Renosia Character Creation
Apr 8, 2023 14:11:01 GMT -8
Post by Daos on Apr 8, 2023 14:11:01 GMT -8
Peoples of Renosia
Something of note about the peoples 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 peoples 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.
I've categorized playable peoples into three categories: Free, Restricted and Barred. Free peoples are open to play, and encouraged. They are commonplace and a perfect fit for the setting. Restricted peoples are found in Renosia, but for whatever reason (they're rare, they don't have much impact on the setting, etc.) they need DM's permission to play. Barred peoples, while not forbidden outright, are not native to Renosia and don't fit with the setting's themes and aesthetics. But if a player comes up with a really great pitch that allows the character to work and fit in well, I'd allow it.
FREE: Human, Drow [Dark Elf], Duergar [Grey Dwarf], Svirfneblin [Deep Gnome], Skelm [Wild Halfling], Half-Drow, Goblin, Hobgoblin, Tiefling, Genasi (Fire, Magma, Smoke, Radiance, Ash, Death)
RESTRICTED: Aarakocra, Beastman, Bugbear, Bullywug, Fremlin, Gnoll, Flind, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Saurial (Bladeback, Finhead, Flyer, Hornhead)
BARRED: Elf (Aquatic, Grey, High, Sylvan), Dwarf (Hill, Mountain, Deep, Sundered), Gnome (Rock, Forest), Halfling (Hairfoot, Stout, Tallfellow, Furchin), Half-Elf (Aquatic, Grey, High, Sylvan), Alaghi, Centaur, Firbolg, Voadkyn, Ogre Magi, Pixie, Satyr, Swanmay, Wemic, Aasimar, Genasi (Earth, Water, Air, Ooze, Ice, Mineral, Steam, Lightning, Salt, Dust, Void, Life)
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 nomads 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.
Game Stats: Use the standard rules for humans in the PHB.
For this game: In Daemon, humans are the most common people. They can be any class and have no restrictions or limits.
Duergar (Grey Dwarves)
The Duergar are a people of dwarves that dwell in Renosia. The term "Duergar" is dwarven for "Grey Man." Often they populate the Pride Mountains or dwell underground. Because the Pride Mountains and subterranean touches all sectors, Duergar can be found in any sector and do not consider any one to be their 'home.'
They find the sunlight to be painful, and so when they are forced to leave their protected homes for travel or trade, they often wear thick cloaks with hoods to protect themselves from the harsh light of day.
A typical Duergar is four feet tall and weighs 120 pounds. Emaciated, they possess pasty skins and white or dull grey beards. Men and women may be bald, and those who are not usually shave their heads.
Most Duergar are Lawful Evil. The Higar find their ways repulsive. Duergar hate all other races of Dwarf. Their hatred of the Higar is especially strong, as the Higar were the ones who threw them out of their mountain homes in Crizzara and forced them to migrate to Renosia, due to their greed and worship of Renos. Although they have no blood feud with the Fangar, they are 'close enough' to the Higar as far as the Duergar are concerned.
Like their cousins, Duergar are clan-based and often enjoy warfare and battle. However, the idea of a sneaking, deceptive, back-stabbing Duergar is not unheard of--and in fact, they can make good thieves.
Overall, the Duergar consider themselves fairly independent and ignore the local politics of the sectors. They do not involve themselves in factions or take sides, unless it's necessary to protect themselves. Otherwise, they would just lock themselves in their mountains and caves, leaving Renosia with a sudden lack of weapon and armor producers.
Greed: Duergar are one of the most notorious greedy races in all of Amtar. It's often said that the Duergar hoard more gold pieces than dragons, even. This is due to the Duergar belief that a person's fortune determines their position in the afterlife. A very wealthy person can bribe their way into a nicer afterlife than a poor person could. Therefore, as far as they believe, the afterlife has nothing to do with alignment or behavior, but wealth. A Duergar who is bankrupt is a fate worse than death. Since there is no set amount that is believed to be sufficient, even the wealthiest Duergar will strive to make more.
Rarely do they hoard their wealth, though. The smarter ones will invest their fortunes into businesses in hopes of generating even more income. This is, of course, a risky endeavor. As a result, Duergar tend to know a great deal about business contracts, deals, trade unions, and economics.
Clans: Many Duergar recognize that it is often easier to make money in groups than as individuals, and so form guilds and clans. Because they take their business endeavors so seriously, if two or more clans are operating in the same area on the same business, it is not unheard of for them to go to war with each other. The victor, of course, inherits the wealth and benefits of the defeated clan.
The most powerful clans even begin to operate as crime families, not unlike the mafia. They will form protection rackets, 'rub out' the competition, and hold blood feuds with rival families. In fact, the leader of a Duergar clan is often given the title of 'godfather.'
Attitudes: The Duergar tend to view the other races as either naive customers to be swindled or potential business partners (the Duergar word for 'business partner' is the closest thing in their vocabulary to 'friend'). They are often surprised by how little the other races seem to understand business and thus feel no problem in lightening their pockets (the foolish do not deserve such riches). If a Duergar meets a non-Duergar who is particularly business savvy, they will show them more respect.
The Duergar will outright avoid the Drow when they can. The two races often compete for mithril and other precious metals, and the Duergar learned early on that the wise do not mess with the Drow if they wish to live long enough to accumulate a good fortune.
They often compete with orcs, ogres, and goblins (as well as other subterranean races) for land and resources. They have a great distaste for cultures that are too primitive to even have a stable system of economics.
Marriage/Family: Duergar marry for the same reason they do anything else--for money. All marriages are arranged, usually as a way to seal a business agreement. Thus a Duergar with many daughters, particularly pretty ones, is considered quite lucky.
Duergar are monogamous and cannot take on more than one wife. This is because there tend not to be just enough women in any given Duergar society to pair up with one man each. It's also fairly common for men to have mistresses, but only children produced by their legal wives can be counted as heirs. If a single Duergar woman becomes pregnant, the child is considered hers and hers only, regardless of who the father is.
Divorce is possible, but usually too expensive to even consider. This is because the Duergar are the only people on Amtar who have developed anything resembling a pre-nuptial agreement. When a couple marries, they sign a contract that generally stipulates that if the male files for divorce, the woman gets most of his fortune.
Children are produced to make their lives easier. Daughters can be used as leverage in a business deal and sons are viewed essentially as a source of free labor.
Food/Drink: Like most dwarves, Duergar have a love of ale and beer, particularly their own brand of Dwarf Spirits. A typical Duergar meal would generally consists of mushrooms or moss, along side a slab of rothé (a form of cattle that dwells underground). Some Duergar have a tendency to eat charcoal. This is often considered a nasty habit.
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 Deep Veldt in hopes of finding ruins of the once great empire, hoping to salvage some wealth and technology from the days of yore.
Duergar in particular are descendants of those dwarves who remained in Renosia and dug deep into the Deep Veldt. Generations of being exposed to the mystical radiation down there has mutated them, and given them unique powers to allow them to survive. But the harshness of the land has also made them colder, and more pragmatic, than their cousins on other continents.
Gaming Notes: Duergar rules from the Complete Book of Dwarves are used.
Height - 41/40 inches + 2d6
Weight - 95/75 pounds + 5d10
Infravision - 120 feet
Ability Score Adjustments:
-2 to Charisma, +1 to Constitution
Ability Scores:
STR 8-18
DEX 3-17
CON 11-18
INT 3-16
WIS 3-18
CHA 3-15
Classes Allowed:
Fighter [12]
Demi-Ranger [12] (Guardian, Mountain Man, Warden or Spelunker kits only)
Demi-Barbarian [12] (Brute and Wizard Slayer kits only)
Cleric [12]
Demi-Shaman [12] (Flamespeaker or Witchman only)
Specialty Priest [20]
Thief [14]
Demi-Bard (Chanter [12], Herald [7] or Skald [14] kit only)
Fighter/Thief
Fighter/Cleric
Fighter/Chanter or Skald
Special Abilities:
1.) Duergar are stealthy. Parties or individuals at least 90 feet ahead of non-Duergar gain a surprise bonus. This causes a -2 penalty to the opponent's surprise rolls. If a door or other screen is opened, the bonus is lost. Duergar receive a +2 bonus on their own surprise rolls.
2.) In addition to the standard dwarven saving throw bonuses against magical attacks, Duergar are unaffected by paralysis, illusion, and phantasm spells. They are immune to all magical and alchemical poisons. Against natural poisons they gain the standard dwarf saving throw.
3.) Duergar possess the innate magical abilities of Enlarge and Invisibility. They can use each of these powers once per day. A Duergar uses the Enlarge ability as though they were a wizard twice their own level. At 2nd level, a Duergar uses Enlarge as though they were a 4th level wizard. They may use it only to affect themselves and whatever they are wearing or carrying.
4.) Duergar are adversely affected by bright light such as sunlight or a Continual Light spell. They are not affected by the light of torches, lanterns, magic weapons, Light or Faerie Fire. Affected by bright light, a Duergar's ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a Duergar is in darkness but his opponents are in bright light, their Dexterity and surprise advantages are unaffected, but they suffer a -1 penalty to attack rolls.
5.) Ogres, trolls, and giants suffer a -4 penalty to hit Duergar.
6.) Duergar require 20% additional experience points to level up.
For this game:
Generally speaking, Duergar aren't fond of the surface and usually prefer to stay below in the Deep Veldt. If they do emerge, they prefer to do so during the night. There are those that are exceptions, though. Those who have been banished or exiled, for instance. Also, some even take a liking to the surface world, despite the harsh glare of the sun and regularly do business there and even set up homes there.
Drow (Dark Elves)
Drow are typically shorter than other elves, and can be easily identified by their unusual coloring--ebony black skin, ivory white hair and crimson red eyes. They are just as beautiful as their surface cousins, but far deadlier.
'Drow' is a nickname, popular among the surfacers, coming from an old Dwarven word meaning 'monster.' Their true, elven name, is 'Mai'annori' which translate into 'Children of Death.' The drow have carved a home for themselves in the Deep Veldt, and only rarely appear on the surface. When they do, though, it is always an event. Even one drow is said to be capable of wreaking havoc upon the surface, although it's hard to say how much of that is true and how much is just legend borne from fear.
Drow hate the sun even more than the duergar. It not only blinds them, it damages their magic and their crafts. Indeed, it is often said that the drow could easily conquer the entire world, if only were it not for the accursed sun preventing them from doing so.
Most drow are Chaotic Evil. They deeply hate their surfacer cousins, seeing them as weak and the main cause for the fall of the great elven Empire of Ruara that once was said to cover all of the globe. They blame them even more than they blame humans for their fall.
History:
Ask any elf, and they will tell you, they are the first people. 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.
One such splinter group of elves that abandoned the forests were the drow, a faction who believed that the Elves should have wiped out the other races when they still had the chance, and were destined to rule the world over the 'lesser' races. They remained in Renosia after the war and sought a new home deep underground, in the Deep Veldt. It is said the magical radiation down there, so close to the planet's core, warped and changed their appearance and gave them strong, inherent magic.
Government and Family:
Drow society is matriarchal, with female drow holding the majority of power. Male drow are entrusted with the relatively unimportant jobs of swordplay and some sorcery. Women, on the other hand, command the important positions in drow society. They are the priestesses of Renos.
The drow are all divided up into houses. These houses are ranked in importance and dedicated to a single goal, not unlike a caste system. One can usually identify what house a drow is from by the signet they wear of an animal.
The houses are as follows:
House of the Rat: The lowest house, these are the merchants and clerks of the drow. They are also the ones most likely to be encountered on the surface, as their profession often forces them to mingle with the lesser races. (Although considered the lowest house, it should be noted that even drow from the House of the Rat are considered of higher status than humans and other demi-humans).
House of the Serpent: This house is primarily made up of assassins, thieves, and rogues. Few have ever seen one in action, though, because they are experts at stealth and quick kills. And they tend not to leave witnesses.
House of the Scorpion: The warrior caste. They also are the ones that forge the secret metal known as Orichalcum (also called dark steel or nightstone). Orichalcum is so full of magical power, that it's actually possible to cast spells while wearing armor of the substance. Nobody really knows where the metal comes from or how it works. However, if exposed to direct sunlight for even a few minutes, it is completely drained of all magical power.
House of the Spider: This is the house of wizards, sorcerers, and warlocks. Please note that while most drow are associated with spiders in common AD&D lore, only the wizards are on Amtar.
House of the Wolf: This is the house dedicated to priests and the worship of Renos. They are known for their short tempers and violent outbursts.
House of the Dragon: This is the highest house, and it holds the most influential and powerful drow. It is essentially the 'noble' caste. The Drow Overlord comes from this House, and usually is the only member of the House of Dragon any surface dweller will ever see.
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. Unfortunately, Drow works are unable to exist outside of the Deep Veldt, and the items disintegrate, albeit slowly, when away from its radiation.
Gaming Notes: Drow rules from The Complete Book of Elves are used.
Height - 50/55 inches + 1d10
Weight - 80/95 pounds + 3d10
(The first number is for male, the second for female.)
Infravision - 90 feet
(Drow infravision is so intense that their eyes actually radiate heat; someone viewing a drow through infravision sees two burning eyes atop a normally glowing torso.)
