboring elves; this started their brutal rivalry, which lasts to this day. In recent times they have been forced to secluded coasts, rivers, and lakes by humans (who favor living in similar terrain as Goblins), forced to subside off of what they can steal or trick away from other races. It is when goblins aren't oppressed and able to grow fully that they show their full potential; in such societies, goblins have invented many new alchemical substances and are still known for their ingenuity.
Personality: Goblins are adaptive and resourceful, constantly changing their mood and attitude to suit the needs of the moment. Generally they are cowardly if alone, and tend to use any means necessary to further their existence. Being familiar with treachery in all its forms, goblins generally don't show their emotions to strangers; they feel that this will provide them with some protection from their enemies. Goblins are highly loyal in their business dealings and friendships, and extraordinarily vindictive and vengeful against those who break their trust, using any means at their disposal to seek reprisal. Goblins enjoy solving problems, but will rarely share information with non-friends unless they have something to gain from it. Amongst their own clans, loyalty is the norm and treachery against oneâ,¬,,¢s clan is the worst crime.
Physical Description: Goblins are shorter and much thinner than humans, possessing an almost emaciated lengthy build. They have large tear shaped eyes that are entirely pupil, and their ears consist of several holes on the sides of their head. Their bodies and heads are entirely hairless, and their features are thin and pointed. Their fingers and toes are thin and webbed up to the first knuckle, and most goblins prefer to not wear gloves or shoes. Due to the lack of resources within most goblin clans, they typically wear the clothes and wield the weapons that they have stolen or taken from their enemies, otherwise their possessions are constructed from the materials around them.
Perhaps as a physical manifestation of their resourcefulness, goblin skin color shifts over time to resemble that of their surroundings. By concentrating on this ability, Goblins are able to drastically change their skin color, and even magically change the color of the garments they wear and items they carry.
Society: Goblins live within highly structured clan societies that are ruled by the most powerful (this power may be physical or magical). Goblin clans are separated into multiple groups, related by blood and friendships, united by deep running loyalty. Within these groups there is no concern for privacy where everyone lives amongst each other; only the leaders live apart from the rest, but even amongst the leader's themselves there is little privacy. The seat of rulership is a highly contested position; it is won by usurping the former leader by any means. A leader is almost always backed by the entire group they were drawn from, and showers favor upon this group as well; to topple a leader means to contend with their group as well.
Ethnicities: River Goblins, whose skin is naturally a dulled green, prefer to settle near rivers where food is plentiful. Because rivers through planes are also a favorite settlement for humans, River Goblins have been forced into isolated rivers through forests (where they come into conflict with Star Elves or Night Elves) or foothills (where they come into conflict with Hill Dwarves). They've primarily conduct in piracy and raiding when dealing with other local populations. River Goblins grew from goblin stock which was forced out of more habitable areas. Sea Goblins, whose skin is a rich blue-green, live along secluded coasts, and more prominently, on large ships upon the sea. Sea Goblins conduct in both piracy and trade, and are often used for their intercontinental trade routs. Cavern Goblins, whose skin is a sickly greenish white, live along underground waterways, are secluded from most other humanoids. When they encounter other peoples, they see them as prey. City Goblins, who are goblins which live in cities that accept them, have grayish green skin and contribute greatly to their communities. Unlike other city dwelling members of other races, City Goblins' physical appearance separates them as their own ethnicity rather than simply goblin members of human culture.
Alignment: Goblins tribes are highly structured and they value their word greatly, and as such goblins are normally lawful. In regions where they have been forced outside of civilization, they have become evil. Very secluded goblins tend to lose their lawful nature because they have no need for Order's protective qualities.
River Goblins, who deal with other races in a typically unfavorable light, are generally LE; other race's distrust for them has made them very ethnocentric. Sea Goblins, who are afforded the ability to only deal with other races on their terms, have retained the purity of their racial order, and are typically LN; while they do conduct in piracy, it is generally out of opportunity and not necessity. Cavern Goblins, who live in areas where they don't have contact with other races, have degenerated to typically be NE; their normal racial order has faded in isolation. City Goblins are generally more lawful, and less good, than their home region.
