LSO - Character Creation
Feb 24, 2021 15:33:52 GMT -8
Post by Daos on Feb 24, 2021 15:33:52 GMT -8
Species of Amtar
Something of note about the species of Amtar is that they all have the same lifespan. Elves, humans, dwarves, whatever...they all live to be around 90-100 years old or so. Elves are different in that they don't appear to age visibly. A 90 year old elf looks like a 20 year old elf, for instance. But all races age and mature the same way as humans. So a 15 year old dwarf is a teenager, not a baby. A 100 year old elf is ancient (even if they don't look it), not just entering adolescence. And so forth.
Humans
Overview:
There shouldn't be a need to say a great deal on humans, as it's assumed the player is already intimately aware of how humans look and act.
Humanity was first discovered by elven sailors on the Octhanian Islands. They were a primitive hunter-gatherer society that traveled between the islands on small rafts. Loading them up on their massive ships, the elves transported the humans to their own lands to use as servants and slaves.
A couple of centuries later, the humans revolted and after a long, bloody war, managed to form their own nation. This nation grew in size and power, absorbing other nations around it, eventually forming the massive Eonian Empire.
Thus did humans go from primitive savages to the masters of all of Amtar. When the Empire fell, humans lost their grip on the world, but they are still very powerful politically all over the five continents.
Humans come in a variety of different sizes, shapes and colors. Their culture varies wildly depending on setting.
For this game:
On the islands, humans are the most common species found. On some islands they are the dominant species, and on others they are the minority. Most native humans have brown skin. Even ones with white skin tend to be very tan, due to the constant exposure to sunlight.
Dwarves
Appearance:
A typical dwarf stands 4 feet tall and weighs about 150 pounds. They are stocky and muscular. Their skin is a deep tan or light brown in color and they have ruddy cheeks and bright eyes. Their hair could be black, gray or brown. They favors dark, somber earth-toned clothes and wear little jewelry.
Female dwarves tend to be busty, with wide hips. Despite rumors and hearsay among the other races, they usually do not have facial hair.
Personality:
Dwarves have a strong tendency to be ethnocentric, believing their way is the best way, regardless of the subject matter. As one of the two elder races, they believe they know best by default. They also see themselves as leaders of industry throughout the world. Were it not for dwarves, civilization never would have made it as far as it has, as far as they are concerned.
Dwarves are often considered expert craftsmen, miners, merchants, warriors, and mechanics. This is not from any gods-given ability, but due to the fact that most dwarves serve a 15 year apprenticeship, usually starting when they are 10 years old.
Marriages are arranged by a clan’s elders. Neither the man nor the woman has any official say in the matter, although they can express preferences (although the elder need not listen). Not being terribly romantic, dwarves view marriage as a social contract only, for the sake of the clan.
Dwarves cannot abide laziness or any kind. Any task given to them, they address with gusto. They only give up when it is truly considered hopeless; and sometimes not even then. Dwarves never do anything half-way or half-assed.
History:
The dwarves are one of the oldest races in the world. They claim they are the oldest, but the elves bicker with them on this point. Nobody is really sure which came first. But relics have been found of dwarven design dating back thousands of years. The first dwarven empire known to historians is Farikak, which is said to have spread underneath most of the known world at its height.
In spreading so far, the dwarves discovered other races living underground. These included the gnomes, who they integrated into their society as a caste of servants and the goblinoids, who were far less cooperative. A war broke out, but while the dwarves had much better weaponry, technology and better trained troops, the goblinoids had massive amounts of numbers.
The war drove many goblinoids to the surface, where the elves got involved. Working together, the elves and dwarves then drove the goblinoids further out, into what is now Renosia. When the goblinoids learned magic and launched an attack on the dwarves and elves with demons, the two races were forced to team up again. This war ended in a stalemate, with Farikak left in near ruins.
Before they could recover and rebuild, the humans led the gnomes and halflings in an insurrection against the dwarves and elves. This is what led to the creation of the magical/technological human empire of Eonia. The dwarves are still pretty sore about it to this day.