Ability Score Adjustments:
+2 to Dexterity, +1 to Intelligence, -2 Charisma, -1 Constitution
Ability Scores:
STR 3-18
DEX 8-20
CON 7-17
INT 9-19
WIS 3-18
CHA 6-16
Classes Allowed:
Fighter [12]
Demi-Paladin [12/12] (Elven Trooper only)
Demi-Barbarian [12] (Brushrunner, Forest Lord and Islander kits only)
Ranger [15]
Mage [15]
Specialist Wizard (Diviner, Enchanter) [15]
Cleric [12]
Specialty Priest [20]
Demi-Shaman [12] (Dreamwalker or Seer only)
Thief [12]
Bard (Herald [6], Loremaster [12], Meistersinger [15], Minstrel [15] or Vagrant* [9] kits only)
Fighter/Mage
Fighter/Thief
Mage/Thief
Fighter/Mage/Thief
Mage/Minstrel
Thief/Vagrant
(*Vagrant kit is called another name in the Complete Bard's Handbook that is considered a racial slur, so I prefer to call it Vagrant instead.)
Special Abilities:
1.) Once per day, all drow can use the spells Dancing Lights, Faerie Fire, and Darkness. They achieve this through force of will, rather than spell components.
2.) A 4th-level drow can cast Levitate, Know Alignment, and Detect Magic once per day. In addition, a drow noble can cast Clairvoyance, Detect Lie, Suggestion, and Dispel Magic once a day.
3.) At the start, drow are 50% magic resistant, and every level they rise increases the resistance by 2% (to a maximum of 80%). Multi-classed drow use the higher level to determine this bonus.
4.) In addition to their high magic resistance, drow also receive a +2 bonus on all saves involving magic. This includes those devices that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.
5.) Drow cannot see in bright light. Any light greater than that of torches (including bright sunlight) will blind them and severely affect their ability to fight. Wan light, like that of a light spell, does not trigger this disadvantage. Bright light causes the drow to suffer, temporarily, -2 to Dexterity. Attack rolls are made at a -2 penalty, and opponents gain a +2 save against drow spells if they are within the light. When a drow is in darkness and his opponents are in light, they retain their Dexterity and surprise advantages, but still suffer a penalty on attack rolls.
6.) If the drow spends more than two weeks away from the subterranean caverns of the Deep Veldt, the special advantages fade at the rate of one power a day. This starts with the most innate spellcasting and works down to the least powerful. Thus, a drow noble would first lose Dispel Magic, followed by Suggestion, Clairvoyance and Detect Lie. Drow magic resistance is lost at a rate of 10% per day. This process can be halted and the powers regained if the drow returns to the Deep Veldt and spends one day there for each week spent aboveground.
7.) All other elves hate the drow, and reactions to them are with at least a -4 penalty. This modifier is cumulative to any kits the drow player may be using. Only after a particular elf comes to accept a particular drow as a friend, does this penalty disappear.
8.) Drow require an additional 20% experience points to level up.
For this game:
Like with the Duergar, few Drow come to the surface for very long. Not only must they deal with the blazing sun, but their powers wane when away from the Deep Veldt over time. Sometimes it is necessary to do business on the surface, especially with the fiend population, but they usually restrict themselves to only visiting at night. However, there are exceptions. Those who are exiled, those on the run, and on occasion, those who abandon their people's ways entirely.
Svirfneblin (Deep Gnomes)
To most surface dwellers the gnomes of this people are mysterious denizens of the Deep Veldt about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.
These diminutive inhabitants of the Deep Veldt are as tenacious at survival as the just-cited opinion by their mortal enemies indicates. Unlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely self-reliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.
Why do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in any other subrace.
The gem that most draws the interest and devotion of the Svirfneblin is the amethyst, which is the predominant symbol of their people. The Deep Gnomes view these violet stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Amethysts are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of amethysts around his or her crown, with others of the precious stone set in the throne and sceptre.
Svirfneblin average between 3 and 3 1/2' in height, rarely exceeding this norm by more than an inch or two. They are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome.
Like their cousins of the other gnomish peoples, Svirfneblin have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies; most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-colored, predominantly brown or gray. Eye color is always a shade of gray, sometimes so dark as to be almost black.
The Svirfneblin are not so long-lived as their surface-dwelling kin; a good number meet a violent demise before this time is up. They mature relatively quickly, however. A Svirfneblin is assumed to reach adulthood somewhere around the age of 15, though this milestone is not marked by any grand ceremony such as is performed by the Rock Gnomes. Indeed, the Deep Gnomes don't even keep track of the passage of days, so there is no way to record one's actual "birthday."
The most valued common skill among the Svirfneblin is that of the miner, with perhaps 75% of any given community's adult males devoting themselves to that pursuit. Svirfneblin miners are exceptionally able with pick and shovel, capable of chiseling a passage through solid stone more quickly than Rock Gnomes or even dwarves. While mining is broken into specializations, such as choppers (who do the actual pickaxe work), scouts (who locate promising veins for excavation), and haulers (who carry the tailings away from the scene), a Deep Gnome miner will be reasonably proficient at all aspects of his trade. The most alluring target of the Svirfneblin miner is, naturally, gems. However, these diligent diggers will also pursue veins of metal, including gold and silver, and they also occasionally gather a stockpile of coal or iron ore--from which they make a very passable steel.
A smaller percentage of the Svirfneblin work force (perhaps 10%) is engaged in the processing and finishing of the gemstone material excavated by the miners. These include polishers, smelters, carvers, and smiths. Though they lack a bit of the exceptional detail skill of the Rock Gnomes, in the other areas they are at least as proficient as their surface-dwelling cousins. Indeed (and unlike Rock Gnomes), Svirfneblin blacksmiths can possess exceptional skill. Their weapons and tools are generally made by Deep Gnome artisans, and these are nearly the equal of the products of the highest level of dwarven craftsmanship or Drow weaponsmiths.
Perhaps because suitable habitat is harder to find in the Deep Veldt than on the surface, Deep Gnome communities tend to be larger than those of the Rock Gnomes. Generally the Svirfneblin live in thriving cities located in deep cavern networks, often with more than a thousand residents. However, these communities are generally separated by great distances from any others of the same subrace, and thus they tend to be more insular than the towns of the gnomes who dwell on or near the surface. Indeed, most Deep Gnomes live out their lives without ever seeing another Svirfneblin community beyond the one in which they were born.
Still, festivals and celebrations are as common among these gnomes as they are on the surface--it's just that the Svirfneblin don't travel from far distances for the gatherings. Instead, each community tends to have its own special observances, and though the whole city will turn out for many of them it is rare that any outside guest would be admitted. Also, these celebrations are not tied to recurring cosmic events, such as solstices or eclipses; instead, they occur when the city's priests declare that they are due. These instigations occur more for political and psychological reasons than by any regular passage of time.
In fact, it's worth noting that Svirfneblin don't even measure the passage of their lives in years--after all, the cycle of seasons has little meaning amid the eternal chill of the Deep Veldt. However, if the priests notice that the production of the workers has begun to lag, or tempers are growing short among the chieftains and warriors, they will act hastily to initiate a grand festival full of pomp and song, good food and potent (one hesitates to say 'good') beverage.
Svirfneblin festivals are often invoked to recall great events of the past, though again these recollections bear no calendar relationship to the occurrence being commemorated. However, if teams of miners are preparing to embark on one of the periodic quests for new gems that propel so much of Svirfneblin activity, then the priests and illusionists will recall stories of grand expeditions in the past, even trotting out sacred objects encrusted with the jewelry made from the proceeds of these previous missions. Similarly, if a war is being contemplated, or a raid against some marauding monster becomes necessary, the warriors will be sent off with tales of great military campaigns in the past. It's interesting to note that these war stories are not all tales of victory--the Svirfneblin, perhaps because of the many defeats they have suffered over the years, have a keen interest in doomed causes and will draw considerable emotional support from the story of a dramatic last stand made by their forefathers. Even cautionary tales, such as the obliteration of a city by treacherous Drow attack, are related at these celebrations and used as a warning against future lapses of vigilance.
Another unique aspect of Deep Gnome society is that roles are far more rigidly determined by sex than in any other gnomish culture. Males perform all of the mining and warrior work that occurs beyond the borders of the community cavern, as well as most types of jobs within the city as well. Females concern themselves almost exclusively to the vital tasks of raising and preparing food (in the great mushroom farms that are a part of every Deep Gnome city) and the care of the young. In fact, females venture out of their cities so rarely that even the Drow have never encountered any in the neutral territory of the Deep Veldt. Both sexes wear nondescript clothing which, with their ability to stand absolutely motionless, helps them avoid being spotted by enemies.
Besides the many types of fungi that are the staples of the Svirfneblin diet, Deep Gnomes sometimes maintain a small herd of rothe or other underground mammals. They are also fond of fish, and each city is likely to have several shallow lakes where blind trout and other subterranean delicacies are bred and captured. Deep Gnome women are responsible for tending of all these food sources and serve as the fishers and cooks as well as the farmers and herders. Also, salt is an important part of every Deep Gnome meal and is one of the most valued commodities in the trading of the Deep Veldt. In fact, most Svirfneblin food is so heavily salted that a typical surface dweller would find it quite unpalatable.
As a beverage the Svirfneblin prefer for daily use a pungent brew made (naturally) from fungi, fermented by a unique process that involves great amounts of salt and not a little fish protein. It is highly intoxicating, tasting somewhat like an oversalted and watery fish chowder. It has been tasted by a few courageous non-Svirfneblins who (when they finally regain their voices) tend to decline a second serving.
The Svirfneblin also distill a strange drink known as Gogondy about which little is known other than it is deep red in color, kept in wrought iron bottles, and potent beyond belief. It has been called the finest wine in the world and is said to grant strange visions to those who drink it, but more than one human who drank it has promptly fallen asleep for decades or died after the first glass with horrified looks on their faces. The Deep Gnomes prize Gogondy almost as much as amethysts and will only give or trade it to their most trusted friends, making it rare indeed.
The Svirfneblin survive in domains that are populated by many implacable enemies. The two most dire among these are the kuo-toa and the Dark Elves, who continually seek to drive these gnomes from territory they consider rightfully theirs. Svirfneblin rarely encounter surface-dwelling gnomes, and the latter find them little less puzzling than do those of other races.
The cities of the Deep Gnomes are vast and complex places. Many layers of caverns, tunnels, and buildings are connected by narrow corridors and spiraling staircases. Generally, however, at least the central part of the city will occupy a single large cavern, with narrow streets winding among tall stone buildings. If large stalagmites are present, high-ranking Svirfneblin will claim these and excavate the interiors for the private homes; most residences, however, are carved into the natural bedrock of the earth.
Because of the confined nature of the environment, the home of the typical Svirfneblin family is more crowded than that of their surface-dwelling cousins. Parents and children will likely be crowded into a single, rather small, chamber. Families tend to be small, however, so this is rarely more than a half-dozen individuals. They are not so clannish as the Rock Gnomes, so that the population of a city is generally an amalgamated mass of Deep Gnomes, with overriding clan structure dividing the city.
However, they also tend to be rather quick-tempered and fractious (again, by comparison to other gnomish peoples). Every Deep Gnome city is ruled by both a king and a queen, each independent of the other yet equally powerful. The king's province is mining and protecting the community; the queen controls the food supply and is responsible for the day-to-day lives of the citizens. Both posts are determined by popular choice: when a monarch dies, a contest is held to select the best possible replacement, with the winner becoming the new ruler.
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.
While many of these now freed gnomes settled down in the lands they were raised in, the Renosian gnomes realized they were too vulnerable on the surface, and so dug themselves new homes deep underground, in the Deep Veldt. The radiation there, blasting them for generations, slowly shaped and changed them, creating an entirely new subrace.
Gaming Notes:
Standard rules for deep gnomes in the The Complete Book of Halflings and Gnomes are used.
Height - 38/36 inches + 1d6
Weight - 72/68 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - 120 feet
Ability Score Adjustments:
+1 to Dexterity, +1 to Wisdom, -2 Charisma, -1 Intelligence
Ability Scores:
STR 6-18
DEX 6-19
CON 6-18
INT 3-17
WIS 4-18
CHA 3-16
Classes Allowed:
Fighter [11]
Demi-Ranger [11] (Forest Runner, Pathfinder, Stalker, Terraformer kits only)
Cleric [9]
Specialty Priest [20]
Illusionist [15]
Thief [13]
Demi-Bard (Charlatan [6], Herald [6], Professor [15], Jester [15], Jongleur [9], Riddlemaster [8] kits only)
Fighter/Illusionist
Illusionist/Thief
Fighter/Thief
Illusionist/Professor or Jongleur
Special Abilities:
1.) Detect Underground Features - Svirfneblin are very good at determining slopes (1-5 on 1d6), depth (1-4 on 1d6), and direction (1-3 on 1d6) underground, and unsafe stonework (1-7 on 1d10).
2.) Magic Resistance - Deep Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond 3rd.
3.) Saving Throw Bonuses - Svirfneblin gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead).
4.) Inherent Illusionist Powers - All Deep Gnomes radiate non-detection. In addition, all have the innate ability to cast blindness, blur, and change self once per day.
5.) Freeze in Place - Svirfneblin can remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.
6.) Surprise Bonus - Deep Gnomes are only surprised on a roll of 1 on 1d20; they surprise opponents 90% of the time.
7.) Defense Bonus - The typical Svirfneblin warrior has an Armor Class of 2, from a special armor they wear. Deep Gnomes become harder to hit as they gain experience in dodging in combat, causing their Armor Class to improve by 1 point for every level beyond 3rd, to a maximum of AC -6.
8.) Combat Bonuses - Svirfneblin make and wield stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds. Elite warriors (3rd level and above) also often carry hollow darts with acid inside (+2d4 to damage) and crystal caltrops which, when stepped on, release a powerful sleep gas.