GOBLIN RACIAL TRAITS
â,¬Â¢ +4 Dexterity, -2 Strength, -2 Charisma
â,¬Â¢ Medium: As Medium creatures, goblins have no special bonuses or penalties due to their size
â,¬Â¢ Goblin base speed is 30 feet; goblin base swim speed is 30 feet. Goblins can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A goblin can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
â,¬Â¢ Low-light Vision x2
â,¬Â¢ Can hold their breath for a number of rounds equal to 8 times their constitution score.
â,¬Â¢ +2 racial saving throw bonus against poison.
â,¬Â¢ +4 racial bonus on Move Silently checks.
â,¬Â¢ Chameleon Skin (Ex and Su): As a move equivalent action, a goblin can change the color of their skin and equipment. The shift in skin color is a physical ability, while the ability to change their equipmentâ,¬,,¢s color is a magical affect. This affect grants a +10 circumstance bonus on Hide checks till the start of their next turn. In order to keep this ability active, a move equivalent action must be spent on it each round.
GOBLIN CULTURAL TRAITS
â,¬Â¢ +2 racial bonus to Craft (alchemy) checks, and any other Craft check related to mechanical devices (such as mechanical weaponry or trapmaking)
â,¬Â¢ Weapon Familiarity: Those of goblin culture treat the Martial Weapon Proficiency (firearms) and the Martial Weapon Proficiency (sabers) feats as part of their associated simple weapon proficiency.
â,¬Â¢ Automatic Languages: Goblin and Trade. Bonus Languages: Aquan, Dwarven, Elven, Orc, and Regional.
â,¬Â¢ Favored Class: Rogue[/spoiler]
HALFLINGS[/u]
[spoiler]Much like humans, the gods do not claim to have created the halflings. It is assumed that the world itself created them, just like the world created animals and nearly all other life. The homeland of the halflings is Doreon, a small island continent to the south. Humans quickly set up colonies along the northern coast of Doreon, and the introduction of human culture quickly imprinted upon the halflings. Before humans came, halflings had no unified spoken language, but now they speak a form of Trade that is so unique that it is its own tongue.
Personality: Though the halflings do not have the diversity to be grouped into true ethnicities, the culture that they are raised within has a distinct affect on their attitudes. All halflings are adventurous, curious, and quite fearless. Wild halflings, halflings who were raised within the nomadic tribes of Dorderan or within a tribal society elsewhere, are known for their savagery and generally uncivilized attitudes. This reputation is generally untrue; they simply have a harder time fitting in amongst "civilized" folk. Civil halflings, halflings who were raised amongst humans or another â,¬Å"civilizedâ,¬Â race, typically have just as bad a reputation. They are often seen as opportunistic thieves, and others see their fearless daring as a recklessness that harms society as a whole. Civil halflings are more likely to try to fit in, seeing the benefits of such a lifestyle.
Physical Appearance: Halflings stand approximately three feet tall and weigh around 30 pounds. Their bodies are typically slim and athletic. They have dark hair and light skin, and their hair is more akin to the texture of fur and is more often curly than straight. Additionally they possess a two-foot long tail that is no more than an inch thick and covered with short fur the same color as their hair. Halflings in human communities typically wear their pants low below their tails, but this is typically because they often must resort to wearing children's clothing rather than getting their clothes properly tailored.
Society: Halflings on their home continent of Dorion, and within few other places in the world, live within nomadic tribal groups. These groups are extended families, where lifelong couples are the norm and children are taught to respect their elders. These groups generally split apart when two or more powerful leaders arise in the group. In their own land, they typically worshipped the gods of the land and held clerics in high regard; druid halflings were not unheard of, but they tended to be withdrawn from the rest of their people. Generally though, halflings have no home of their own; few halflings live in the wilds of Dorion anymore since the majority of them saw the opportunity and benefit of living amongst the other people. Halflings conform only slightly to meet the standards of the society in which they live in, and their communities' still bare resemblance to halfling tribes.
Alignment: Typical halflings tend towards neutrality. While they prefer to leave themselves open to new occurrences, they also see the benefits of structure and rules (at the very least so they know how to manipulate them). Their common alignment is N.