When the Carnage War came, Farikak was completely lost. The dwarves were forced to retreat closer to the surface. Since then, a number of smaller dwarven kingdoms have sprouted up from the ruins, but none come anywhere near as close to Farikak’s glory. But that doesn’t stop many a dwarf from delving deep into the underdark in hopes of finding ruins of the once great empire, hoping to salvage some wealth and technology from the days of yore.
Government and Clan:
Each dwarf lives in a clan, and each clan is led by a thane. Sometimes clans come together in cooperation to form guilds. A guild is usually led by a guildmaster.
This structure is very important to dwarves. They rely heavily on clan and guild to keep them grounded and on the right track. An old dwarven saying is ‘one is never lost, so long as he has his clan.’ An outcast dwarf is generally treated as dead by his own people, and something to be pitied.
Tools, Technology and Weapons:
Although most of the dwarven technology was lost when Eonia fell, they managed to retain some of it. And some people try and seek out and loot lost ruins for dwarven technology. Among the technology they still have include cannons, pistols, ballistas, and various other war machines.
Gaming Notes:
Octhanian dwarves do not grow up underground, and many have lost their stonesense and even become a bit claustrophobic. Use the rules for Sundered Dwarves from The Complete Book of Dwarves.
For this game:
Dwarves basically rule the island of Vaneil, which was once a prison for dwarves from the mainland. After the Carnage War, the dwarves there were freed and started to learn how to adapt to life in the islands. Most dwarves on the islands descend from those exiles. Rather then trace their heritage back to the mainland, most have started new clans that date back to after the Carnage War. It was the dwarves who started the Octhania Trade Guild (often just called the Guild nowadays) to support free but regulated trade in the islands. The Guild also works to create new kinds of ships and weapons. They are also trying to spread the teachings of Gonto, with very limited success. Most people tend to assume any dwarf they see works for the Guild, even if that's not true.
Elves
Appearance:
Elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. They stand about five feet tall and weigh between 90 and 100 pounds. They have no facial hair.
Their skin tone ranges from milky white to a deep brown, to ebony. (There are no ‘drow’ on Amtar, but there are elves that look like them. They are no more likely to be evil than any other elf, though.)
Personality:
Elves are very dedicated to nature and living with it, instead of against it. They use their magic to shape the land, making homes from trees or growing them from crystal out of the ground itself. They see the world as a garden to care for, and are thus fiercely territorial of their lands.
Elves are often slow to act on most things. They are thus seen as lazy or indecisive by other races. Generally speaking, elves are in no hurry.
Elves can be quite arrogant too, although that is not usually their intent. They see themselves as the first race, the eldest, and the other races as children that need to be looked after so they don’t hurt themselves. They can be rather entitled at times, because of their history and their age.
While elves can be quite serious when the situation demands it, most prefer to enjoy life. They love dancing, drinking, and parties. If faced with hard work, they prefer whenever possible to use magic to overcome drudgery.
History:
Ask any elf, and they will tell you, they are the first race. The dwarves disagree, but it is clear that whether they were first or second, elves have been around for a very long time.
Thousands of years ago, the elves formed the Ruara Empire which is said to have stretched over the entire known world. It was a time of prosperity and peace. As the empire grew, the elves encountered other races, including the dwarves and halflings—the latter which was incorporated into their civilization as serfs. The two races that would later prove to be their downfall, however, were the goblinoids and the humans.
When the elves found the humans, they were nothing more than primitive savages living on the Octhanian islands. The elves took the humans in, integrating them into their society as a caste of servants, teaching them to read and write and to use magic. Although many would call it slavery, the elves didn’t think of it as such. They were doing the humans a favor in their minds.
After the goblinoids learned the dark arts and summoned demons to fight for them, Ruara and Farikak had to team up. The war ended in a stalemate, however, with Ruara nearly destroyed in the process. It was then that the humans led a revolt against the elves, usurping their magical power (and the technological power of the dwarves). Thus was Eonia formed, and the elves’ supremacy in the world ended.
When the Carnage War came, what was left of elven civilization was nearly destroyed. Many were forced back into the forests, others found new homes elsewhere. One thing was for certain, though. All elves believed that things were much, much better off when they were still running the world.
Government and Family:
Elves believe strongly in personal freedom of choice. They often have monarchies, but their kings and queens rule their people quite loosely for the most part; often they are treated more as celebrities than royalty.