9.) Deep Gnomes are adversely affected by bright light such as sunlight or a Continual Light spell. They are not affected by the light of torches, lanterns, magic weapons, Light or Faerie Fire. Affected by bright light, a Deep Gnome's ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a Deep Gnome is in darkness but his opponents are in bright light, their Dexterity and surprise advantages are unaffected, but they suffer a -1 penalty to attack rolls.
10.) Deep Gnomes require an additional 20% experience points to level up.
For this game:
Svirfneblin often prefer to dwell in the Deep Veldt when possible. The sun is harsh to them, and they feel safer with miles of earth above their heads, instead of empty sky. That said, there are exceptions to this. Some Svirfneblin trade with surface communities, which makes it necessary to send parties to the surface for brief times. On rare occasions, Svirfneblin communities are forced to the surface by more violent races, like Drow or Duergar. There are also those who are exiled from their homes, or lone survivors who flee to the surface to survive.
Skelm Halflings
Skelm Halflings dwell in small villages in the dense tangle of the jungles and jealously guard their territory against any and all intrusion. They are the least social of all halfling peoples: clannish, suspicious, and distrustful of strangers. Their habit of eating intruders who venture into their territory make them a danger to all unwary travelers. The Skelm Halfling is unique among halfling cultures in this horrifying dietary trait (significantly, they do not consider themselves cannibals, since they don't eat each other, only members of other races).
The villages of these essentially nomadic folk are each centered around a great stone pyramid, with a scattering of small stone buildings around it. The village is the residence of a chief and a few of his or her followers. The rest of the halflings roam a well-defined patch of forest-land, though all the clans will gather at the village once every hundred days.
Skelm halflings average about 3'3" in height. Their skin color varies widely in tone, though even the paler shades tend to be well-bronzed by the sun--since this is a subrace that, as a rule, shuns clothing. Both males and females wear their hair in long, unkempt manes, aside from priests, who usually shave their heads; otherwise, their bodies are completely hairless.
Adept at negotiating all types of forested terrain, including dense swamps, thorny thickets, mangroves, and so on, Skelm halflings utilize this natural cover to screen their villages from larger folk. A network of pathways, each less than 4' high, will pass throughout the huge, densely verdant forest.
Skelm halflings thrive in terrain where other societies might have a hard time surviving. In part, this is because they are so self-sufficient, sharing many skills among the members of a single clan. Woodcarving, weaving, hunting and snaring, tanning, pottery, herbal medicine, alchemy (including the preparation of deadly or paralyzing poisons), farming and herding, jewelry, and feather-work are all common proficiencies among the Skelm halflings.
But when they can't create their own goods, they are quick to resort to raiding and pillaging instead. Skelms are notorious for this, and many a caravan and village have come to fear the sound of their war whistles. A common saying is that if you ever encounter a Skelm raiding party, don't fight and don't surrender. Just run. If they catch you, they will kill you, skin you and eat you--and if you are very, very lucky, they'll do it in that order.
Skelms will treat members of their own people from other tribes with respect, generosity, and friendship--even if those halflings are accompanying enemies of the clan (a few renegade clans, however, refuse to recognize the common kinship, and traveling halflings are advised to avoid falling into their clutches).
As with all halfling peoples, a few Skelms are very curious about the customs and traits of other cultures outside the boundaries of their own jungles and will become wary wanderers. While they find it hard to overcome suspicions that the folk they meet on their travels are only waiting for their guard to drop before trying to kill and eat them, these bold wanderers will experiment with different types of behavior and show great openness in trying new forms of food, entertainment, and other experiences.
The only halfling people to show any inclination for climbing trees, some Skelms even make their homes in the branches of particular types of forest giants. The homes of such a village are connected by hanging bridges, often leading down spiraling ladders to additional buildings on the forest floor. A more typical camp is located in a clearing beside a steady supply of clean water. A thorny barrier, grown like a hedge to a height of 10' or more, protects the entire village except for a single, endlessly-guarded gate.
In combat, Skelms prefer short bows, slings, and daggers. Since they have little access to metal, most of their weaponry is made of wood and bone. The Skelm are also adept at the use of a very accurate blowgun which can silently fire darts up to 60'. These darts are typically coated with one of the virulent toxins or fast-acting paralytics distilled by the tribe's alchemists.
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.
The Skelm in particular were left behind in Renosia after the war. They tried to build communities, but the lands of Renosia were so tough they were often forced to commit atrocities just to survive. And eventually, it became a way of life.
Gaming Notes:
Height - 32/30 inches + 2d8
Weight - 52/48 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - None
Ability Score Adjustments:
+2 to Dexterity, +2 to Wisdom, -2 Strength, -1 Constitution, -1 Charisma
Ability Scores:
STR 3-18
DEX 12-20
CON 5-20
INT 5-20
WIS 7-20
CHA 5-20
Classes Allowed:
Fighter [9]
Demi-Ranger [9] (Explorer, Feralan, Sea Ranger or Agronomist kits only)
Demi-Barbarian [9] (Brute, Forest Lord or Ravager kits only)
Cleric [8]
Specialty Priest [20]
Thief [15]
Demi-Bard (Herald [6], Jester [9], Jongleur [12], Riddlemaster [9] or Whistler [15] kits only)
Fighter/Thief
Thief/Jongleur
Special Abilities:
1.) Skelms get all of the racial abilities of Hairfoots, except that their bonus to slings/thrown weapons also apply to blowguns.
2.) Consuming the corpse of a person heals 2 HP (only works once a day), but it inflicts a -5 reaction penalty to any non-Skelm NPCs who observe the act.
For this game:
Skelms are a clannish and largely tribal people. They tend to avoid cities and other civilized settlements, sticking to the wilds with their own people. There are exceptions, though. A Skelm that is exiled, on the run for some reason, or the sole survivor of their clan might make their way to civilization to start a new life there.
Half-Elves
Overview:
Half-elves are the most common mixed-peoples. 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.
The half-elf children of drow are the most unusual in appearance of all half-elves. Their skin is dusky grey, their hair bleached white. Their ancestry is perfectly obvious to all, and they typically find no solace or sanctuary human communities. Even worse, sometimes the drow will seek out the individual in order to expunge the blot on drow honor. However, others see half-drow as useful pawns, middlemen to deal with the surface so the drow can remain in their Deep Veldt homes.
Gaming Notes: The standard rules for half-elves in the PHB apply.
Height - 60/58 inches + 2d6
Weight - 110/85 pounds + 3d12
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
None
Ability Scores:
STR 3-18
DEX 6-18
CON 6-18
INT 4-18
WIS 3-18
CHA 3-18
Classes Allowed:
Fighter [14]
Demi-Paladin (Herald kit only) [14/14]
Ranger [16]
Mage [12]
Specialist Wizard (Conjurer, Diviner, Enchanter, Transmuter) [12]
Cleric [14]
Specialty Priest [20]
Druid [9]
Thief [12]
Bard [20]
Fighter/Cleric
Fighter/Thief
Fighter/Druid
Fighter/Mage
Cleric/Ranger
Cleric/Mage
Thief/Mage
Fighter/Mage/Cleric
Fighter/Mage/Thief
Special Abilities:
1.) Half-Elves gain a 30% magic resistance to sleep and all charm-related spells.
2.) Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.), gives the half-elven character a one-in-six chance (roll 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, they have a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2 or 3 on 1d6) of locating a secret door.
For this game:
The vast majority of half-elves in Daemon are half-drow. Consequently, they are not terribly commonplace. But many do flee to the surface to escape their drow kin or are working for them as go-betweens as they can better stand the surface thanks to their human heritage.
Hobgoblins
Hobgoblins are stocky humanoids with hairy, dark red to dark gray hides. The typical hobgoblin is 6 1/2 feet tall, has yellow or dark brown eyes, and sharp yellow teeth. Hair tends to be black in color, although those with human blood may have other hair colors. They favor brightly colored garments, especially outfits of blood red. Any leather is always tinted black. They are found throughout Renosia, but mostly in Bloodtooth.
Hobgoblins are an aggressive, militaristic people. They thrive on battle, conflict, and conquest. Perhaps the only thing more important to a hobgoblin than war is honor. They are usually Lawful Evil and are well-known for their intelligence and cunning. Hobgoblins have the same lifespan as any other people, although many die in battle before then. To a hobgoblin, it is better to die in a glorious battle than to die in your sleep.
Honor: To a hobgoblin, honor is held in even higher regard than life itself. It is better to die honorably than to live in shame, as far as they are concerned. The hobgoblins even have a form of ritual suicide (known as Heghtay) should one ever dishonor himself. This ritual involves setting the dishonored in a one-on-one fight with a superior (an officer, high priest, or even the head of the family, depending on the situation) but given a deliberating disadvantage (a broken leg, a slow spell, an unfamiliar weapon, etc.). If the dishonored dies, then he dies honorably and will pass on to the next life. If he wins, then he has redeemed himself in the eyes of the hobgoblin society.
Dishonoring oneself can be a result of breaking one of their many laws; fraternizing with the enemy; failing in one's duty; betrayal of one's family, faction, or people; or showing any form of cowardice in battle.
Honor is something that must be earned, but dishonor is something that can be passed from generation to generation. If a hobgoblin dies in shame, this shame passes on to his first born son (or closest descendant, if he has no son); it then becomes the descendant's duty to bring honor back to the family name. If a family is dishonored, they lose any social status they held in hobgoblin society and are treated nearly as bad as slaves.
War: War is not a last resort to solve conflict, but a religious experience. Hobgoblins do not war for resources, political power, revenge, land, or domination (although these are all nice bonuses); rather, they war in tribute to their preferred god, Renos. Only in the fire of combat can a person's true potential be reached; only by proving one's self on the battlefield can they become stronger. Hobgoblins hold great disdain for the ideas of peace and harmony. From their point of view, times of peace are slow and dull. It is only through war that change and growth can come about. The greatest advances in society have always come about through war, the hobgoblins often like to point out.
In combat, hobgoblins are efficient killing machines. They are brilliant tacticians, mostly from experience and education (they tend to start training their young in the art of war at an early age). Although hobgoblins despise shadowy tactics and trickery, they do not necessarily rush into any situation blindly. They are capable of ambushes, pincer attacks, and any other battle strategies available to them. They will not, however, deceive or resort to unfair advantages, like poison, mind-altering spells, or attacking a defenseless enemy.
Superstition: Hobgoblins can be a fairly superstitious lot. They tend to have lucky weapons (or other items), that they honestly believe somehow improve their luck in combat. If a hobgoblin does manage to get lucky in a fight, they tend to try and recreate whatever they did before hand, in hopes of invoking that luck again. (For instance, if a hobgoblin yells "For the Glory of Renos!" right before winning an important battle, they may try shouting that phrase before every battle.)
They also believe that if a weapon breaks before a battle, it means the battle will be lost. If a weapon breaks during a fight, it will bring horribly bad luck to its wielder. As a result, hobgoblins keep extraordinary good care of their weaponry.
Dreams are considered prophetic to hobgoblins. Their scholars often have dedicated entire tomes to interpreting dream imagery. It's not uncommon for a hobgoblin to make an important life decision based on their dreams.
Attitudes: Hobgoblins tend to view goblins, bugbears, and orcs as lesser beings. They are useful as sword fodder or slaves, but are rarely treated as equals. Hobgoblins tend to hold disdain for these races because of their chaotic and sometimes cowardly ways.
When it comes to elves, hobgoblins make no exceptions: They outright hate them with a passion. Death is usually considered too good for an elf, so they are often taken prisoner and tortured for many years. Drow are something of an exception. Their power and strength is feared, but the hobgoblins still have no love for them.
As for humans, hobgoblins consider them a mixed bag. Some are worthy of their respect; those that are fierce and honorable warriors. However, some are just as cowardly and shameful as elves.
Marriage/Family: Hobgoblins mate for life and are completely monogamous. They are as fertile as humans, and so reproduce at the same rate as them. Hobgoblins usually have small immediate families, but large extended families that usually stay close in contact with each other.
Once they reach adulthood, hobgoblins are allowed to marry. However, hobgoblins rarely choose mates based on love. Most of the time, it's chosen for political reasons, good breeding, or honor. Weddings are performed by either a priest of Renos or a high ranking general. It's traditional for the pair to wear ceremonial armor and even carry a weapon (ornamental, but real ones can be used, too) to the wedding.
If a hobgoblin's mate dies, it is allowable for them to remarry--but it is uncommon. Divorce is unheard of.
Food/Drink: Many argue that the hobgoblins' greatest contribution to modern society is the very spicy and potent brew known as Hellwine. It's concocted by fermenting special tropical peppers found only in Renosia's harsh climate. Hobgoblins prefer this drink over ale, beer, or any other spirits.
In terms of food, while omnivores, hobgoblins have a deep appreciation for meat; mutton, poultry, pork and beef, primarily. However, since many hobgoblins have grown so accustomed to the taste of iron rations, some even prefer it to regular meals.
Growing Up: Hobgoblins begin their martial training at the tender age of 7. They are taught the history and art of War foremost. Once they turn 10, they begin weapon training. Hobgoblin children prefer very aggressive games that also help improve their tactics, like capture the flag and tag. Boys and girls are trained equally, and hobgoblins hold no preconceived notions that women are in anyway inferior or unable to fight as well as a man. In fact, some of the most famous hobgoblin generals have been women.
Magic: In ancient years past, hobgoblins had a great disdain for magic. However, they eventually learned its secrets in order to even the playing field between them and elves. War Wizards and Battlemages (fighter/mages) are treated with the same respect as any warrior. Standard mages and specialists, however, are usually treated with an awkward politeness at best. The idea of one dedicating themselves to books and scrolls instead of swords and battle tends to not sit well with hobgoblins, and so usually only estranged, outcast, or the occasional black sheep takes up sorcery.