HALFLING RACIAL TRAITS
â,¬Â¢ Small ability score penalties (-4 Str, +2 Dex).
â,¬Â¢ Small: As Small creatures, halflings have a +1 size bonus to AC and attack rolls, a +4 size bonus on Hide checks, 3/4 carrying capacity, and a -4 size penalty on various checks (such as bull rush, disarm, grapple, ect.).
â,¬Â¢ Halfling base speed is 30 feet.
â,¬Â¢ +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
â,¬Â¢ +1 racial bonus on all saving throws.
â,¬Â¢ +2 morale bonus on all saving throws against fear.
HALFLING CULTURAL TRAITS
â,¬Â¢ +2 cultural bonus on Survival checks.
â,¬Â¢ Halflings gain a +1 attack roll bonus with any thrown weapons.
â,¬Â¢ Automatic Languages: Halfling and Trade. Bonus Languages: Dwarven, Elven, Goblin, Orc, and Regional.
â,¬Â¢ Favored Class: Rogue[/spoiler]
ORCS
[spoiler]Created by Firdella, the Dragon God of Fire, orcs are a brutal and fairly primitive race that inhabits the wastelands of the world. They were originally created to add passion to the world, but the orcs ended up channeling this passion into becoming a warrior race, where every member constantly tries to prove their strength over the others. This caused the majority of orc lines to fall into barbarism, forever keeping them from making a place within civilized society. Orcs view all other races as weak, but they will cow to the strength of a powerful ruler no matter its race.
Personality: Orcs are constantly trying to prove their strength, be this through battle or through how many they have under their command. They tend to act rather than contemplate, and would rather take the most active course of action in any given situation. Towards what they care about they are extraordinarily passionate, but towards things they care nothing about, or things they don't understand, they typically ignore or seek to destroy them. Orcs enjoy simple pleasures, such as feasts, loud music (especially music with drums), and sports that favor the strong (such as wrestling).
Physical Description: Orcs are taller and heavier than humans, with thick limbs and barrel chests. They possess sloped foreheads and prominent jaws which sport a pair of one to two inch tusks in the place of their lower eyeteeth. Orcs have exposed nostrils and lupine ears. Their hair is thick and either kinky or straight with the texture of boar's hair or eyebrows. Due to their general lack of intelligence, orcish made items are crude at best, but they prefer to wield weapons and wear clothing crafted by orcs.
Society: Orc settlements consist of portable tents, generally one tent to an adult. Typically, orcs live in a tribal structure that is almost pure anarchy, where the strong rules and nothing is yours unless you are strong enough to keep it. Mating within orc groups is strictly a show of power, where mates are kept as possessions, and a dominant orc may keep multiple mates; males are not always the dominant possessors in these situations. As a whole, orcs are deeply pious to their creator Firdella, shown through the mass cremations they perform with the dead of their enemies. Much like dwarves, they are a warrior race, and much of their lives surrounds battle with other tribes and races, or preparing for the next battle.
Ethnicities: Gray orcs have gray hair, skin, and eyes, though the exact shades range greatly. They live amongst the tundra, following the migrations of their prey (which sometimes include other humanoids), though they have the ability to travel deeper into icy regions. Black orcs have coal black skin and shiny black hair, with orange, yellow, or green eyes. They live in deserts and badlands, and are slightly less nomadic than Gray Orcs. Red orcs have ashy red skin, dull black hair, and vibrantly red eyes. They live in harsh mountains, often above the tree line; typically these mountains are volcanic or seismically active.
Alignment: Orcs are hateful and enjoy causing pain in combat, while their tribes quickly degenerate into anarchy without a strong leader. They are usually chaotic and often evil.
Gray Orcs are the worst of the bunch, having little remorse and little unity, and thus are often CE. Black Orcs favor isolation and would rather not deal with other peoples, and thus they favor CN. Red Orcs, though, believe that the rest of the races should fall to their fiery might, and they favor NE.
ORCISH RACIAL TRAITS
â,¬Â¢ +4 Strength, -2 Dexterity, -2 Intelligence
â,¬Â¢ Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
â,¬Â¢ Orcish base speed is 30 feet.