Due to infertility among their people, elven families are usually very small, most never having more than one or two children at best. Thus, elven families tend to be pretty close-knit.
Tools, Technology, and Weapons:
Although much of their magic was lost in the wars that shattered the world, the elves did retain a few secrets and guard them jealously. They are also excellent craftsmen, capable of creating magical weapons and the ever coveted elven chainmail. But they do not manufacture such items, but rather treat each one as a work of art.
Gaming Notes:
Standard rules for high elves in the PHB are used.
For this game:
The elves basically own the island of Hashadeth, and most are found living there, although they can be found on any island. They are largely dedicated to freedom and living life as they pleased. Unlike the elves on the mainland, these ones have largely given up on the idea of reclaiming their old glory and just want to live and let live in peace. Elves are often seen as romantic and adventurous, and most are assumed to be pirates, swashbucklers or adventurers.
Gnomes
Appearance:
The most distinctive physical trait of the gnome is an enormous nose. This is something of a source of pride to a gnome, like a dwarf’s beard.
Gnomes stand about 3 1/2 feet on average. Unlike dwarves, they are more lightly built. The brownish color of gnomes’ skin ranges from light tan to nearly black. This isn’t affected by exposure to the sun at all. Like dwarves, most male gnomes grow beards. But they tend to keep them trimmed short or into fashionable shapes like goatees and such.
Personality:
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.
They can be shy and furtive toward those they do not know or trust, and somewhat reserved under the best of circumstances.
History:
The gnomes were first discovered by the dwarves, living underground and fairly close to the surface. The dwarves dismissed them as irrelevant at first, but then discovered their skills with gems and jewelry. This led to the two races opening trade relations.
Over time, the dwarves started infringing on gnomish society more and more. Gnomes became dependent on the dwarves for just about everything, until they reached a point that they could no longer feasibly survive without their help. Once they were fully integrated into dwarven society, they were mostly kept in ghettos and treated as second-class citizens.
Gnomes were oppressed for many centuries. Some would attempt to escape and form their own communities, but dwarves owned everything underground and the elves everything above. There was no place they could go where they wouldn’t be under somebody’s thumb.
Thus when the humans led an insurrection against the elves and dwarves, the gnomes were more than eager to join in. Their knowledge of the dwarves proved very useful in the rebellion, and led to the human victory over the dwarves.
Unfortunately, human overlords weren’t much better than dwarven or elven ones. The gnomes once again found themselves oppressed and treated poorly. It wasn’t until the Carnage War passed that gnomes finally found themselves free.
Government:
Gnomes are clannish, with friendly rivalries between neighboring clans. Their society is well organized, with many levels of responsibility, culminating in a single chief who is advised by clerics in matters directly relating to their calling.
Tools, Technology, and Weapons:
Gnomes don’t have any special tools or weapons of their own, although many sometimes use dwarven guns or elven enchanted items.
Gaming Notes:
Standard rules for rock gnomes in the PHB are used.
For this game:
Most gnomes on the islands live on the island of Octhanus, having been drawn there on a promise of freedom and a simpler life. However, gnomes can be found on any island. Most gnomes are descended from those who fled the mainland, looking for a place of their own where they can be allowed to do their own thing without being overshadowed by the other races. Gnomes, for the most part, want to be left alone. But a few will leave their island to get involved in the world.
Halflings
Appearance:
Averaging about 3' in height, halflings are slightly stockier in build than is typical for humankind. Their complexions run the gamut from pale to very dark, with hair color correspondingly blond to black and eyes that are brown or hazel. They rarely wear shoes (only in bad weather or bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot. They have no facial hair (besides eyebrows and eyelashes, of course). They wear brightly-colored, comfortable clothes, such as trousers or shirts or dresses, with a vest, jacket, hat, sash or bonnet added as a flourish. Their faces are round and very expressive, often appearing childlike to humans.
Personality:
Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. Halflings are not forward, but they are observant and conversational if in friendly company. They see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hardworking when there is need.