Gaming Notes:
Height - 72/68 inches + 1d8
Weight - 150/130 pounds +5d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
+1 STR and -1 CHA
Ability Scores:
STR 6-18
DEX 6-18
CON 5-18
INT 3-18
WIS 3-18
CHA 3-14
Classes Allowed:
Fighter [11]
Demi-Ranger (Giant Killer or Justifier kits only) [11]
Mage [7]
Evoker [7]
Cleric [9]
Priest [20]
Thief [12]
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Special Abilities:
1.) They can detect new construction, sloping passages, and shifting walls in underground complexes 40% of the time (1-4 on 1d10).
2.) If a hobgoblin's weapon breaks in a battle, they receive a -1 to hit for the rest of that fight. This is because they believe so strongly in this bad omen, it actually affects their performance.
For this game:
While greatly respected and valued in Bloodtooth, in Daemon, Hobgoblins are just another people, not in any way special. Many serve in the military or as guards, as their fighting skills are often sought after.
Goblins
Goblins are small humanoids, growing to a height of about four feet tall. They have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Though they walk upright, their arms hang down to their knees. Their dull, glazed eyes range in color from bright red to gleaming yellow. Their speech is harsh and of a higher pitch than humans. Their skin is normally a dull green. They can be found just about anywhere, but the largest concentration is in Umbra.
Cowardice: Goblins are generally Neutral Evil in nature, and often they are great cowards as well. They avoid direct confrontations whenever possible, preferring the safety of ambushes. They use simple, even crude, strategies and tactics. They do not believe in fair fights, for many-on-one works much better than one-on-one in the goblin mindset. To the goblins, groveling is considered an art and it is often used to get out of tight spots or lure victims into a false sense of security.
Perhaps because of this rather dishonorable attitude, most races have nothing but disdain for goblins, sometimes equating them with vermin like rats and cockroaches. There are even those humans and dwarves who enjoy the 'sport' known as goblin-hunting, which is a form of extermination of goblins. These people will take out entire communities of goblins, not just for pay and fun, but to keep their numbers down.
Home: Goblins live in dank caves and dismal underground dwellings when they can, however some also make their homes in forests, swamps, and even the occasional human city (usually the larger ones with a slums district). They try and avoid coming out in daylight, but some have learned to adapt to it. Goblins and their lairs carry a foul stench, due to their lack of sanitation. They have no concept of privacy, which can make for some rather amusing or embarrassing moments when they are interacting with other races. Only leaders and priests are afforded private areas.
Darkness: To the goblins, the darkness is sacred. It hides one's sins and embarrassments, gives one freedom to act how they would like, and often gives them a tactical advantage in battle. To the goblins, the sun is a horrible curse, and is indeed, often used in their profanities ("May the Sun burn out your eyes" is a popular one.) One of the most sacred days in goblin culture is a solar eclipse, which they refer to as 'Biting the Sun.'
Wolves: Many goblins have learned over the years to tame wolves and other wolf-like creatures (worgs, dire wolves, winter wolves, etc.) and use them as mounts and guardians. It creates a symbiotic relationship between the two, as the wolves get good treatment and food, and the goblins get protection and mounts. Wolf riders are considered something of an 'elite' among goblins, and are usually given respect and admiration from their kinsmen.
The bond between wolf and goblin is extremely strong and powerful, usually being forged as soon as the rider and wolf are paired. The word used to describe this intimate bond is known as 'buku.' Although there is said to be no goblin word that translates into 'love', it's believed that 'buku' is as close as one can get. Goblins have been known to do things that can be downright noble in order to protect their wolf mounts.
Marriage/Family: Women are not afforded the same rights as men in goblin society, and women are never taught how to fight. Their role is to service the men and care for the young. Goblin marriage is closer to bartering, than a sacred union of two souls. Women are not allowed to choose their mates, but rather are sold to their husbands by their parents. The richer and more influential the family, the more expensive the daughter.
Some goblins can even afford to take more than one wife, usually assigning them different duties (for instance, a goblin with three wives may assign one to cook and clean, one to care for the children [even children that are not biologically hers] and the third to tend to his own needs and wants). However, this is usually only seen among wealthy goblins; most are too poor to afford more than one mate.
Divorce occurs at the will of the man, for whatever reason he likes. The woman that is divorced is discarded, usually left for dead unless another man claims her.
Female goblin PCs are usually outcasts or runaways who dream of a life of independence and freedom.
Gaming Notes:
Height - 43/41 inches + 1d10
Weight - 72/68 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
-1 to STR and CHA; +2 to DEX
Ability Scores:
STR 4-15
DEX 4-17
CON 5-16
INT 3-18
WIS 3-18
CHA 3-12
Classes Allowed:
Fighter [10]
Cleric [9]
Priest [20]
Thief [12]
Fighter/Thief
Fighter/Cleric
Cleric/Thief
Special Abilities:
1). They can detect new or unusual construction in an underground area 25% of the time (1 or 2 on 1d8).
2). Bright light hurts goblin eyes, giving them a -1 penalty in bright sunshine.
3). Goblins all receive a +1 reaction when dealing with wolves or wolf-like creatures. This excludes werewolves or wolfweres, but does include wolves, worgs, dire wolves and winter wolves.
4). Ogres, trolls, ogre magi, giants, and titans suffer a -4 to hit penalty when fighting goblins.
5). Groveling. A goblin may attempt to grovel at any time he is in a dangerous situation and is not immediately engaged in melee. He may throw himself on the mercy of his attacker, or faint in the hope that they will be ignored in the ensuing battle. This causes his opponents to make a saving throw vs spell. If they are successful they may attack the goblin. If they fail they may not attack him for 1d6 rounds, but they may restrain him or tie him up. At fifth level, the saving throw is made with a -2 penalty, at ninth level the save is made at a -3 penalty and at thirteenth level it's made with a -5 penalty.
For this game:
Goblins can be found just about anywhere, including Daemon. They're usually something of an underclass, living in slums or other poorer city districts.
Tieflings
Of all the plane-touched, none precipitate as much fascination--or as much fear--as tieflings. Whereas aasimar are obviously touched by a celestial spark and genasi have the potency of the elements running through their veins, tieflings are enshrouded with the mysteries of an unnamed influence.
This influence stems from the lower planes. That stigma follows all tieflings through their lives. Loners by nature, they make their own paths out of necessity; no tiefling culture exists to aid the outcasts, since no two tieflings are alike. As distinctive from humans as they are from each other, tieflings tend to be wary and distrustful due to the reactions they come to expect from others. Tieflings take care of themselves, for they learn early that no one will take care of them.
Like all plane-touched, tieflings births are random, and nobody is entirely sure what causes these mutations. But it has been noted by scholars that tieflings are far more likely to be born in Renosia, especially Daemon, than anywhere else, suggesting that close proximity to lower plane influence has some role to play. However, tieflings can be found all over the world, often born from perfectly normal parents. However, a tiefling has a much higher chance of having tiefling children than someone from another people would.
Gaming Notes: Standard rules used from The Planewalker's Handbook.
Height - 59/57 inches + 2d10
Weight - 140/90 pounds + 6d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
+1 INT and CHA, -1 STR and WIS
Ability Scores:
STR 3-18
DEX 7-18
CON 3-18
INT 9-18
WIS 3-18
CHA 9-18
Classes Allowed: (Note that single-classed tieflings gain a +2 to all level limits)
Fighter [12]
Demi-Paladin [12/10]
Ranger [11]
Mage [14]
Specialist (Transmuter, Conjurer, Enchanter, Diviner) [14]
Cleric [10]
Priest [20]
Thief [15]
Bard [15]
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Mage/Thief
Cleric/Thief
Special Abilities: (Note, tieflings can have standard abilities or roll them randomly. The following are the standard ones. See the DM about randomly rolling abilities.)
1.) Tieflings can cast Darkness 15-foot radius once per day.
2.) Tieflings suffer half damage from all cold attacks.
3.) Tieflings gain a +2 to all saving throws against fire, electricity and poison.
For this game:
Tieflings in Daemon are usually treated with great respect or fear. People tend to assume they have strong ties to the fiends. Even those who don't will pretend they do, or at least not clear up that misconception, as it works in their favor. Tieflings tend to be fairly rare, but in Daemon they are quite commonplace. Each new generation contains more and more, ever since the end of the Carnage War.
Genasi
The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone--these things are as much a part of the genasi as flesh and blood. The genasi are plane-touched beings, born with an elemental spark that shapes their lives.
These extremely rare beings inspire more distrust and prejudice than other plane-touched, for public opinion regards them as more alien. In general, they also maintain a contempt for other races and an air of superiority that doesn't endear them to anyone.
It's often assumed that genasi of differing elements have a natural racial hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of their kind, not just those of different elements. Not surprisingly, two genasi (or more) are virtually never encountered together.
Their elemental nature is often extremely evident. Individuals nearly always display a physical characteristic or two that reveals they are more than simply human--skin or hair color, a special aura, or some other manifestation almost always marks them. Further, each type of genasi usually displays personality traits relative to their elemental nature. While each genasi is a complex individual, some remain virtual caricatures of their heritage. Fire genasi are often hot tempered and quick, while earth genasi are slow and methodical.
Like all plane-touched, genasi births are random, and nobody is entirely sure what causes these mutations. But it has been noted by scholars that fire genasi (and fire adjacent genasi) are far more likely to be born in Renosia, especially Brimstone, than anywhere else, suggesting that close proximity to the elemental plane of fire has some role to play. However, genasi can be found all over the world, often born from perfectly normal parents. However, a genasi has a much higher chance of having genasi children than those from another people would.
Fire Genasi
Fiery and hot-blooded, the heat of white flame burns in the hearts of the flame lords. They claim to be forged rather than born (although this is untrue, and is merely a metaphor).
Many fire genasi that are born are slain outright by their more normal parents, but those who survive such a fate grow up to be flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in moral society.
Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior--they are avatars of this fearful, destructive energy. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.
In personality, these elemental creatures stay true to their heritage--full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss.
Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accoutrements to gaudy and lavish ones.
The physical appearance of these individuals usually includes one or more of the following traits:
Magma Genasi
'Slow, but burning with intense energy' is the description often used to describe the Explorers of the Lava.
Like their close cousins the Earth Gensai, Magma Genasi tend to be ponderous and deliberate in their outward motions. However, this slow, monolithic movement disguises a fiercely active and intelligent mind. As a consequence, the curiosity typical of all Para- and Quasi-Genasi manifests in Magma Genasi as a desire to explore, investigate, and truly understand the world in a scientific way. Magma Genasi are usually among the most profound philosophers due to their constant inquiry into the nature of the world.
Magma Genasi almost always become active travelers. Traversing from town to town and exploring the vast variety of the world is certainly one way to learn more about it, after all. Other Magma Genasi have gone on to become noted naturalists and researchers, such as Braus Horfand, who wrote the seminal work on the ecology of the Lower Planes.
Appearance-wise, Magma Genasi tend to be thick and bulky, but more rounded than their Earth Genasi counterparts. Their skin is warm (even hot) to the touch, and is usually black or dark brown, and laced with streaks of red or bright orange.
Smoke Genasi
Cities in general (especially those with lots of smoke and/or smog) come to provide Smoke Genasi with a measure of psychological security. Consequently, Smoke Genasi are dedicated and enthusiastic city dwellers. Naturally, this doesn't mean that they're always happy and cheerful about their lot in life. They have the same problems as the average person, after all. But Smoke Genasi are fascinated by city life like no other people in the world. They can gaze for hours at the endless ebb and flow of traffic on a city street, watching the intricate patterns of life play themselves out on the cobblestones. And the rare Smoke Genasi planewalkers will travel from city to city on the planes, exploring them, learning their customs, and so on. Indeed, some of the best travelogues on the Planes have been written by Planewalking Smoke Genasi.
Smoke Genasi always have a faint odor of smoke about them, and this odor usually indicates their mood. The pleasant odor of smoked cedar, for instance, may indicate that the Smoke Genasi is in a generous mood, while a sharp and acrimoniously smoky odor might indicate anger or jealousy. Smoke Genasi usually also have dark gray hair that moves of its own accord like smoke coming off a fire, or mottled gray skin which seems to change coloring and pattern from moment to moment.
Radiance Genasi
Radiance Genasi (known among themselves as Disciples of the Incandescent Colors) find the world to be extremely underwhelming. Radiance Genasi dream of a land where every moment of their existence is surrounded by, and suffused with, a scintillating, never-ending display of the most beautiful colors and lights in the universe. So when they wake up, they're confronted with a world that is, to them, exceptionally dull, drab, and dreary.
Like most genasi, Radiants have an overpowering curiosity and need to explore. For Radiance Genasi, this almost always manifests itself as an attempt to either seek out, or to create, things and locations which, to their minds, introduces "beauty" into the otherwise dull, bland tableau of the world.
To their credit, Radiance Genasi tend to be an open-minded lot, and as such they're willing to try and understand "beauty" from the perspective of the "less-gifted" non-Radiance Genasi. What this means in actual practice is that most Radiance Genasi turn their attentions towards artistic endeavors, either creating art themselves, or seeking out art made by others.