â,¬Â¢ Darkvision 60 feet.
â,¬Â¢ +2 racial bonus to Survival and Intimidate checks.
â,¬Â¢ Scent.
â,¬Â¢ +2 racial bonus on saving throws against disease.
â,¬Â¢ Protection from Exposure (Ex): Orcs do not have to make Fortitude saves to resist subdual damage when in extreme temperatures between -50 and 140 degrees Fahrenheit. They can exist comfortably within this temperature range without protection or cover.
ORCISH CULTURAL TRAITS
â,¬Â¢ +4 racial bonus to resist nonlethal damage, such as from exertion, starvation, or suffocation.
â,¬Â¢ Weapon Familiarity: Those of orcish culture may treat the double axe as part of the Martial Weapon (Axes) category
â,¬Â¢ Automatic Languages: Orcish and Trade. Bonus Languages: Draconic, Giant, Goblin, and Abyssal.
â,¬Â¢ Favored Class: Berserker[/spoiler]
COMMON HALF BLOODS[/u]
Dwarves, elves, goblins, and orcs all have the ability to breed true with humans. Presented here are the most common of the half bloods on Terran, those with human ancestry. Half bloods typically dress and groom in such a manner as to blend in with the society of their birth, but sometimes they identify with their other side enough to stand out amongst the common folk.
Along with the common races, one half-blood is presented here who is half-anthro and half-human, dwarf, elf, goblin, or orc; no matter their non-anthro parentâ,¬,,¢s heritage, they all use the same statistics. The anthros are bestial humanoids with the features of animals. They are presented in the monster chapter, and additional notes will be given on playing them as player characters.
Additionally, dwarves are able to breed with goblins (producing the magical Duergar) and with orcs (producing bugbears), while elves are able to breed with orcs (producing wild elves) and with goblins (producing drow). These races are not presented here because of their level adjustments and/or racial hit dice, but they will be detailed in the monster chapter.
BEASTFOLK
[spoiler]The offspring of humanoids and anthros, beastfolk appear mostly human except for a few characterizing traits: fur rather than hair, slit pupils, clawed hands, raised heals, and the ability to speak the anthro tongue. Additionally, beastfolk who come from dwarven, elven, goblin, or orcish descent still appear mostly human, but the traits of their non-anthro race color their appearance (mostly changing their skin and fur colors). With some effort, beastfolk are capable of hiding their bestial nature. Because of their affinity to the natural world, many beastfolk are drawn to the druidic faith, and adventuring beastfolk are often drawn to the berserker, druid, and ranger classes.
Beastfolk are generally unwelcome among the "civilized" races (dwarves, goblins, and most human cultures) while they can find acceptance among the less "civilized" races (elves, orcs, and some human cultures). They are seen as weak amongst their anthro kin, and must prove their worth before they are treated as equals.
BEASTFOLK RACIAL TRAITS
â,¬Â¢ +2 Wisdom, -2 Intelligence.
â,¬Â¢ Medium: As Medium creatures, beastfolk have no special bonuses or penalties due to their size.
â,¬Â¢ Beastfolk base speed is 30 ft.
â,¬Â¢ Low-light vision x2.
â,¬Â¢ +2 Handle Animal and Survival.
â,¬Â¢ 2 claw attacks (1d4+str damage).
â,¬Â¢ Scent.
â,¬Â¢ Immune to Lycanthropy.
â,¬Â¢ Human and Anthro blood.
â,¬Â¢ Can speak the Anthro tongue.[/spoiler]
HALF-DWARF
[spoiler]The progeny of human and dwarf, the first half-dwarves occurred from arranged marriages made in hopes of strengthening the ties between human and dwarven lands. Since growing a beard is a sign of fertility amongst dwarves, the human parent tends to be the father, the mother dwarf drawn to the father human in an attempt to find the love that doesnâ,¬,,¢t exist amongst dwarven marriages.