History:
The halflings were first discovered by the elves, living in the pastoral fields of what is now Gontoria. The elves were horrified to find the industrious halflings chopping down trees for lumber or raising animals only to slaughter them for meat and pelts. Believing themselves the caretakers of the land (of all lands), the elves decided the halflings were a threat to the balance of nature. They had them relocated throughout the land in smaller numbers, and the halflings had little choice but to comply, for they had no magic to counter the elves’ own.
Halflings were forced to live in ghettos in elven cities and had little in the way of rights or freedoms. Some petitioned the elves to allow them to purchase their own land. The elves decided to allow it, but under numerous restrictions and under strict oversight. The halflings would spend generations working farmland to pay off the debts of buying the land, but the elves always found ways to increase the debt faster than the halflings could pay it off. They had effectively become indentured servants.
When the humans rebelled against the elves, the halflings were quick to join the movement. They proved instrumental in bringing down the elven empire with their stealth and cunning, by finding and exploiting weaknesses from the inside. However, when the humans took over and formed the Eonia Empire, the halflings found they were just as oppressive as the elves had been.
When the Carnage War ended, halflings began to scatter to all four corners of the known world. They do what they can to eke out a living, hoping that one day, they can reclaim their ancestral lands and live in peace and prosperity once more.
Government:
Halflings generally prefer to elect their leaders through democracy, allowing the people to choose. How often elections are held and the particulars of them tend to vary from community to community.
Tools, Technology, Weapons:
Halflings don’t have any special tools or weapons of their own.
Gaming Notes:
Standard rules for hairfoot halflings in the PHB are used.
For this game:
Most halflings are from the island of Sanctuary. There they've set up the Church of the Divine Trinity, a religious order dedicated to spreading the teachings of Octhanus to all of the islands. Most halflings are hoping that the islands will unite some day instead of constantly bickering and even warring, but most others feel that is an unlikely pipe dream.
Half-Elves
Overview:
Half-elves are the most common mixed-race beings. They are often like their elven parent in appearance. They are handsome folk, with the good features of both races. They are a bit taller and stockier than elves, but less so than humans.
In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors, and the refined senses, love of nature, and artistic tastes of his elven ancestors.
Half-elves tend to not form communities of their own, but rather live among both human and elven societies. Unfortunately, they often face prejudice from both sides.
For this game:
The vast majority of half-elves are bastards, and I mean that in the literal sense. Rarely do their elven parents take responsibility for them, so most are raised by their human parents instead. As a result, most half-elves have a human like outlook on the world and some even resent the elves.
* * * * *
Here's some information on non-core species. These are much rarer and require special DM permission to play.
Half-Orcs – Half-orcs result from orc reunions with virtually any humanoid or demi-human race except elves. These mixed breeds tend to favor the orcish parents, though a small number can pass for ugly humans. They face far worse prejudice than half-elves do, due to their looks and heritage.
Half-Ogres – These are the offspring of ogre and human matings. They have much of the strength and size of their ogre heritage, but also retain much of the native intelligence and reason of their human side. Half-ogres stand between seven and eight feet tall, appearing as huge humans. The skin coloration that marks ogres is very much subdued in half-ogres: swarthy skin, lank hair, and usually but not always, human eyes.
Genasi – Genasi are humans who have planar blood intermingled with their own. Another term for Genasi are ‘plane-touched.’ Air genasi are descended from creatures like djinn, sylphs and such. Earth genasi are descended from creatures like pechs, dao, etc. Fire genasi are descended from beings such as efreeti and such. And finally, there are water genasi, which come from nereids, tritons, etc.
Goblinoids – Goblinoids include goblins, hobgoblins, and bugbears. Goblins are small humanoids, growing to a height of about four feet. Hobgoblins are basically larger, smarter goblins. Bugbears are giant, hairy goblins, about seven feet tall and a vicious appearance.
Beastmen – Beastmen include aarakocra, bullywugs, gnolls, kobolds, and lizardmen. Aarakocra are a race of intelligent bird-men that live among the highest mountain peaks. Bullywugs are bipedal frog-like amphibians inhabiting swamps and marshes. Gnolls are large, evil hyena-like humanoids that roam the land in loosely organized bands. Kobolds are short, scaly humanoids. Lizardmen are semi-aquatic reptilian humanoids.
