Tuesday, December 1, 2015

Races

Dwarves


The dwarves have two main subdivisions. The more common hill dwarves have complexions of deep tan to light brown, with hair of brown, black or gray. Eyes are of any color save blue. They are solidly built, though seldom exceed 4 feet in height. All dwarves are bearded.

The dwarves do not speak of their origins to outsiders, so little of their ancient history is known. However, it is understood that they once had great underground halls in the northern Crystalmists that were destroyed by the Invoked Devastation. Their last High King perished in the aftermath, and the clans have ever since been sundered. Led by lords and princes of differing noble houses, the dwarf clans allied with elves and gnomes during the Suel and Oeridian migrations, and even joined humans of reliable disposition to defend their territories. In the present day, dwarves are found in rugged mountains and hills.

The dwarves are perceived as materialistic, hard working, and humorless. They tend to be dour and taciturn, keeping themselves separate from other folk, but they are also strong and brave. In wartime they are united and willing to see victory at any cost, but prone to avenge old slights and reject mercy. They jealously defend the honor of their clans and families, and greatly revere their ancestors, building elaborate monuments to them. Yet, their chief love is precious metal, particularly gold, which they work with great mastery. Some dwarves suffer from an affliction called gold-fever, when their desire for the substance becomes so overwhelming that it consumes their souls. The tradition of dwarven honor demands that leaders dispense treasure to their loyal followers, and the inability to do this is a sure sign of gold-fever. Dwarves also place great value on their long beards, often braiding them and twining them with gold wire. It is a terrible dishonor to be shorn.

The traditional garb of dwarves is woolen trousers and a belted linen tunic, with a hooded cloak or cape worn over all. Their boots are of heavy leather, with or without buckles. Colors are a mixture of earth tones and loud, check-patterned hues. They also favor leather accoutrements, fitted with as many jewels and precious metals as they can hold. Females and males usually dress identically, except on certain ceremonial occasions when females wear a tabardlike overgarment, while males wear their best embroidered work aprons.

Dwarven elders hold the secrets of their race’s magic, best exemplified by their magnificent armor, weapons and tools. They also oversee the construction of monuments and tombs, many of which have magical traps and curses of great cunning.

Hill dwarves share the same traits as the dwarves described in the Player’s Handbook.

Elves and Half-elves


The elves are slight of stature (averaging 5 feet) and fair of complexion. Hair and eye coloration vary by kindred. High elves are usually dark-haired and green-eyed. The hair color of wood elves ranges from yellow to coppery red, and eye color is a shade of hazel or green.

Elves were present in the lands east of the Crystalmist Mountains for countless centuries prior to the rise of the first human kingdoms there. Slowly driven from the open country to more secluded and better defended strongholds by the growing strength of both human and nonhuman folk, elves still held a number of forests and upland realms at the time of the Twin Cataclysms. The invading humans, orcs, and others pressed them further, until some prominent elven realms made military and political alliances with dwarves, gnomes, and halflings, and even with certain major human tribes (usually Oeridian).

Elves are concerned with life itself and spend long periods contemplating natural beauty. Long-lived and curious, they enjoy exploration and remember much. Their frolics are usually joyous events, though some gatherings have a melancholy tone. The fine arts are much appreciated. Elves measure kinship in terms of broad, ethnic divisions, though family bloodlines, particularly among the nobles, often cross these ethnic boundaries.

Elves normally attire themselves in pale forest hues, though they favor more intense colors in urban settings. Generally, males wear a blouselike shirt over close-fitting hose and soft boots or shoes, while females favor a frock with sash, or a blouse with an ankle-length skirt. Hunting garments are typically in neutral colors like shades of brown, tailored for silent and easy movement. All elves favor cloaks, especially when travelling, typically gray or gray-green.

Elves are fascinated by all types of magic, especially illusions and charms. They also produce superior and elegant magic garments, weapons, and armor.

High elves share the same traits as the elves described in the Player’s Handbook.

Wood elves share the same traits as the elves described in the Player’s Handbook, with the following additions, except where noted:

·        +2 Strength, -2 Intelligence.
·        Favored Class: Ranger. This trait replaces the elf’s favored class.

Half-elves are the offspring of humans and elves. They are highly versatile but not always welcome in human or elven society. They are disproportionately represented among adventurers as a result.

Half-elves share the same traits as the half-elves described in the Player’s Handbook.

Gnomes


Gnomes are solidly built and muscular despite their height. (Most gnomes stand just over 3 feet tall.) Rock gnomes are brown-skinned and blue-eyed, and almost all adults have light hair with a tendency toward male baldness. Males are most often bearded, though not so much as their dwarven cousins. Their facial features are a bit exaggerated compared to human norms, with prominent noses and eyebrows and leathery skin.