Half-dwarves stand from four and a half to five and a half feet tall, and generally weigh as much as a human. They are broad and compact, inheriting a healthy mix of features from both parents. Most half-dwarves can pass themselves off as short humans, but they are generally too full of pride to do so. In human lands, half-dwarves typically work as laborers and professionals, while in dwarven lands they are typically seen as lessers and must serve as common solders or possibly serve a more unique role within the clan. Female half-dwarves do not grow beards.
HALF-DWARF RACIAL TRAITS
â,¬Â¢ +2 Constitution, -2 Dexterity
â,¬Â¢ Medium: As Medium creatures, half-dwarves have no special bonuses or penalties due to their size.
â,¬Â¢ Half-Dwarf base land speed is 30 feet.
â,¬Â¢ Darkvision: Half-dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-dwarves can function just fine with no light at all.
â,¬Â¢ +2 racial bonus on saving throws against spells and spell-like effects.
â,¬Â¢ +2 racial bonus on Profession and Sense Motive checks.
â,¬Â¢ Lesser Stonecunning: Stonecunning grants half-dwarves a +2 bonus on search and spot checks to notice unusual stonework.
â,¬Â¢ Human and Dwarf Blood.[/spoiler]
HALF-ELVES
[spoiler]Half-elves are the children of humans and elves. The first half-elves were born during the early years of the elves, when they still served as intermediaries between the mortal world of humans and the realm of the fey. Elves were attracted to the human's dynamic passionate view on life, while humans were attracted to the elves comely beauty. Humans are the just as often the father or the mother in these couplings, and the child is generally raised within the mother's society since the parents age so differently.
Half-elves are only marginally shorter and lighter than humans, and typically look like humans with the soft shape of elven features. They are generally viewed as attractive people, possessing the soft angled features of their elven parent. Half-elves possess a mix of their elven parent's flighty nature and their human parent's adaptability; most half-elves are extraordinarily curious and well liked people. Within human society they often find work as diplomats and courtiers, while they typically leave an elven society upon reaching adulthood.
HALF-ELVEN RACIAL TRAITS
â,¬Â¢ +2 Dexterity, -2 Constitution
â,¬Â¢ Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
â,¬Â¢ Half-Elven base speed is 30 feet.
â,¬Â¢ Low-light Vision x2.
â,¬Â¢ +1 racial bonus on Listen, Search, and Spot checks.
â,¬Â¢ +2 racial bonus on Diplomacy and Gather Information checks.
â,¬Â¢ Immunity to sleep spells and effects. Half-elves meditate for 4 hours a day in place of sleep. Unlike elves, half-elves require 8 hours of sleep.
â,¬Â¢ +2 racial saving throw bonus against Enchantment spells or effects.
â,¬Â¢ Human and Elven Blood.[/spoiler]
HALF-ORCS
[spoiler]The children of a human and an orc, half-orcs are most commonly born when an orc forces themselves upon a human; just as often the aggressive orc is a male or a female. Sometimes half-orcs are born of consensual relationships, often occurring among barbaric human groups who are as much a part of orcish clans as orcs are apart of their groups.
Half-orcs are taller and heavier than a pure human is. Their orcish heritage gives them large muscles, lupine ears, and a pair of small tusks, while their human heritage serves to soften their features. They inherit their human parentâ,¬,,¢s intelligence and their orcish parentâ,¬,,¢s strength, making them formidable combatants.
HALF-ORCISH RACIAL TRAITS
â,¬Â¢ +2 Strength, -2 Dexterity
â,¬Â¢ Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
â,¬Â¢ Half-Orcish base speed is 30 feet.
â,¬Â¢ Darkvision 60 feet.
â,¬Â¢ +1 racial bonus to Survival and Intimidate checks.
â,¬Â¢ +2 to Handle Animal and Ride checks.
â,¬Â¢ Scent.
â,¬Â¢ +2 racial bonus on saving throws against disease.
â,¬Â¢ Human and Orc Blood.[/spoiler]
HOBGOBLINS
[spoiler]These creatures are born from the union of goblin and human. These individuals are usually born out of alliances made between a group of humans and goblins, where deep friendships are formed. These alliances are typically made by groups with similar interests. Of all the half bloods, hobgoblins are more likely to break away from both ancestries and create societies of their own.