Merfolk - The term 'merfolk' applies to any sapient being live under the sea. This includes Undines (half human, half fish creatures), Tritons, Sahuagin, and Sirines.
Something of note about the species of Amtar is that they all have the same lifespan. Elves, humans, dwarves, whatever...they all live to be around 90-100 years old or so. Elves are different in that they don't appear to age visibly. A 90 year old elf looks like a 20 year old elf, for instance. But all races age and mature the same way as humans. So a 15 year old dwarf is a teenager, not a baby. A 100 year old elf is ancient (even if they don't look it), not just entering adolescence. And so forth.
Humans
Overview:
There shouldn't be a need to say a great deal on humans, as it's assumed the player is already intimately aware of how humans look and act.
Humanity was first discovered by elven sailors on the Octhanian Islands. They were a primitive hunter-gatherer society that traveled between the islands on small rafts. Loading them up on their massive ships, the elves transported the humans to their own lands to use as servants and slaves.
A couple of centuries later, the humans revolted and after a long, bloody war, managed to form their own nation. This nation grew in size and power, absorbing other nations around it, eventually forming the massive Eonian Empire.
Thus did humans go from primitive savages to the masters of all of Amtar. When the Empire fell, humans lost their grip on the world, but they are still very powerful politically all over the five continents.
Humans come in a variety of different sizes, shapes and colors. Their culture varies wildly depending on setting.
For this game:
On the islands, humans are the most common species found. On some islands they are the dominant species, and on others they are the minority. Most native humans have brown skin. Even ones with white skin tend to be very tan, due to the constant exposure to sunlight.
Dwarves
Appearance:
A typical dwarf stands 4 feet tall and weighs about 150 pounds. They are stocky and muscular. Their skin is a deep tan or light brown in color and they have ruddy cheeks and bright eyes. Their hair could be black, gray or brown. They favors dark, somber earth-toned clothes and wear little jewelry.
Female dwarves tend to be busty, with wide hips. Despite rumors and hearsay among the other races, they usually do not have facial hair.
Personality:
Dwarves have a strong tendency to be ethnocentric, believing their way is the best way, regardless of the subject matter. As one of the two elder races, they believe they know best by default. They also see themselves as leaders of industry throughout the world. Were it not for dwarves, civilization never would have made it as far as it has, as far as they are concerned.
Dwarves are often considered expert craftsmen, miners, merchants, warriors, and mechanics. This is not from any gods-given ability, but due to the fact that most dwarves serve a 15 year apprenticeship, usually starting when they are 10 years old.
Marriages are arranged by a clan’s elders. Neither the man nor the woman has any official say in the matter, although they can express preferences (although the elder need not listen). Not being terribly romantic, dwarves view marriage as a social contract only, for the sake of the clan.
Dwarves cannot abide laziness or any kind. Any task given to them, they address with gusto. They only give up when it is truly considered hopeless; and sometimes not even then. Dwarves never do anything half-way or half-assed.
History:
The dwarves are one of the oldest races in the world. They claim they are the oldest, but the elves bicker with them on this point. Nobody is really sure which came first. But relics have been found of dwarven design dating back thousands of years. The first dwarven empire known to historians is Farikak, which is said to have spread underneath most of the known world at its height.
In spreading so far, the dwarves discovered other races living underground. These included the gnomes, who they integrated into their society as a caste of servants and the goblinoids, who were far less cooperative. A war broke out, but while the dwarves had much better weaponry, technology and better trained troops, the goblinoids had massive amounts of numbers.
The war drove many goblinoids to the surface, where the elves got involved. Working together, the elves and dwarves then drove the goblinoids further out, into what is now Renosia. When the goblinoids learned magic and launched an attack on the dwarves and elves with demons, the two races were forced to team up again. This war ended in a stalemate, with Farikak left in near ruins.
Before they could recover and rebuild, the humans led the gnomes and halflings in an insurrection against the dwarves and elves. This is what led to the creation of the magical/technological human empire of Eonia. The dwarves are still pretty sore about it to this day.
When the Carnage War came, Farikak was completely lost. The dwarves were forced to retreat closer to the surface. Since then, a number of smaller dwarven kingdoms have sprouted up from the ruins, but none come anywhere near as close to Farikak’s glory. But that doesn’t stop many a dwarf from delving deep into the underdark in hopes of finding ruins of the once great empire, hoping to salvage some wealth and technology from the days of yore.