Historically, Radiance Genasi who are still first starting out tend to focus their artistic efforts on things which somewhat remind them of their dreams (i.e. works of art which feature lots of light and color). As Radiance Genasi grow and adapt, however, their horizons often broaden to allow them to appreciate other forms of art, such as music or poetry or literature. In some cases, their horizons broaden sufficiently that they learn to appreciate art which most folk wouldn't consider "beautiful" at all (Kobold "dung-and-maggot" sculpture, for example). Radiance Genasi who become thieves usually become art thieves.
Radiance Genasi who create art tend to be quite good at it. Probably the most famous of these is the woman known simply as The Coruscate, who has the ability to make achingly beautiful sculptures out of "solid light." How she shapes the lights and keeps them mobile, suspended, and permanent is unknown to everyone but her.
Additionally, despite the general truth that Para- and Quasi-Genasi do not suffer from the racial arrogance which afflicts normal Genasi, it is also true that Radiance Genasi tend to be more prone to this arrogance than the rest of the Para- and Quasi-Genasi. This is because, in their eyes, the world is incredibly drab and bland, and this, combined with the inability of non-Radiance types to appreciate (or even to survive) the beauty of the world, often makes them feel superior.
Radiance Genasi are visually striking. Their skin is always a vibrant, distinctive color (green, blue, purple, and so on), and their hair is usually a violently contrasting color from their skin. Their skin also glows faintly and is warm to the touch.
Ash Genasi
In many respects, Scions of the Dying Embers are the opposite of their Smoke Genasi counterparts. Whereas Smoke Genasi prefer the closed-in hustle and bustle of a well-populated city, Ash Genasi have little use for large cities and even less use for crowds. Rather, they have a very solitary outlook on life, even more so than other genasi, and this outlook manifests itself in the Ash Genasi's natural dislike of cities and crowds. This isn't to say that Ash Genasi are anti-social or that they don't like the trappings of civilization; they just prefer a less hectic existence free of large concentrations of civilization.
In some cases, Ash Genasi take a liking to a particular area and settle down to live out a simple, comfortable existence. In other cases, they become travelers, going from place-to-place experiencing a variety of rustic towns, isolated villages, and remote wilderness regions. Note that a sweltering, unpopulated tropical jungle, a relatively clear and difficult-to-reach plateu in the badlands, and the ancient ruins of a long forgotten city would all be equally attractive to the average Ash Genasi.
Ash Genasi usually have dark grey skin, and their hair will be dark grey with flecks of white. Most Ash Genasi leave an ashy residue on anything they touch, and they usually smell like burnt wood.
Death Genasi
Of all the Genasi (Para-, Quasi-, or otherwise), none are regarded with more suspicion and fear than the Negative Energy Genasi -- known among Planars as Negatai, and among themselves as Sceptres of Unlife. They're not a particularly common type of Genasi, but the few that have survived until adulthood have left quite an impression.
Growing up, Negatai discover life -- and death -- in abundance. Life is a foreign concept to them, in much the same way that Chaos is a foreign concept to Modrons. But Negatai understand death perfectly. And this is part of the reason why they're so feared.
Every so often, a Negatai will be unable to cope with being surrounded by vibrant, incessant life. So, in order make themselves more comfortable, the Negatai will begin killing folks. Some don't even bother to be subtle about it, and will publically mow down innocent civilians until taken out by the the local constables. Others are a bit craftier, and can carry on a campaign of grisly killings for years before being caught.
Now, the actual fact of the matter is that most Negatai are just like any other person. It's very rare that one of them flips out like this, and there aren't a whole lot of them in the first place. So these killing sprees don't happen too often. But when they do, it tends to stick in collective consciousness of the people, and all Negatai have suffered by being associated with their infamous, bloodthirsty brethren.
Like all Genasi, Negatai are quite curious about the world. However, Negatai have a deep connection to death and undeath. This has an effect on the Negatai outlook as one might expect, and their curiosity is shaped appropriately. Most of them are fascinated (some might say "comforted") by death and the dead. Again, this is because they have an innate and natural understanding of death, but not of life. Regardless, this fascination manifests itself in various ways. A lot of Negatai -- especially the fighters -- roam the world learning the various death rituals of different cultures. They do this so that they may give the appropriate "last rites" to foes they've slain in combat. Others become Necromancers, learning the hidden magical secrets of life (and death). Still others become priests of Renos.
All Negatai have jet-black skin. Their skin is so dark, in fact, that it seems to absorb light. It's also very cold to the touch. No other distinguishing features have been recorded.
Gaming Notes:
Fire
Height - 60/59 inches + 1d10
Weight - 150/100 pounds + 5d10
Magma
Height - 61/60 inches + 2d8
Weight - 160/110 pounds + 6d10
Smoke/Radiance/Ash
Height - 60/59 inches + 1d10
Weight - 150/100 pounds + 4d10
Death
Height - 60/59 inches + 1d12
Weight - 150/100 pounds + 6d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
Fire +1 INT, -1 CHA
Magma +1 STR/INT, -1 DEX/CHA
Smoke +1 DEX/-1 STR
Radiance +1 CHA, +1 INT, -1 STR, -1 CON
Ash +1 WIS, -1 CHA
Death +1 STR, -1 CON
Ability Scores:
STR 3-18
DEX 5-18
CON 3-18
INT 5-18
WIS 3-18
CHA 3-18
Classes Allowed:
Fighter [14]
Paladin (Magma only) [14]
Ranger (Ash only) [14]
Mage [16]
Specialist (Fire Elementalist only, unless Death, in which case Necromancer only) [16]
Cleric [13]
Specialty Priest [20]
Druid [13] (Ash only)
Thief [15]
Bard (Radiance only) [12]
Fighter/Mage
Special Abilities:
1.) Fire genasi do not suffer damage from normal fire, although they can still be burned by magical fire, dragon's breath and the hottest areas on the plane of fire.
2.) Fire genasi can use Affect Normal Fires once a day as a 5th-level Wizard, regardless of class or level. This is called 'reaching the blaze.'
3.) Fire genasi gain a +1 bonus to all saving throws against fire-based magic and spells for every 5 levels of experience.
4.) Magma genasi do not suffer damage from normal fire or lava, and can breathe in lava and even see in it up to 60 feet.
5.) Magma Genasi have the ability to cast Heat Rock once per day as though they were a 5th level Cleric. Aside from the fact that it affects rock instead of metal, Heat Rock is identical to the 2nd-Level spell Heat Metal.
6.) Magma genasi gain a +1 bonus to all saving throws against fire-based and earth-based magic for every 5 levels of experience.
7.) Smoke genasi can breathe non-magical smoke without difficulty or discomfort. They can "see" through smoke up to 120 feet. This applies only to smoke, and not to fog or any other vapor.
8.) Smoke Genasi have the ability to cast Feather Fall once per day as though they were a 5th level Wizard.
9.) Smoke genasi gain a +1 bonus to all saving throws against fire-based or air-based magic. Smoke Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via inhaled vapors (for example, Stinking Cloud). Both of these bonuses increase by +1 for every five character levels the Genasi attains. Note that some spells which produce vaporous clouds actually work by contact rather than inhalation (e.g. Cloudkill). Smoke Genasai are no more resistant to these spells than anyone else.
10.) Radiance genasi do not suffer damage from normal fire, and are immune to being blinded from spells or effects which rely on light, such as the fireworks version of Pyrotechnics. This isn't to say that they can't be blinded; the Wizard spell Power Word, Blind (for instance) doesn't rely on light to achieve the blinding effect, and Radiance Genasi are therefore just as susceptible to that spell as anyone else.
11.) Radiance Genasi have the ability to cast Continual Light once per day as though they were a 5th level Wizard.
12.) Radiance Genasi suffer a -20% racial penalty on any attempt to hide in shadows. This penalty can be reduced to -5% with a successful Disguise proficiency check prior to hiding. If the Radiance Genasi has more skin exposed than normal, this penalty can increase to -30% or higher, depending on the circumstances.
13.) Radiance genasi gain a +1 bonus to all saving throws against fire-based. They also receive a +1 racial bonus to their saving throws vs. spells which affect their target via lights or colors (for example, Color Spray or Rainbow Pattern). Both of these bonuses increase by +1 for every five character levels the Genasi attains.
14.) Despite being connected to the Plane of Fire, the Plane of Ash is bone-numbingly cold. As a consequence, Ash Genasi are completely immune to non-magical cold. Magical cold damages them as normal.
15.) Ash Genasi have the ability to Extinguish Flames once per day. Upon use of the ability, the Ash Genasi can, for the next two minutes, extinguish any non-magical flames within a 5' x 5' square as a standard action. Burning materials that are extinguished in this manner instantly become cool to the touch, as though they'd stopped burning days before.
16.) Ash genasi gain a +1 bonus to all saving throws against fire-based and cold-based magic and spells for every 5 levels of experience.
17.) Death Genasi have the ability cast Chill Touch once per day as though they were a 5th level Wizard.
18.) Death Genasi gain a +1 bonus to all saving throws against necromantic spells or effects for every 5 levels of experience the Genasi attains.
19.) Death Genasi gain a +20% to Hide in Shadows, regardless of class.
20.) A Death Genasi's life force remains attached by a tenuous thread. As a consequence, they suffer a -2 racial penalty to all Death Magic saving throws.
21.) Death Genasi are completely immune to level draining.
22.) The nature of a Death Genasi is closely tied to Negative Energy -- the same energy that gives undead creatures their power. Undead creatures can sense this connection, and tend to regard Death Genasi as kindred spirits. Mindless undead, such as zombies and skeletons, will not attack one unless they attack first. Free-willed undead, such as vampires and ghouls, will not attack one unless they poses a clear and obvious threat. (Note that, for undead creatures like a vampire, sneaking into their lair is generally considered to be a clear and obvious threat. Any Death Genasi who thinks they'll be able to waltz into a vampire's basement and safely wait there by the coffin with a hammer and stake until daylight is in for a nasty surprise.)
23.) Non-cleric Death Genasi can control undead as though they were a cleric four levels lower than their highest character level. A 6th level fighter can control undead as if they were a 2nd level cleric, for example. Death Genasi clerics can control undead as though they were two levels higher. A 2nd level cleric controls undead as though they were 4th level, for instance. Death Genasi clerics cannot turn or destroy undead, even if they are of neutral or good alignment.
24.) Due to the Unlife Energy which permeates their body, Death Genasi heal at half the rate than other races. Magical healing cast on a Death Genasi is also less effective. When determining how many points are healed by a healing spell cast on one, use the next lowest die type than that specified by the spell. For example, casting Cure Light Wounds on a Death Genasi would heal back 1d6 points of damage, instead of the 1d8 points of damage specified by the spell description.
For this game:
Genasi are rare in Daemon, but not unheard of. Fire are probably the most common and Death the least common. Because Fire Genasi resemble tieflings in passing, they sometimes can benefit from their prestige by trying to pass as one.
* * * * *
Here's some information on restricted peoples. These are much rarer and require special DM permission to play.
Aarakocra - Birdfolk often dwell up in the mountains away from civilization, but on occasion they descend to the ground for one reason or another. Sometimes they leave their mountain homes to aid their people in some way, others because they do not fit in with the rest of their tribe.
Beastmen - Beastmen tend to stick to the jungles and avoid civilization. Still, now and again one will be born with an innate curiosity of the world and may leave the jungles to learn more about it.
Bugbears - Bugbears are largely tribal and avoid civilization, preferring to live underground where it's cooler (although they don't tend to go as deep as the Deep Veldt). Because they are very tribal, when exiled or a lone survivor, they may attach themselves to a different tribe, such as an adventuring party, an army or militia, etc.
Bullywugs - Bullywugs generally live in tribes out in the swamps and marshes of Renosia. Civilization is a bit too dry for them. But there are those who venture out into the wider world for one reason or another. Female Bullywugs in particular are known to take up adventuring, as it offers them freedom that would not exist in the patriarchial tribes.
Fremlins - Fremlins are fairly rare, and usually travel in small parties. Sometimes one might become attached to someone because they amuse them or entertain them.
Gnolls - Because of their feral natures and dislike of other peoples, gnolls rarely become adventurers. Even those that do often struggle with their more bestial instincts among civilized folks.
Flinds - Flinds are far more likely to become adventurers than gnolls; they're smarter and have an easier time controlling their more bestial instincts. They tend to think of themselves as special already, but like gnolls they have trouble getting along with other peoples.
Kobolds - Kobolds are few in number in Renosia and are often not taken very seriously by larger peoples. Some struggle to get respect by making up for their size and strength with ferocity and tenacity. Others try to avoid violence, turning to faith or relying on stealth in hopes of escaping the poor life they were born into.
Lizard Men - Lizard Men are largely absent from civilized areas, preferring to dwell in the jungles in tribes. Now and again one may depart from its tribe into the wider world to learn what they can, and return home to teach their kin. Or perhaps circumstances force them into civilized lands permanently. They are alien creatures, and often have difficulty grasping civilized ways and don't always understand or care about things usch as honor, justice or fairness.
Minotaurs - Minotaurs aren't really a people, per se, but are cursed humans (or the offspring of humans and Minotaurs), so they are fairly rare. Strength is greatly valued in Renosia, though, so a Minotaur probably would eventually fit in a civilized area given enough time.
Mongrelmen - Mongrelmen, the end result of a mad wizard's cruel experimentations, are quite rare. They generally avoid cities and other places with large groups of people out of fear of prosecution or alienation, but now and again one might find their way into a slum to try and eke out a living for one reason or another.
Ogres - Most Ogres dwell in the wilderness in small family units, and sometimes gathering together to form smaller tribes. It's rare for one to break away and move to a city without good reason, but it has been known to happen once or twice in the past.