Hobgoblins are only slightly shorter and lighter than humans are. Their features aren't emaciated like those of a pure goblin, but they still retain the sharp angles that is characteristic of goblins. Like goblins they lack ear lobes, but they only possess a single ear opening. Their skin comes in a range of colors appropriate of their human ancestry, but they entirely lack hair like their goblin forbearers. They arenâ,¬,,¢t able to change their skin color like full goblins are, but they do possess an uncanny ability in finding hiding places. Hobgoblins found within goblin society are quite capable of taking command of the clan due to their stronger personalities.
HOBGOBLIN RACIAL TRAITS
â,¬Â¢ +2 Dexterity, -2 Strength
â,¬Â¢ Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.
â,¬Â¢ Hobgoblin base speed is 30 feet.
â,¬Â¢ Low-light Vision x2.
â,¬Â¢ +2 racial bonus to Bluff and Sense Motive checks.
â,¬Â¢ +4 racial bonus to Hide and Swim checks.
â,¬Â¢ +2 racial bonus to Move Silently checks.
â,¬Â¢ +2 racial saving throw bonus against poison.
â,¬Â¢ Human and Goblin Blood[/spoiler]
Other Races[/u]
Anthro and Reptilian humanoids are also known as "savage humanoids". While they possess their own lands and cultures, they do not take part in the dealings of the rest of the world. To many, they are simply intelligent humanoid monsters. Anthros include the goat-like Cloven, the cheetah-like Khan, the wolf-like Lupinahk, the rat-like Mite, and the bat-like Viscecrite. The Reptilian humanoids include the lizard-like Kobolds, the crocodile-like Lizard-Folk, the snake-like Yuan-Ti, and the dinosaur-like Draconians. These races possess racial hit dice, but do not possess level adjustments.
There exist less common half-bloods, whose stats will be listed in the Advanced Races section of the Monster heading. Such half-bloods include the Drow (Goblin/Elf), Bugbear (Dwarf/Orc), the various planetouched races, and all manner of monstrous half-breeds. All of these races possess level adjustments, and are more powerful than the base races.
Some accademics find it currious that the offspring of a goblin and elf, or that of a dwarf and orc, is so much more powerful than the off spring of an elf and a human or an orc and a human. Additional curriosities include that all fiend, celestial, aberration, or fey-touched humanoids are similar, appearing to have human ancestry, or that an elemental-touched human appears to be of demihuman descent (for example, a fire-touched human looks to be a fire-touched orc, and a water-touched human looks to be a water-touched goblin). What this means, none can agree upon.
(Placeholder 3: Classes)
(Placeholder 4: Skills and Feats)
(Placeholder 5: Equipment and Combat)
(Placeholder 6: Terran; Life in Terran)
(Placeholder 7: Terran; Geography)
(Placeholder 8: Terran; Divinity)
(Placeholder 9: Terran; The Planes)
History of Terran[/u]
Terran has a relatively short known history; humans have only been free for 3,000 years and the demihumans have only existed for that long. But even though man's written history is short, their oral tradition extends an age back into captivity. Exploration and archeology has revealed much, and of course religion has its own traditions as well. Cataloged here are the ages that have passed, and the major events that played out during them.
The Age of the Ancients - ? till ?
Legend tells of a time when Terran was inhabited by a race known as the Ancients (in fact, the Ancients are spoken of on all the material planes). The Ancients possessed power beyond measure, surpassing even the power of their gods. Because of their excess and sacrilege to their gods, they were destroyed by the great goddess Zion. Exacting punishment upon the Ancients was taxing, and she was forced to enter hibernation, but before she did she birthed seven children.
Even as her children were born, Zion coiled into a massive sphere which lay suspended in the air. Clouds covered it and masked its identity, but those who raise their heads and look upon her during the night may now know her by a different name: the Moon.