Government and Clan:
Each dwarf lives in a clan, and each clan is led by a thane. Sometimes clans come together in cooperation to form guilds. A guild is usually led by a guildmaster.
This structure is very important to dwarves. They rely heavily on clan and guild to keep them grounded and on the right track. An old dwarven saying is ‘one is never lost, so long as he has his clan.’ An outcast dwarf is generally treated as dead by his own people, and something to be pitied.
Tools, Technology and Weapons:
Although most of the dwarven technology was lost when Eonia fell, they managed to retain some of it. And some people try and seek out and loot lost ruins for dwarven technology. Among the technology they still have include cannons, pistols, ballistas, and various other war machines.
Gaming Notes:
Octhanian dwarves do not grow up underground, and many have lost their stonesense and even become a bit claustrophobic. Use the rules for Sundered Dwarves from The Complete Book of Dwarves.
For this game:
Dwarves basically rule the island of Vaneil, which was once a prison for dwarves from the mainland. After the Carnage War, the dwarves there were freed and started to learn how to adapt to life in the islands. Most dwarves on the islands descend from those exiles. Rather then trace their heritage back to the mainland, most have started new clans that date back to after the Carnage War. It was the dwarves who started the Octhania Trade Guild (often just called the Guild nowadays) to support free but regulated trade in the islands. The Guild also works to create new kinds of ships and weapons. They are also trying to spread the teachings of Gonto, with very limited success. Most people tend to assume any dwarf they see works for the Guild, even if that's not true.
Elves
Appearance:
Elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. They stand about five feet tall and weigh between 90 and 100 pounds. They have no facial hair.
Their skin tone ranges from milky white to a deep brown, to ebony. (There are no ‘drow’ on Amtar, but there are elves that look like them. They are no more likely to be evil than any other elf, though.)
Personality:
Elves are very dedicated to nature and living with it, instead of against it. They use their magic to shape the land, making homes from trees or growing them from crystal out of the ground itself. They see the world as a garden to care for, and are thus fiercely territorial of their lands.
Elves are often slow to act on most things. They are thus seen as lazy or indecisive by other races. Generally speaking, elves are in no hurry.
Elves can be quite arrogant too, although that is not usually their intent. They see themselves as the first race, the eldest, and the other races as children that need to be looked after so they don’t hurt themselves. They can be rather entitled at times, because of their history and their age.
While elves can be quite serious when the situation demands it, most prefer to enjoy life. They love dancing, drinking, and parties. If faced with hard work, they prefer whenever possible to use magic to overcome drudgery.
History:
Ask any elf, and they will tell you, they are the first race. The dwarves disagree, but it is clear that whether they were first or second, elves have been around for a very long time.
Thousands of years ago, the elves formed the Ruara Empire which is said to have stretched over the entire known world. It was a time of prosperity and peace. As the empire grew, the elves encountered other races, including the dwarves and halflings—the latter which was incorporated into their civilization as serfs. The two races that would later prove to be their downfall, however, were the goblinoids and the humans.
When the elves found the humans, they were nothing more than primitive savages living on the Octhanian islands. The elves took the humans in, integrating them into their society as a caste of servants, teaching them to read and write and to use magic. Although many would call it slavery, the elves didn’t think of it as such. They were doing the humans a favor in their minds.
After the goblinoids learned the dark arts and summoned demons to fight for them, Ruara and Farikak had to team up. The war ended in a stalemate, however, with Ruara nearly destroyed in the process. It was then that the humans led a revolt against the elves, usurping their magical power (and the technological power of the dwarves). Thus was Eonia formed, and the elves’ supremacy in the world ended.
When the Carnage War came, what was left of elven civilization was nearly destroyed. Many were forced back into the forests, others found new homes elsewhere. One thing was for certain, though. All elves believed that things were much, much better off when they were still running the world.
Government and Family:
Elves believe strongly in personal freedom of choice. They often have monarchies, but their kings and queens rule their people quite loosely for the most part; often they are treated more as celebrities than royalty.