Rock gnomes of the Flanaess have their origins as trappers and herders in the remote wooded highlands of the north. Their southward expansion began only a few centuries before the Invoked Devastation, bringing them into lands populated by other races. Their lairds and chieftains recognized the authority of elven or dwarven sovereigns, but discouraged any mingling of peoples until the Suel and Oeridian migrations encouraged cooperation between races.

Gnomes are possessed of sly humor and earthy wisdom. Measuring the practical values of things as seen by the gnomes against the pretensions of other cultures, their wit is often revealed in inventive and embarrassing ways. Their creativity is not limited to practical jokes. They are fine craftsmen who appreciate precious stones and make beautiful jewelry, along with woodwork, stonework, and leatherwork of excellent quality; they invent and experiment often. Seldom avaricious, gnomes take equal pleasure in music and story, food and drink, nature and hand-made things. Most gnomes are not prone to cruelty, though their lively jokes may sometimes make things appear otherwise.

Rock gnomes in the Flanaess tend to dress in dark colors, favoring earth tones but enjoying stripes and brightly dyed hats, belts, and boots. Males usually wear high-collared shirts or blouses with trousers and boots, and a double-breasted coat worn over all. Females wear high-necked blouses with aprons or ruffled skirts, often with a matching jacket. Their hunting garments are colored with mottled greens and browns intermixed.

Famed primarily for their use of illusions, some gnome magicians are also master toymakers and artificers. Others are superb weavers, dyers, or tailors, who can create clothing that will improve the appearance of the wearer or alter it completely.

Rock gnomes share the same traits as the gnomes described in the Player’s Handbook.

Halflings


Halflings have three distinct types. The primary group is the lightfoot, the typical halfling found in the Flanaess. Lightfoots average just over 3 feet tall and are ruddy faced, with hair and eyes in various shades of brown. Most halflings have wavy or curly hair. Some also grow hair on their cheeks.

Halflings originally occupied small settlements in the river valleys of the west-central Flanaess. They spread slowly into other territories, so by the time of the Suel and Oeridian migrations, few were north of the Gamboge River or east of the Harp Valley. Historically, they prefer to dwell in stable nations ruled by stronger folk. Today, halflings are found in much of the Flanaess, but they still favor the central and western regions from the Urnst states to the three Uleks.

Halflings are clever and capable, whether they are hard-working farmers or tricky rogues. Most halflings are curious and daring, getting themselves into trouble as often as they get themselves out of it. They have great appetites for food, drink, and collecting things. They love fun, get along well with almost anyone who will at least tolerate them, and enjoy travel and opportunities for excitement.

Halflings prefer to wear knee-breeches and tunics or shirts, often with vests. Males wear coats and high-collared shirts on formal occasions, while females dress in a bodice-covered shift and long skirts. Shirts and breeches are often striped in alternating bright and dark colors. They dress themselves in gnome style when hunting or at war, wearing clothing of mottled greens and browns.

The best-known halfling magic is culinary. Many halfling foods are made to retain their freshness for lengthy periods, and they use herbs with healing and other medicinal properties. However, most halfling spells are defensive and protective in nature.

Lightfoot halflings share the same traits as the halflings described in the Player’s Handbook.

Half-orcs


Half-orcs (the children of orcs and humans) are usually born under unhappy circumstances in border areas between orc and human cultures. Dark of mood and nature, many half-orcs achieve renown despite their rejection by their parents’ folks and many others.

Half-orcs share the same traits as the half-orcs described in the Player’s Handbook.

Humans


Six major races of humanity share the vast Flanaess with numerous nonhumans. Unmixed human races exist in several enclaves, but for the most part the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety of blended types.

Race is given little importance by intelligent folk, particularly in the central lands, though some royal courts promote particular racial types. Each race appears to have developed ages ago in isolation from all others, with its own pantheon of deities, language, and culture. In practical matters of exploration, trade, adventure, and war, color and race have little meaning.

Oeridians


Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Likewise, eye coloration is highly variable; brown and gray are seen most often. Oeridians tend to have square or oval faces and strong jaw lines.

After inhabiting what is now Ull for generations, barbaric Oeridians were driven east by orcs and goblins employed as mercenaries by the Baklunish and Suel. The migrating Oeridians were able fighters and battled their way across the Flanaess, driving the Suel before them and allying with the Flan, elves, dwarves, and other peoples.