[note=Xeviat works a 9 to 5]This History is still brief. As the timeline is refined and finalized, the history will be rewritten in more specific terms. I will be compelled to work on what interests you first, so please share with me that which you'd like to hear more about. And in a show of epic laziness, this is just a copy of previous writings. I promise, I will update it as more is made.[/note]
The Age of the Dragons - Approximately 200,000 years
Zion's children were great dragons, four sons, two daughters, and an unidentifiable seventh. Each of the four sons had dominion over one of the elements: Air, Earth, Fire, and Water. The daughters each ruled over Light and Dark, Good and Evil, Law and Chaos. The seventh ruled over the mysterious power known as the Void, and remained with its mother as she coiled up to rest, endlessly circling the almost destroyed world of Terran.
Zion's sons and daughters began to rebuild the world. Goldenfeather, the dragon of light, brought life back to the injured world, while Vandek, the dragon of darkness, brought death; this cycle allowed Terran to re-grow without suffocating itself. The four brothers (Tyranon, the dragon of earth; Firdel, the dragon of fire; Naias-Sorn, the dragon of water; Wyndaguile, the dragon of air) worked together to rebuild the land, and gave form to the life that their sisters had granted.
Once the world had been rebuilt, the four brothers and the two sisters joined; their union spawned the true dragons: The magnificent feathered Serpents were the children of Goldenfeather, while the horrible scaled Wyrms were the children of Vandek. The brothers hoped to rule over their children as gods, but their children were as egotistical as they, and refused to worship them. They did respect their mothers, and offered veneration, but as providers, not gods.
With the guidance of their mothers, the Serpents and the Wyrms spread to cover all of the world, each finding a terrain to their liking. While they did not build cities, adult dragons did build grand lairs, and these lairs were connected into a vast society. Grand battles were fought over territory, battles not always fought between Wyrm and Serpent. To keep their children from destroying themselves, Goldenfeather and Vandek each birthed a new race alone, races that would be grander than the others and guide them directly; thus were born the Gold Serpents and the Black Wyrms.
The Age of Giants - Approximately 10,000 years
Angered at their children's lack of respect for them, the brothers eventually turned to their last sibling, Ivenodia, the dragon of Void, seeking ability to create life as their sisters had. Ivenodia taught them the art, and the brothers separated to create their own children. Their creations became the giants, massive beings constructed of almost pure elemental energy. Unlike the dragons, the giants did worship their fathers, and were rewarded for their service. Soon the giants congregated in four massive cities, one for each race. There they grew in power, and soon the avarice dragons set their eyes upon them.
Before the War of the Wyrm began, the giants had explored much of their world. During their exploration, they found an animal they named "man". The giants were impressed by the intelligence and trainability this animal showed; they were even able to teach them to do any task a giant could, although on a smaller scale. Men everywhere were collected from the wilds and brought to the giant's cities to serve as slaves.
As previously stated, the dragons had grown jealous of the prosperity the giants had received. Being goodly beings, the serpents came to the giants and offered alliance; the giants reluctantly accepted but were weary. The Wyrms, seeing their sibling serpents' action, took the form of serpents and attacked the giants as they rested. The giants, in turn, attacked the serpents. Seeking aid, the serpents turned to the Wyrms for help. Thus began the War of the Wyrm.
[note=The Knights' Epic]One important piece of literature that exists within the world of Terran, one which I will eventually write out in full, is the Knights' Epic. Written by the Red Knight, this epic both acts as the holy text for the Knight's Church and as historical literature turned to by many saged. The Epic tells of the beginning of the world, the creation of the dragons and giants, the enslavement of man, the War of the Wyrm, the liberation of man lead by the Black Knight and the other four, and the final adventure which took their life. I have little intention of writing this in full just yet, because I need to further my study of such literature before making the attempt, but I will soon detail it.[/note]The War of the Wyrm cost both sides many lives. Because of the slow growth of both races, their numbers quickly dwindled. They were forced to mix blood, creating the drakes and the lesser giants, which served as rank and file soldiers in the endless war. As the giants weakened, their human slaves had grown resourceful. One man discovered five sacred swords, weapons of the ancients. Wielding one sword himself, he found four other worthy humans to take up swords with him. Together, they destroyed the giants from within their civilization. Seeing the power these humans wielded, the dragons let them be, crawling away to seclusion. Those five humans became known as the First Knights, whose legend became the foundation of the most influential faith amongst humans.