Due to infertility among their people, elven families are usually very small, most never having more than one or two children at best. Thus, elven families tend to be pretty close-knit.
Tools, Technology, and Weapons:
Although much of their magic was lost in the wars that shattered the world, the elves did retain a few secrets and guard them jealously. They are also excellent craftsmen, capable of creating magical weapons and the ever coveted elven chainmail. But they do not manufacture such items, but rather treat each one as a work of art.
Gaming Notes:
Standard rules for high elves in the PHB are used.
For this game:
The elves basically own the island of Hashadeth, and most are found living there, although they can be found on any island. They are largely dedicated to freedom and living life as they pleased. Unlike the elves on the mainland, these ones have largely given up on the idea of reclaiming their old glory and just want to live and let live in peace. Elves are often seen as romantic and adventurous, and most are assumed to be pirates, swashbucklers or adventurers.
Gnomes
Appearance:
The most distinctive physical trait of the gnome is an enormous nose. This is something of a source of pride to a gnome, like a dwarf’s beard.
Gnomes stand about 3 1/2 feet on average. Unlike dwarves, they are more lightly built. The brownish color of gnomes’ skin ranges from light tan to nearly black. This isn’t affected by exposure to the sun at all. Like dwarves, most male gnomes grow beards. But they tend to keep them trimmed short or into fashionable shapes like goatees and such.
Personality:
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.
They can be shy and furtive toward those they do not know or trust, and somewhat reserved under the best of circumstances.
History:
The gnomes were first discovered by the dwarves, living underground and fairly close to the surface. The dwarves dismissed them as irrelevant at first, but then discovered their skills with gems and jewelry. This led to the two races opening trade relations.
Over time, the dwarves started infringing on gnomish society more and more. Gnomes became dependent on the dwarves for just about everything, until they reached a point that they could no longer feasibly survive without their help. Once they were fully integrated into dwarven society, they were mostly kept in ghettos and treated as second-class citizens.
Gnomes were oppressed for many centuries. Some would attempt to escape and form their own communities, but dwarves owned everything underground and the elves everything above. There was no place they could go where they wouldn’t be under somebody’s thumb.
Thus when the humans led an insurrection against the elves and dwarves, the gnomes were more than eager to join in. Their knowledge of the dwarves proved very useful in the rebellion, and led to the human victory over the dwarves.
Unfortunately, human overlords weren’t much better than dwarven or elven ones. The gnomes once again found themselves oppressed and treated poorly. It wasn’t until the Carnage War passed that gnomes finally found themselves free.
Government:
Gnomes are clannish, with friendly rivalries between neighboring clans. Their society is well organized, with many levels of responsibility, culminating in a single chief who is advised by clerics in matters directly relating to their calling.
Tools, Technology, and Weapons:
Gnomes don’t have any special tools or weapons of their own, although many sometimes use dwarven guns or elven enchanted items.
Gaming Notes:
Standard rules for rock gnomes in the PHB are used.
For this game:
Most gnomes on the islands live on the island of Octhanus, having been drawn there on a promise of freedom and a simpler life. However, gnomes can be found on any island. Most gnomes are descended from those who fled the mainland, looking for a place of their own where they can be allowed to do their own thing without being overshadowed by the other races. Gnomes, for the most part, want to be left alone. But a few will leave their island to get involved in the world.
Halflings
Appearance:
Averaging about 3' in height, halflings are slightly stockier in build than is typical for humankind. Their complexions run the gamut from pale to very dark, with hair color correspondingly blond to black and eyes that are brown or hazel. They rarely wear shoes (only in bad weather or bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot. They have no facial hair (besides eyebrows and eyelashes, of course). They wear brightly-colored, comfortable clothes, such as trousers or shirts or dresses, with a vest, jacket, hat, sash or bonnet added as a flourish. Their faces are round and very expressive, often appearing childlike to humans.
Personality:
Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. Halflings are not forward, but they are observant and conversational if in friendly company. They see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hardworking when there is need.
History:
The halflings were first discovered by the elves, living in the pastoral fields of what is now Gontoria. The elves were horrified to find the industrious halflings chopping down trees for lumber or raising animals only to slaughter them for meat and pelts. Believing themselves the caretakers of the land (of all lands), the elves decided the halflings were a threat to the balance of nature. They had them relocated throughout the land in smaller numbers, and the halflings had little choice but to comply, for they had no magic to counter the elves’ own.