Half-Ogres - Half-Ogres are the result of humans and ogres interbreeding. This is a rare occurence and when it does happen, the offspring usually doesn't survive for long in either culture. Those few who do, however, do sometimes find more acceptables in human cities than ogre clans.
Orcs - Orcs are fairly plentiful in number, but they are rarely seen in cities. They tend to be tribal, and live either underground or in the wilderness. Usually only outcasts make their way to the city, and they generally have trouble fitting in.
Half-Orcs - Half-Orcs, the result of interbreeding between humans and orcs, are fairly rare for the same reasons as half-ogres. But they often find more acceptance among their human family and so it's not uncommon for them to dwell in cities and try to fit in where they can.
Saurials (Bladeback, Finhead, Flyer, Hornhead) - Saurials are quite rare. They often live in small communities, deep in the wilderness, hidden with magic. Because of their inability to properly commuicate with other peoples, they tend to remain isolated. But every now and again one might venture out into the wider world to explore, learn or adventure.
Something of note about the peoples 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 peoples 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.
I've categorized playable peoples into three categories: Free, Restricted and Barred. Free peoples are open to play, and encouraged. They are commonplace and a perfect fit for the setting. Restricted peoples are found in Renosia, but for whatever reason (they're rare, they don't have much impact on the setting, etc.) they need DM's permission to play. Barred peoples, while not forbidden outright, are not native to Renosia and don't fit with the setting's themes and aesthetics. But if a player comes up with a really great pitch that allows the character to work and fit in well, I'd allow it.
FREE: Human, Drow [Dark Elf], Duergar [Grey Dwarf], Svirfneblin [Deep Gnome], Skelm [Wild Halfling], Half-Drow, Goblin, Hobgoblin, Tiefling, Genasi (Fire, Magma, Smoke, Radiance, Ash, Death)
RESTRICTED: Aarakocra, Beastman, Bugbear, Bullywug, Fremlin, Gnoll, Flind, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Saurial (Bladeback, Finhead, Flyer, Hornhead)
BARRED: Elf (Aquatic, Grey, High, Sylvan), Dwarf (Hill, Mountain, Deep, Sundered), Gnome (Rock, Forest), Halfling (Hairfoot, Stout, Tallfellow, Furchin), Half-Elf (Aquatic, Grey, High, Sylvan), Alaghi, Centaur, Firbolg, Voadkyn, Ogre Magi, Pixie, Satyr, Swanmay, Wemic, Aasimar, Genasi (Earth, Water, Air, Ooze, Ice, Mineral, Steam, Lightning, Salt, Dust, Void, Life)
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 nomads 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.
Game Stats: Use the standard rules for humans in the PHB.
For this game: In Daemon, humans are the most common people. They can be any class and have no restrictions or limits.
Duergar (Grey Dwarves)
The Duergar are a people of dwarves that dwell in Renosia. The term "Duergar" is dwarven for "Grey Man." Often they populate the Pride Mountains or dwell underground. Because the Pride Mountains and subterranean touches all sectors, Duergar can be found in any sector and do not consider any one to be their 'home.'
They find the sunlight to be painful, and so when they are forced to leave their protected homes for travel or trade, they often wear thick cloaks with hoods to protect themselves from the harsh light of day.
A typical Duergar is four feet tall and weighs 120 pounds. Emaciated, they possess pasty skins and white or dull grey beards. Men and women may be bald, and those who are not usually shave their heads.
Most Duergar are Lawful Evil. The Higar find their ways repulsive. Duergar hate all other races of Dwarf. Their hatred of the Higar is especially strong, as the Higar were the ones who threw them out of their mountain homes in Crizzara and forced them to migrate to Renosia, due to their greed and worship of Renos. Although they have no blood feud with the Fangar, they are 'close enough' to the Higar as far as the Duergar are concerned.
Like their cousins, Duergar are clan-based and often enjoy warfare and battle. However, the idea of a sneaking, deceptive, back-stabbing Duergar is not unheard of--and in fact, they can make good thieves.
Overall, the Duergar consider themselves fairly independent and ignore the local politics of the sectors. They do not involve themselves in factions or take sides, unless it's necessary to protect themselves. Otherwise, they would just lock themselves in their mountains and caves, leaving Renosia with a sudden lack of weapon and armor producers.
Greed: Duergar are one of the most notorious greedy races in all of Amtar. It's often said that the Duergar hoard more gold pieces than dragons, even. This is due to the Duergar belief that a person's fortune determines their position in the afterlife. A very wealthy person can bribe their way into a nicer afterlife than a poor person could. Therefore, as far as they believe, the afterlife has nothing to do with alignment or behavior, but wealth. A Duergar who is bankrupt is a fate worse than death. Since there is no set amount that is believed to be sufficient, even the wealthiest Duergar will strive to make more.
Rarely do they hoard their wealth, though. The smarter ones will invest their fortunes into businesses in hopes of generating even more income. This is, of course, a risky endeavor. As a result, Duergar tend to know a great deal about business contracts, deals, trade unions, and economics.
Clans: Many Duergar recognize that it is often easier to make money in groups than as individuals, and so form guilds and clans. Because they take their business endeavors so seriously, if two or more clans are operating in the same area on the same business, it is not unheard of for them to go to war with each other. The victor, of course, inherits the wealth and benefits of the defeated clan.
The most powerful clans even begin to operate as crime families, not unlike the mafia. They will form protection rackets, 'rub out' the competition, and hold blood feuds with rival families. In fact, the leader of a Duergar clan is often given the title of 'godfather.'
Attitudes: The Duergar tend to view the other races as either naive customers to be swindled or potential business partners (the Duergar word for 'business partner' is the closest thing in their vocabulary to 'friend'). They are often surprised by how little the other races seem to understand business and thus feel no problem in lightening their pockets (the foolish do not deserve such riches). If a Duergar meets a non-Duergar who is particularly business savvy, they will show them more respect.
The Duergar will outright avoid the Drow when they can. The two races often compete for mithril and other precious metals, and the Duergar learned early on that the wise do not mess with the Drow if they wish to live long enough to accumulate a good fortune.
They often compete with orcs, ogres, and goblins (as well as other subterranean races) for land and resources. They have a great distaste for cultures that are too primitive to even have a stable system of economics.
Marriage/Family: Duergar marry for the same reason they do anything else--for money. All marriages are arranged, usually as a way to seal a business agreement. Thus a Duergar with many daughters, particularly pretty ones, is considered quite lucky.
Duergar are monogamous and cannot take on more than one wife. This is because there tend not to be just enough women in any given Duergar society to pair up with one man each. It's also fairly common for men to have mistresses, but only children produced by their legal wives can be counted as heirs. If a single Duergar woman becomes pregnant, the child is considered hers and hers only, regardless of who the father is.
Divorce is possible, but usually too expensive to even consider. This is because the Duergar are the only people on Amtar who have developed anything resembling a pre-nuptial agreement. When a couple marries, they sign a contract that generally stipulates that if the male files for divorce, the woman gets most of his fortune.
Children are produced to make their lives easier. Daughters can be used as leverage in a business deal and sons are viewed essentially as a source of free labor.
Food/Drink: Like most dwarves, Duergar have a love of ale and beer, particularly their own brand of Dwarf Spirits. A typical Duergar meal would generally consists of mushrooms or moss, along side a slab of rothé (a form of cattle that dwells underground). Some Duergar have a tendency to eat charcoal. This is often considered a nasty habit.
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 Deep Veldt in hopes of finding ruins of the once great empire, hoping to salvage some wealth and technology from the days of yore.
Duergar in particular are descendants of those dwarves who remained in Renosia and dug deep into the Deep Veldt. Generations of being exposed to the mystical radiation down there has mutated them, and given them unique powers to allow them to survive. But the harshness of the land has also made them colder, and more pragmatic, than their cousins on other continents.
Gaming Notes: Duergar rules from the Complete Book of Dwarves are used.
Height - 41/40 inches + 2d6
Weight - 95/75 pounds + 5d10
Infravision - 120 feet
Ability Score Adjustments:
-2 to Charisma, +1 to Constitution
Ability Scores:
STR 8-18
DEX 3-17
CON 11-18
INT 3-16
WIS 3-18
CHA 3-15
Classes Allowed:
Fighter [12]
Demi-Ranger [12] (Guardian, Mountain Man, Warden or Spelunker kits only)
Demi-Barbarian [12] (Brute and Wizard Slayer kits only)
Cleric [12]
Demi-Shaman [12] (Flamespeaker or Witchman only)
Specialty Priest [20]
Thief [14]
Demi-Bard (Chanter [12], Herald [7] or Skald [14] kit only)
Fighter/Thief
Fighter/Cleric
Fighter/Chanter or Skald
Special Abilities:
1.) Duergar are stealthy. Parties or individuals at least 90 feet ahead of non-Duergar gain a surprise bonus. This causes a -2 penalty to the opponent's surprise rolls. If a door or other screen is opened, the bonus is lost. Duergar receive a +2 bonus on their own surprise rolls.
2.) In addition to the standard dwarven saving throw bonuses against magical attacks, Duergar are unaffected by paralysis, illusion, and phantasm spells. They are immune to all magical and alchemical poisons. Against natural poisons they gain the standard dwarf saving throw.
3.) Duergar possess the innate magical abilities of Enlarge and Invisibility. They can use each of these powers once per day. A Duergar uses the Enlarge ability as though they were a wizard twice their own level. At 2nd level, a Duergar uses Enlarge as though they were a 4th level wizard. They may use it only to affect themselves and whatever they are wearing or carrying.
4.) Duergar are adversely affected by bright light such as sunlight or a Continual Light spell. They are not affected by the light of torches, lanterns, magic weapons, Light or Faerie Fire. Affected by bright light, a Duergar's ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a Duergar is in darkness but his opponents are in bright light, their Dexterity and surprise advantages are unaffected, but they suffer a -1 penalty to attack rolls.
5.) Ogres, trolls, and giants suffer a -4 penalty to hit Duergar.
6.) Duergar require 20% additional experience points to level up.
For this game:
Generally speaking, Duergar aren't fond of the surface and usually prefer to stay below in the Deep Veldt. If they do emerge, they prefer to do so during the night. There are those that are exceptions, though. Those who have been banished or exiled, for instance. Also, some even take a liking to the surface world, despite the harsh glare of the sun and regularly do business there and even set up homes there.
Drow (Dark Elves)
Drow are typically shorter than other elves, and can be easily identified by their unusual coloring--ebony black skin, ivory white hair and crimson red eyes. They are just as beautiful as their surface cousins, but far deadlier.
'Drow' is a nickname, popular among the surfacers, coming from an old Dwarven word meaning 'monster.' Their true, elven name, is 'Mai'annori' which translate into 'Children of Death.' The drow have carved a home for themselves in the Deep Veldt, and only rarely appear on the surface. When they do, though, it is always an event. Even one drow is said to be capable of wreaking havoc upon the surface, although it's hard to say how much of that is true and how much is just legend borne from fear.
Drow hate the sun even more than the duergar. It not only blinds them, it damages their magic and their crafts. Indeed, it is often said that the drow could easily conquer the entire world, if only were it not for the accursed sun preventing them from doing so.
Most drow are Chaotic Evil. They deeply hate their surfacer cousins, seeing them as weak and the main cause for the fall of the great elven Empire of Ruara that once was said to cover all of the globe. They blame them even more than they blame humans for their fall.
History:
Ask any elf, and they will tell you, they are the first people. 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.
One such splinter group of elves that abandoned the forests were the drow, a faction who believed that the Elves should have wiped out the other races when they still had the chance, and were destined to rule the world over the 'lesser' races. They remained in Renosia after the war and sought a new home deep underground, in the Deep Veldt. It is said the magical radiation down there, so close to the planet's core, warped and changed their appearance and gave them strong, inherent magic.
Government and Family:
Drow society is matriarchal, with female drow holding the majority of power. Male drow are entrusted with the relatively unimportant jobs of swordplay and some sorcery. Women, on the other hand, command the important positions in drow society. They are the priestesses of Renos.
The drow are all divided up into houses. These houses are ranked in importance and dedicated to a single goal, not unlike a caste system. One can usually identify what house a drow is from by the signet they wear of an animal.
The houses are as follows:
House of the Rat: The lowest house, these are the merchants and clerks of the drow. They are also the ones most likely to be encountered on the surface, as their profession often forces them to mingle with the lesser races. (Although considered the lowest house, it should be noted that even drow from the House of the Rat are considered of higher status than humans and other demi-humans).
House of the Serpent: This house is primarily made up of assassins, thieves, and rogues. Few have ever seen one in action, though, because they are experts at stealth and quick kills. And they tend not to leave witnesses.
House of the Scorpion: The warrior caste. They also are the ones that forge the secret metal known as Orichalcum (also called dark steel or nightstone). Orichalcum is so full of magical power, that it's actually possible to cast spells while wearing armor of the substance. Nobody really knows where the metal comes from or how it works. However, if exposed to direct sunlight for even a few minutes, it is completely drained of all magical power.
House of the Spider: This is the house of wizards, sorcerers, and warlocks. Please note that while most drow are associated with spiders in common AD&D lore, only the wizards are on Amtar.
House of the Wolf: This is the house dedicated to priests and the worship of Renos. They are known for their short tempers and violent outbursts.
House of the Dragon: This is the highest house, and it holds the most influential and powerful drow. It is essentially the 'noble' caste. The Drow Overlord comes from this House, and usually is the only member of the House of Dragon any surface dweller will ever see.
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. Unfortunately, Drow works are unable to exist outside of the Deep Veldt, and the items disintegrate, albeit slowly, when away from its radiation.
Gaming Notes: Drow rules from The Complete Book of Elves are used.