The First Age of Man - Approximately 3,000 years
Seeing the success inherent in the form of man, the four brothers crafted new subjects, this time in the form of man. The Air Dragon created the Elves, the Earth Dragon created the Dwarves, the Fire Dragon created the Orcs, and the Water Dragon created the Goblins. Like humans, they were few in number, but soon began to spread.
It became quickly apparent that humans were destined to control the world. The demihumans were well suited to living in harsh terrain, with the dwarves taking to the caverns, the elves to the forest, the orcs to the deserts and the mountains, and the goblins to the jungles, but none were able to conquer the wilds like humans did. Humans bent and broke nature to suit their needs, and soon they had control over most of the planes.
In their exploration, humans discovered three races that predated them. They found the wild halflings on the southern island continent of Dorion, the reptilian draconians on the central island continent of Draconia, and they found the anthropomorphic people in the wilds across the world.
Thousands of years after their emancipation, Humans had established themselves well in the world. The decedents of the first Knights carried on their tradition, guarding their swords. The spirits of those Knights lived on, and were revered by most of humanity. This enraged the Dragons who created the world, for they felt that they deserved man's worship.
The four brothers decided to attack the Knight's descendents, to force man to respect and fear them. They swiftly descended upon the unsuspecting humans, quickly laying waste to the houses of the Gold, Black, and Green Knights. During these attacks, the leader of the house of the Red Knight had a vision, in which an angel gave him a crest, called the Celtice. When he awoke, he possessed the Celtice, and the knowledge of how to use it.
As the four brothers attacked the house of the Blue Knight, the house of the Red Knight rode to their rescue. The leader of the Red House wielded the Red Knight's flaming sword, and upon attaching the Celtice to it, released a magnificent Phoenix, the spirit of the sword. The Dragons knew not of this spirit, it was nearly as strong as all four of them combined. Rather than lose to the Phoenix, the brothers fled.
Because of this attack, human's worship of the dragons all but stopped. Even the demihumans, who were created by the dragons, saw this as a weakness in the dragons. Their reverence now turned to the multitudes of lesser spirits inhabiting the world.
The Second Age of Man - Current Era, year 1 through 200
The Second Age of Man begins with the death of Goldenfeather and Vandek, the Dragons of Good and Evil. In her greed, Vandek corrupted a group of elves and goblins and waged war upon the western world. She even managed to bring about a union of the two races, creating the drow.
After a long war, a group of adventurers sought Goldenfeather's aid. At first Goldenfeather did not want to stop her sister, for such a battle would only end in the death of both of them. Upon seeing the horrors her sister was letting loose into the world, she was forced to act. Their battle was fierce, and in the end Vandek killed her sister. Nature being the way it is, Vandek slipped into death as well; the balance had to be kept.
Their deaths released a tremendous amount of energy into the world, shaking the very foundation of the planes. The boundaries between the material worlds began to thin, and soon portals began to open up. No one knows what will come about because of this.
It has now been 200 years since the deaths of Goldenfeather and Vandek.
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(PS: This is the final placeholder. Post away!)
herm. Agility=Dexterity? Perception=Wisdom? Void=... Okay, Void is new.
Yeah, except that he's splitting the current idea of Dexterity into Dexterity and Agility, as well as splitting DnD's Wisdom into Wisdom and Perception, so they're not the same. Quite the opposite, they're complementary (sp?).
The ability score splits were done because I want each element to be represented in a character's ability scores. With 5 elements and 6 ability scores, it didn't really work (plus void doesn't fit the notion of any of the scores). Currently, Dexterity seems to have a little more going for it than the other scores, so Dex was split into Agility; dexterity is coordination and Agility is speed. In order to not make dexterity worthless, Dex is the score for all melee and ranged to hit. The armor as DR retains strength's importance in combat; you need strength to get through an opponent's DR.
I'll have some fluff up tonight.
I have updated my race entry. It will be re-updated shortly when I can determine a better format for presenting each ethnicity, and when I can craft alternate cultural traits for each ethnicity and human region.
Thanks for your continued support.
I remember looking at this setting several times on WotC and posting my comments about it, and I can say it's still looking great. Keep up the good work :D