Halflings were forced to live in ghettos in elven cities and had little in the way of rights or freedoms. Some petitioned the elves to allow them to purchase their own land. The elves decided to allow it, but under numerous restrictions and under strict oversight. The halflings would spend generations working farmland to pay off the debts of buying the land, but the elves always found ways to increase the debt faster than the halflings could pay it off. They had effectively become indentured servants.
When the humans rebelled against the elves, the halflings were quick to join the movement. They proved instrumental in bringing down the elven empire with their stealth and cunning, by finding and exploiting weaknesses from the inside. However, when the humans took over and formed the Eonia Empire, the halflings found they were just as oppressive as the elves had been.
When the Carnage War ended, halflings began to scatter to all four corners of the known world. They do what they can to eke out a living, hoping that one day, they can reclaim their ancestral lands and live in peace and prosperity once more.
Government:
Halflings generally prefer to elect their leaders through democracy, allowing the people to choose. How often elections are held and the particulars of them tend to vary from community to community.
Tools, Technology, Weapons:
Halflings don’t have any special tools or weapons of their own.
Gaming Notes:
Standard rules for hairfoot halflings in the PHB are used.
For this game:
Most halflings are from the island of Sanctuary. There they've set up the Church of the Divine Trinity, a religious order dedicated to spreading the teachings of Octhanus to all of the islands. Most halflings are hoping that the islands will unite some day instead of constantly bickering and even warring, but most others feel that is an unlikely pipe dream.
Half-Elves
Overview:
Half-elves are the most common mixed-race beings. They are often like their elven parent in appearance. They are handsome folk, with the good features of both races. They are a bit taller and stockier than elves, but less so than humans.
In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors, and the refined senses, love of nature, and artistic tastes of his elven ancestors.
Half-elves tend to not form communities of their own, but rather live among both human and elven societies. Unfortunately, they often face prejudice from both sides.
For this game:
The vast majority of half-elves are bastards, and I mean that in the literal sense. Rarely do their elven parents take responsibility for them, so most are raised by their human parents instead. As a result, most half-elves have a human like outlook on the world and some even resent the elves.
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Here's some information on non-core species. These are much rarer and require special DM permission to play.
Half-Orcs – Half-orcs result from orc reunions with virtually any humanoid or demi-human race except elves. These mixed breeds tend to favor the orcish parents, though a small number can pass for ugly humans. They face far worse prejudice than half-elves do, due to their looks and heritage.
Half-Ogres – These are the offspring of ogre and human matings. They have much of the strength and size of their ogre heritage, but also retain much of the native intelligence and reason of their human side. Half-ogres stand between seven and eight feet tall, appearing as huge humans. The skin coloration that marks ogres is very much subdued in half-ogres: swarthy skin, lank hair, and usually but not always, human eyes.
Genasi – Genasi are humans who have planar blood intermingled with their own. Another term for Genasi are ‘plane-touched.’ Air genasi are descended from creatures like djinn, sylphs and such. Earth genasi are descended from creatures like pechs, dao, etc. Fire genasi are descended from beings such as efreeti and such. And finally, there are water genasi, which come from nereids, tritons, etc.
Goblinoids – Goblinoids include goblins, hobgoblins, and bugbears. Goblins are small humanoids, growing to a height of about four feet. Hobgoblins are basically larger, smarter goblins. Bugbears are giant, hairy goblins, about seven feet tall and a vicious appearance.
Beastmen – Beastmen include aarakocra, bullywugs, gnolls, kobolds, and lizardmen. Aarakocra are a race of intelligent bird-men that live among the highest mountain peaks. Bullywugs are bipedal frog-like amphibians inhabiting swamps and marshes. Gnolls are large, evil hyena-like humanoids that roam the land in loosely organized bands. Kobolds are short, scaly humanoids. Lizardmen are semi-aquatic reptilian humanoids.
Merfolk - The term 'merfolk' applies to any sapient being live under the sea. This includes Undines (half human, half fish creatures), Tritons, Sahuagin, and Sirines.