Height - 50/55 inches + 1d10
Weight - 80/95 pounds + 3d10
(The first number is for male, the second for female.)
Infravision - 90 feet
(Drow infravision is so intense that their eyes actually radiate heat; someone viewing a drow through infravision sees two burning eyes atop a normally glowing torso.)
Ability Score Adjustments:
+2 to Dexterity, +1 to Intelligence, -2 Charisma, -1 Constitution
Ability Scores:
STR 3-18
DEX 8-20
CON 7-17
INT 9-19
WIS 3-18
CHA 6-16
Classes Allowed:
Fighter [12]
Demi-Paladin [12/12] (Elven Trooper only)
Demi-Barbarian [12] (Brushrunner, Forest Lord and Islander kits only)
Ranger [15]
Mage [15]
Specialist Wizard (Diviner, Enchanter) [15]
Cleric [12]
Specialty Priest [20]
Demi-Shaman [12] (Dreamwalker or Seer only)
Thief [12]
Bard (Herald [6], Loremaster [12], Meistersinger [15], Minstrel [15] or Vagrant* [9] kits only)
Fighter/Mage
Fighter/Thief
Mage/Thief
Fighter/Mage/Thief
Mage/Minstrel
Thief/Vagrant
(*Vagrant kit is called another name in the Complete Bard's Handbook that is considered a racial slur, so I prefer to call it Vagrant instead.)
Special Abilities:
1.) Once per day, all drow can use the spells Dancing Lights, Faerie Fire, and Darkness. They achieve this through force of will, rather than spell components.
2.) A 4th-level drow can cast Levitate, Know Alignment, and Detect Magic once per day. In addition, a drow noble can cast Clairvoyance, Detect Lie, Suggestion, and Dispel Magic once a day.
3.) At the start, drow are 50% magic resistant, and every level they rise increases the resistance by 2% (to a maximum of 80%). Multi-classed drow use the higher level to determine this bonus.
4.) In addition to their high magic resistance, drow also receive a +2 bonus on all saves involving magic. This includes those devices that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.
5.) Drow cannot see in bright light. Any light greater than that of torches (including bright sunlight) will blind them and severely affect their ability to fight. Wan light, like that of a light spell, does not trigger this disadvantage. Bright light causes the drow to suffer, temporarily, -2 to Dexterity. Attack rolls are made at a -2 penalty, and opponents gain a +2 save against drow spells if they are within the light. When a drow is in darkness and his opponents are in light, they retain their Dexterity and surprise advantages, but still suffer a penalty on attack rolls.
6.) If the drow spends more than two weeks away from the subterranean caverns of the Deep Veldt, the special advantages fade at the rate of one power a day. This starts with the most innate spellcasting and works down to the least powerful. Thus, a drow noble would first lose Dispel Magic, followed by Suggestion, Clairvoyance and Detect Lie. Drow magic resistance is lost at a rate of 10% per day. This process can be halted and the powers regained if the drow returns to the Deep Veldt and spends one day there for each week spent aboveground.
7.) All other elves hate the drow, and reactions to them are with at least a -4 penalty. This modifier is cumulative to any kits the drow player may be using. Only after a particular elf comes to accept a particular drow as a friend, does this penalty disappear.
8.) Drow require an additional 20% experience points to level up.
For this game:
Like with the Duergar, few Drow come to the surface for very long. Not only must they deal with the blazing sun, but their powers wane when away from the Deep Veldt over time. Sometimes it is necessary to do business on the surface, especially with the fiend population, but they usually restrict themselves to only visiting at night. However, there are exceptions. Those who are exiled, those on the run, and on occasion, those who abandon their people's ways entirely.
Svirfneblin (Deep Gnomes)
To most surface dwellers the gnomes of this people are mysterious denizens of the Deep Veldt about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.
These diminutive inhabitants of the Deep Veldt are as tenacious at survival as the just-cited opinion by their mortal enemies indicates. Unlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely self-reliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.
Why do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in any other subrace.
The gem that most draws the interest and devotion of the Svirfneblin is the amethyst, which is the predominant symbol of their people. The Deep Gnomes view these violet stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Amethysts are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of amethysts around his or her crown, with others of the precious stone set in the throne and sceptre.
Svirfneblin average between 3 and 3 1/2' in height, rarely exceeding this norm by more than an inch or two. They are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome.
Like their cousins of the other gnomish peoples, Svirfneblin have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies; most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-colored, predominantly brown or gray. Eye color is always a shade of gray, sometimes so dark as to be almost black.
The Svirfneblin are not so long-lived as their surface-dwelling kin; a good number meet a violent demise before this time is up. They mature relatively quickly, however. A Svirfneblin is assumed to reach adulthood somewhere around the age of 15, though this milestone is not marked by any grand ceremony such as is performed by the Rock Gnomes. Indeed, the Deep Gnomes don't even keep track of the passage of days, so there is no way to record one's actual "birthday."
The most valued common skill among the Svirfneblin is that of the miner, with perhaps 75% of any given community's adult males devoting themselves to that pursuit. Svirfneblin miners are exceptionally able with pick and shovel, capable of chiseling a passage through solid stone more quickly than Rock Gnomes or even dwarves. While mining is broken into specializations, such as choppers (who do the actual pickaxe work), scouts (who locate promising veins for excavation), and haulers (who carry the tailings away from the scene), a Deep Gnome miner will be reasonably proficient at all aspects of his trade. The most alluring target of the Svirfneblin miner is, naturally, gems. However, these diligent diggers will also pursue veins of metal, including gold and silver, and they also occasionally gather a stockpile of coal or iron ore--from which they make a very passable steel.
A smaller percentage of the Svirfneblin work force (perhaps 10%) is engaged in the processing and finishing of the gemstone material excavated by the miners. These include polishers, smelters, carvers, and smiths. Though they lack a bit of the exceptional detail skill of the Rock Gnomes, in the other areas they are at least as proficient as their surface-dwelling cousins. Indeed (and unlike Rock Gnomes), Svirfneblin blacksmiths can possess exceptional skill. Their weapons and tools are generally made by Deep Gnome artisans, and these are nearly the equal of the products of the highest level of dwarven craftsmanship or Drow weaponsmiths.
Perhaps because suitable habitat is harder to find in the Deep Veldt than on the surface, Deep Gnome communities tend to be larger than those of the Rock Gnomes. Generally the Svirfneblin live in thriving cities located in deep cavern networks, often with more than a thousand residents. However, these communities are generally separated by great distances from any others of the same subrace, and thus they tend to be more insular than the towns of the gnomes who dwell on or near the surface. Indeed, most Deep Gnomes live out their lives without ever seeing another Svirfneblin community beyond the one in which they were born.
Still, festivals and celebrations are as common among these gnomes as they are on the surface--it's just that the Svirfneblin don't travel from far distances for the gatherings. Instead, each community tends to have its own special observances, and though the whole city will turn out for many of them it is rare that any outside guest would be admitted. Also, these celebrations are not tied to recurring cosmic events, such as solstices or eclipses; instead, they occur when the city's priests declare that they are due. These instigations occur more for political and psychological reasons than by any regular passage of time.
In fact, it's worth noting that Svirfneblin don't even measure the passage of their lives in years--after all, the cycle of seasons has little meaning amid the eternal chill of the Deep Veldt. However, if the priests notice that the production of the workers has begun to lag, or tempers are growing short among the chieftains and warriors, they will act hastily to initiate a grand festival full of pomp and song, good food and potent (one hesitates to say 'good') beverage.
Svirfneblin festivals are often invoked to recall great events of the past, though again these recollections bear no calendar relationship to the occurrence being commemorated. However, if teams of miners are preparing to embark on one of the periodic quests for new gems that propel so much of Svirfneblin activity, then the priests and illusionists will recall stories of grand expeditions in the past, even trotting out sacred objects encrusted with the jewelry made from the proceeds of these previous missions. Similarly, if a war is being contemplated, or a raid against some marauding monster becomes necessary, the warriors will be sent off with tales of great military campaigns in the past. It's interesting to note that these war stories are not all tales of victory--the Svirfneblin, perhaps because of the many defeats they have suffered over the years, have a keen interest in doomed causes and will draw considerable emotional support from the story of a dramatic last stand made by their forefathers. Even cautionary tales, such as the obliteration of a city by treacherous Drow attack, are related at these celebrations and used as a warning against future lapses of vigilance.
Another unique aspect of Deep Gnome society is that roles are far more rigidly determined by sex than in any other gnomish culture. Males perform all of the mining and warrior work that occurs beyond the borders of the community cavern, as well as most types of jobs within the city as well. Females concern themselves almost exclusively to the vital tasks of raising and preparing food (in the great mushroom farms that are a part of every Deep Gnome city) and the care of the young. In fact, females venture out of their cities so rarely that even the Drow have never encountered any in the neutral territory of the Deep Veldt. Both sexes wear nondescript clothing which, with their ability to stand absolutely motionless, helps them avoid being spotted by enemies.
Besides the many types of fungi that are the staples of the Svirfneblin diet, Deep Gnomes sometimes maintain a small herd of rothe or other underground mammals. They are also fond of fish, and each city is likely to have several shallow lakes where blind trout and other subterranean delicacies are bred and captured. Deep Gnome women are responsible for tending of all these food sources and serve as the fishers and cooks as well as the farmers and herders. Also, salt is an important part of every Deep Gnome meal and is one of the most valued commodities in the trading of the Deep Veldt. In fact, most Svirfneblin food is so heavily salted that a typical surface dweller would find it quite unpalatable.
As a beverage the Svirfneblin prefer for daily use a pungent brew made (naturally) from fungi, fermented by a unique process that involves great amounts of salt and not a little fish protein. It is highly intoxicating, tasting somewhat like an oversalted and watery fish chowder. It has been tasted by a few courageous non-Svirfneblins who (when they finally regain their voices) tend to decline a second serving.
The Svirfneblin also distill a strange drink known as Gogondy about which little is known other than it is deep red in color, kept in wrought iron bottles, and potent beyond belief. It has been called the finest wine in the world and is said to grant strange visions to those who drink it, but more than one human who drank it has promptly fallen asleep for decades or died after the first glass with horrified looks on their faces. The Deep Gnomes prize Gogondy almost as much as amethysts and will only give or trade it to their most trusted friends, making it rare indeed.
The Svirfneblin survive in domains that are populated by many implacable enemies. The two most dire among these are the kuo-toa and the Dark Elves, who continually seek to drive these gnomes from territory they consider rightfully theirs. Svirfneblin rarely encounter surface-dwelling gnomes, and the latter find them little less puzzling than do those of other races.
The cities of the Deep Gnomes are vast and complex places. Many layers of caverns, tunnels, and buildings are connected by narrow corridors and spiraling staircases. Generally, however, at least the central part of the city will occupy a single large cavern, with narrow streets winding among tall stone buildings. If large stalagmites are present, high-ranking Svirfneblin will claim these and excavate the interiors for the private homes; most residences, however, are carved into the natural bedrock of the earth.
Because of the confined nature of the environment, the home of the typical Svirfneblin family is more crowded than that of their surface-dwelling cousins. Parents and children will likely be crowded into a single, rather small, chamber. Families tend to be small, however, so this is rarely more than a half-dozen individuals. They are not so clannish as the Rock Gnomes, so that the population of a city is generally an amalgamated mass of Deep Gnomes, with overriding clan structure dividing the city.
However, they also tend to be rather quick-tempered and fractious (again, by comparison to other gnomish peoples). Every Deep Gnome city is ruled by both a king and a queen, each independent of the other yet equally powerful. The king's province is mining and protecting the community; the queen controls the food supply and is responsible for the day-to-day lives of the citizens. Both posts are determined by popular choice: when a monarch dies, a contest is held to select the best possible replacement, with the winner becoming the new ruler.
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.
While many of these now freed gnomes settled down in the lands they were raised in, the Renosian gnomes realized they were too vulnerable on the surface, and so dug themselves new homes deep underground, in the Deep Veldt. The radiation there, blasting them for generations, slowly shaped and changed them, creating an entirely new subrace.
Gaming Notes:
Standard rules for deep gnomes in the The Complete Book of Halflings and Gnomes are used.
Height - 38/36 inches + 1d6
Weight - 72/68 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - 120 feet
Ability Score Adjustments:
+1 to Dexterity, +1 to Wisdom, -2 Charisma, -1 Intelligence
Ability Scores:
STR 6-18
DEX 6-19
CON 6-18
INT 3-17
WIS 4-18
CHA 3-16
Classes Allowed:
Fighter [11]
Demi-Ranger [11] (Forest Runner, Pathfinder, Stalker, Terraformer kits only)
Cleric [9]
Specialty Priest [20]
Illusionist [15]
Thief [13]
Demi-Bard (Charlatan [6], Herald [6], Professor [15], Jester [15], Jongleur [9], Riddlemaster [8] kits only)
Fighter/Illusionist
Illusionist/Thief
Fighter/Thief
Illusionist/Professor or Jongleur
Special Abilities:
1.) Detect Underground Features - Svirfneblin are very good at determining slopes (1-5 on 1d6), depth (1-4 on 1d6), and direction (1-3 on 1d6) underground, and unsafe stonework (1-7 on 1d10).
2.) Magic Resistance - Deep Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond 3rd.
3.) Saving Throw Bonuses - Svirfneblin gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead).
4.) Inherent Illusionist Powers - All Deep Gnomes radiate non-detection. In addition, all have the innate ability to cast blindness, blur, and change self once per day.
5.) Freeze in Place - Svirfneblin can remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.