The most powerful empire in the modern Flanaess was created by a conquering tribe of Oeridians, the Aerdi, who subjugated and assimilated all who opposed them. Ancient Oeridians were fierce warriors, yet they also were self-sacrificing and loyal. These traits are not as evident today, but many Oeridians do remain temperamental and prone to violence. They have a preference for strict social order, usually fitting themselves at the top, and their military traditions are strong. Aggression is often channeled into political conflict and subterfuge. The Oeridian skill at warfare is unsurpassed, and many folk have a hard-learned respect for it. In peacetime, they are practical, hard working, and not inclined to intellectual pursuits.

Oeridian dress normally consists of a short tunic and close-fitting trousers with a cape or cloak, tailored for ease of movement.

Following their war-like tendencies, magic-using Oeridians focus on battle-oriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hard-nosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or masters. Magic is often used for pragmatic purposes, too, such as construction, irrigation, and iron-forging.

Oeridians share the same traits as the humans described in the Player’s Handbook.

Rhenee


The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhenee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less.

The Rhenee are not native to Oerth; rather, they are accidental travelers from another plane or world, citizens of a lost homeland they call Rhop. Their legends say that they appeared first in the Great Kingdom, in or near the Adri Forest. Pursued by monsters and hostile Aerdi, they fled west to the shores of the Lake of Unknown Depths, where they took to life on the water. They now expertly ply the great rivers that cross the Flanaess and migrate between the three great lakes (though Whyestil Lake is lately unsafe for travel). Rhenee are fairly common on the waterways of the central Flanaess and near inland shores and banks. A few secret, inland encampments are said to exist, and here may also be encountered their rare, land-dwelling cousins, whom they derogatively refer to as the Attloi. The mutual distrust and antagonism between the Rhen-folk and other people of the Flanaess have kept the Rhenee relatively unmixed with other races, though the Rhenee do bring children of other human races into their families.

Little is known of the original culture of the Rhenee, as they were absent from the Flanaess before 450 years ago and entered their current lifestyle to escape persecution. The Rhenn-folk are masters of inland sailing and navigation, and they love their nomadic and adventurous life. Music and gambling are beloved amusements. Certain Rhenee say they are nobles and have great authority among their kind. Men nearly always become warriors; some women become sorcerers, “wise women” whose skills and knowledge make them the subtle masters of Rhenee society. Rhenee men can be quite chauvinistic, and their women manipulative.

Rhenee have a wide reputation as thieves, and most do learn roguish skills as children, practicing them primarily upon outsiders. Their secrecy and bad reputation cause most people to dislike the Rhenee, and the feeling is mutual. They survive by ferrying goods and passengers, fishing, hunting, selling their crafts, and illegal means (theft and smuggling), although they put forth the least amount of work needed to accomplish their goals. They follow a code of conduct that has different restrictions for dealing with others of their kind versus non-Rhenee outsiders, who may be lied to and cheated.

These people dress in muted colors, and each adult male has a set of homemade leather armor of good quality. The cut and style of their clothing is simple and functional, eschewing the fashion-minded concerns of other races. Their leatherwork is exceptional.

Of the Rhenee, only the female students of “wise women” become spellcasters. (Clerics are unknown among them.) Wise women prefer charms and illusions, practicing divination as well. They like spells that deceive or confuse people, especially enchantments like love potions or (very) minor protective charms that can be sold to the foolish, unwary, or greedy.

Rhenee share the same traits as the humans described in the Player’s Handbook, except as noted:

·        Automatic Languages: Common and Rhopan.

Suloise


The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.

The Suel Imperium was located in what is now the Sea of Dust. Wicked and decadent, this empire was destroyed during a war with the Baklunish when the latter brought down the Rain of Colorless Fire. Suloise survivors fled in all directions, many crossing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians.

The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and many retainers. The modern Suel retains this affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. A few Suel can trace their lineage all the way back to the days of their empire.

The ancient Suel Imperium was exceedingly cruel. This trait surfaces in the modern day, for more than one Suel organization openly plots against other people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the relatively minor flaws of being opinionated, selfish, and blunt. Many also tend to be prideful and refuse to admit flaws or personal hardships. They have a passion for study, especially in regard to magic, and many Suel wizards become incredibly powerful.

Traditional Suel dress includes wide-legged pantaloons and loose blouses (vests in the south), both in solid colors. Most individuals use one color only, with nobles using two or more as appropriate to their House. The style of clothing is adapted to the climate; Suel in the far north wear cloaks of thick wool, with capes, mittens, and furred boots. The Suel like large pins, brooches, emblems, and other adornments, a few of which are ancient heirlooms.

Heirs of a highly magical society, the Suel still have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation. They also perfected a number of binding spells and created many items used for controlling and dominating other beings.

Suloise share the same traits as the humans described in the Player’s Handbook.

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