6.) Surprise Bonus - Deep Gnomes are only surprised on a roll of 1 on 1d20; they surprise opponents 90% of the time.
7.) Defense Bonus - The typical Svirfneblin warrior has an Armor Class of 2, from a special armor they wear. Deep Gnomes become harder to hit as they gain experience in dodging in combat, causing their Armor Class to improve by 1 point for every level beyond 3rd, to a maximum of AC -6.
8.) Combat Bonuses - Svirfneblin make and wield stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds. Elite warriors (3rd level and above) also often carry hollow darts with acid inside (+2d4 to damage) and crystal caltrops which, when stepped on, release a powerful sleep gas.
9.) Deep Gnomes are adversely affected by bright light such as sunlight or a Continual Light spell. They are not affected by the light of torches, lanterns, magic weapons, Light or Faerie Fire. Affected by bright light, a Deep Gnome's ability to gain surprise is negated. Dexterity is reduced by -2 and hit rolls are made at a -2 penalty. In situations where a Deep Gnome is in darkness but his opponents are in bright light, their Dexterity and surprise advantages are unaffected, but they suffer a -1 penalty to attack rolls.
10.) Deep Gnomes require an additional 20% experience points to level up.
For this game:
Svirfneblin often prefer to dwell in the Deep Veldt when possible. The sun is harsh to them, and they feel safer with miles of earth above their heads, instead of empty sky. That said, there are exceptions to this. Some Svirfneblin trade with surface communities, which makes it necessary to send parties to the surface for brief times. On rare occasions, Svirfneblin communities are forced to the surface by more violent races, like Drow or Duergar. There are also those who are exiled from their homes, or lone survivors who flee to the surface to survive.
Skelm Halflings
Skelm Halflings dwell in small villages in the dense tangle of the jungles and jealously guard their territory against any and all intrusion. They are the least social of all halfling peoples: clannish, suspicious, and distrustful of strangers. Their habit of eating intruders who venture into their territory make them a danger to all unwary travelers. The Skelm Halfling is unique among halfling cultures in this horrifying dietary trait (significantly, they do not consider themselves cannibals, since they don't eat each other, only members of other races).
The villages of these essentially nomadic folk are each centered around a great stone pyramid, with a scattering of small stone buildings around it. The village is the residence of a chief and a few of his or her followers. The rest of the halflings roam a well-defined patch of forest-land, though all the clans will gather at the village once every hundred days.
Skelm halflings average about 3'3" in height. Their skin color varies widely in tone, though even the paler shades tend to be well-bronzed by the sun--since this is a subrace that, as a rule, shuns clothing. Both males and females wear their hair in long, unkempt manes, aside from priests, who usually shave their heads; otherwise, their bodies are completely hairless.
Adept at negotiating all types of forested terrain, including dense swamps, thorny thickets, mangroves, and so on, Skelm halflings utilize this natural cover to screen their villages from larger folk. A network of pathways, each less than 4' high, will pass throughout the huge, densely verdant forest.
Skelm halflings thrive in terrain where other societies might have a hard time surviving. In part, this is because they are so self-sufficient, sharing many skills among the members of a single clan. Woodcarving, weaving, hunting and snaring, tanning, pottery, herbal medicine, alchemy (including the preparation of deadly or paralyzing poisons), farming and herding, jewelry, and feather-work are all common proficiencies among the Skelm halflings.
But when they can't create their own goods, they are quick to resort to raiding and pillaging instead. Skelms are notorious for this, and many a caravan and village have come to fear the sound of their war whistles. A common saying is that if you ever encounter a Skelm raiding party, don't fight and don't surrender. Just run. If they catch you, they will kill you, skin you and eat you--and if you are very, very lucky, they'll do it in that order.
Skelms will treat members of their own people from other tribes with respect, generosity, and friendship--even if those halflings are accompanying enemies of the clan (a few renegade clans, however, refuse to recognize the common kinship, and traveling halflings are advised to avoid falling into their clutches).
As with all halfling peoples, a few Skelms are very curious about the customs and traits of other cultures outside the boundaries of their own jungles and will become wary wanderers. While they find it hard to overcome suspicions that the folk they meet on their travels are only waiting for their guard to drop before trying to kill and eat them, these bold wanderers will experiment with different types of behavior and show great openness in trying new forms of food, entertainment, and other experiences.
The only halfling people to show any inclination for climbing trees, some Skelms even make their homes in the branches of particular types of forest giants. The homes of such a village are connected by hanging bridges, often leading down spiraling ladders to additional buildings on the forest floor. A more typical camp is located in a clearing beside a steady supply of clean water. A thorny barrier, grown like a hedge to a height of 10' or more, protects the entire village except for a single, endlessly-guarded gate.
In combat, Skelms prefer short bows, slings, and daggers. Since they have little access to metal, most of their weaponry is made of wood and bone. The Skelm are also adept at the use of a very accurate blowgun which can silently fire darts up to 60'. These darts are typically coated with one of the virulent toxins or fast-acting paralytics distilled by the tribe's alchemists.
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.
The Skelm in particular were left behind in Renosia after the war. They tried to build communities, but the lands of Renosia were so tough they were often forced to commit atrocities just to survive. And eventually, it became a way of life.
Gaming Notes:
Height - 32/30 inches + 2d8
Weight - 52/48 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - None
Ability Score Adjustments:
+2 to Dexterity, +2 to Wisdom, -2 Strength, -1 Constitution, -1 Charisma
Ability Scores:
STR 3-18
DEX 12-20
CON 5-20
INT 5-20
WIS 7-20
CHA 5-20
Classes Allowed:
Fighter [9]
Demi-Ranger [9] (Explorer, Feralan, Sea Ranger or Agronomist kits only)
Demi-Barbarian [9] (Brute, Forest Lord or Ravager kits only)
Cleric [8]
Specialty Priest [20]
Thief [15]
Demi-Bard (Herald [6], Jester [9], Jongleur [12], Riddlemaster [9] or Whistler [15] kits only)
Fighter/Thief
Thief/Jongleur
Special Abilities:
1.) Skelms get all of the racial abilities of Hairfoots, except that their bonus to slings/thrown weapons also apply to blowguns.
2.) Consuming the corpse of a person heals 2 HP (only works once a day), but it inflicts a -5 reaction penalty to any non-Skelm NPCs who observe the act.
For this game:
Skelms are a clannish and largely tribal people. They tend to avoid cities and other civilized settlements, sticking to the wilds with their own people. There are exceptions, though. A Skelm that is exiled, on the run for some reason, or the sole survivor of their clan might make their way to civilization to start a new life there.
Half-Elves
Overview:
Half-elves are the most common mixed-peoples. 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.
The half-elf children of drow are the most unusual in appearance of all half-elves. Their skin is dusky grey, their hair bleached white. Their ancestry is perfectly obvious to all, and they typically find no solace or sanctuary human communities. Even worse, sometimes the drow will seek out the individual in order to expunge the blot on drow honor. However, others see half-drow as useful pawns, middlemen to deal with the surface so the drow can remain in their Deep Veldt homes.
Gaming Notes: The standard rules for half-elves in the PHB apply.
Height - 60/58 inches + 2d6
Weight - 110/85 pounds + 3d12
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
None
Ability Scores:
STR 3-18
DEX 6-18
CON 6-18
INT 4-18
WIS 3-18
CHA 3-18
Classes Allowed:
Fighter [14]
Demi-Paladin (Herald kit only) [14/14]
Ranger [16]
Mage [12]
Specialist Wizard (Conjurer, Diviner, Enchanter, Transmuter) [12]
Cleric [14]
Specialty Priest [20]
Druid [9]
Thief [12]
Bard [20]
Fighter/Cleric
Fighter/Thief
Fighter/Druid
Fighter/Mage
Cleric/Ranger
Cleric/Mage
Thief/Mage
Fighter/Mage/Cleric
Fighter/Mage/Thief
Special Abilities:
1.) Half-Elves gain a 30% magic resistance to sleep and all charm-related spells.
2.) Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.), gives the half-elven character a one-in-six chance (roll 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, they have a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2 or 3 on 1d6) of locating a secret door.
For this game:
The vast majority of half-elves in Daemon are half-drow. Consequently, they are not terribly commonplace. But many do flee to the surface to escape their drow kin or are working for them as go-betweens as they can better stand the surface thanks to their human heritage.
Hobgoblins
Hobgoblins are stocky humanoids with hairy, dark red to dark gray hides. The typical hobgoblin is 6 1/2 feet tall, has yellow or dark brown eyes, and sharp yellow teeth. Hair tends to be black in color, although those with human blood may have other hair colors. They favor brightly colored garments, especially outfits of blood red. Any leather is always tinted black. They are found throughout Renosia, but mostly in Bloodtooth.
Hobgoblins are an aggressive, militaristic people. They thrive on battle, conflict, and conquest. Perhaps the only thing more important to a hobgoblin than war is honor. They are usually Lawful Evil and are well-known for their intelligence and cunning. Hobgoblins have the same lifespan as any other people, although many die in battle before then. To a hobgoblin, it is better to die in a glorious battle than to die in your sleep.
Honor: To a hobgoblin, honor is held in even higher regard than life itself. It is better to die honorably than to live in shame, as far as they are concerned. The hobgoblins even have a form of ritual suicide (known as Heghtay) should one ever dishonor himself. This ritual involves setting the dishonored in a one-on-one fight with a superior (an officer, high priest, or even the head of the family, depending on the situation) but given a deliberating disadvantage (a broken leg, a slow spell, an unfamiliar weapon, etc.). If the dishonored dies, then he dies honorably and will pass on to the next life. If he wins, then he has redeemed himself in the eyes of the hobgoblin society.
Dishonoring oneself can be a result of breaking one of their many laws; fraternizing with the enemy; failing in one's duty; betrayal of one's family, faction, or people; or showing any form of cowardice in battle.
Honor is something that must be earned, but dishonor is something that can be passed from generation to generation. If a hobgoblin dies in shame, this shame passes on to his first born son (or closest descendant, if he has no son); it then becomes the descendant's duty to bring honor back to the family name. If a family is dishonored, they lose any social status they held in hobgoblin society and are treated nearly as bad as slaves.
War: War is not a last resort to solve conflict, but a religious experience. Hobgoblins do not war for resources, political power, revenge, land, or domination (although these are all nice bonuses); rather, they war in tribute to their preferred god, Renos. Only in the fire of combat can a person's true potential be reached; only by proving one's self on the battlefield can they become stronger. Hobgoblins hold great disdain for the ideas of peace and harmony. From their point of view, times of peace are slow and dull. It is only through war that change and growth can come about. The greatest advances in society have always come about through war, the hobgoblins often like to point out.
In combat, hobgoblins are efficient killing machines. They are brilliant tacticians, mostly from experience and education (they tend to start training their young in the art of war at an early age). Although hobgoblins despise shadowy tactics and trickery, they do not necessarily rush into any situation blindly. They are capable of ambushes, pincer attacks, and any other battle strategies available to them. They will not, however, deceive or resort to unfair advantages, like poison, mind-altering spells, or attacking a defenseless enemy.
Superstition: Hobgoblins can be a fairly superstitious lot. They tend to have lucky weapons (or other items), that they honestly believe somehow improve their luck in combat. If a hobgoblin does manage to get lucky in a fight, they tend to try and recreate whatever they did before hand, in hopes of invoking that luck again. (For instance, if a hobgoblin yells "For the Glory of Renos!" right before winning an important battle, they may try shouting that phrase before every battle.)
They also believe that if a weapon breaks before a battle, it means the battle will be lost. If a weapon breaks during a fight, it will bring horribly bad luck to its wielder. As a result, hobgoblins keep extraordinary good care of their weaponry.
Dreams are considered prophetic to hobgoblins. Their scholars often have dedicated entire tomes to interpreting dream imagery. It's not uncommon for a hobgoblin to make an important life decision based on their dreams.
Attitudes: Hobgoblins tend to view goblins, bugbears, and orcs as lesser beings. They are useful as sword fodder or slaves, but are rarely treated as equals. Hobgoblins tend to hold disdain for these races because of their chaotic and sometimes cowardly ways.
When it comes to elves, hobgoblins make no exceptions: They outright hate them with a passion. Death is usually considered too good for an elf, so they are often taken prisoner and tortured for many years. Drow are something of an exception. Their power and strength is feared, but the hobgoblins still have no love for them.
As for humans, hobgoblins consider them a mixed bag. Some are worthy of their respect; those that are fierce and honorable warriors. However, some are just as cowardly and shameful as elves.
Marriage/Family: Hobgoblins mate for life and are completely monogamous. They are as fertile as humans, and so reproduce at the same rate as them. Hobgoblins usually have small immediate families, but large extended families that usually stay close in contact with each other.
Once they reach adulthood, hobgoblins are allowed to marry. However, hobgoblins rarely choose mates based on love. Most of the time, it's chosen for political reasons, good breeding, or honor. Weddings are performed by either a priest of Renos or a high ranking general. It's traditional for the pair to wear ceremonial armor and even carry a weapon (ornamental, but real ones can be used, too) to the wedding.
If a hobgoblin's mate dies, it is allowable for them to remarry--but it is uncommon. Divorce is unheard of.
Food/Drink: Many argue that the hobgoblins' greatest contribution to modern society is the very spicy and potent brew known as Hellwine. It's concocted by fermenting special tropical peppers found only in Renosia's harsh climate. Hobgoblins prefer this drink over ale, beer, or any other spirits.
In terms of food, while omnivores, hobgoblins have a deep appreciation for meat; mutton, poultry, pork and beef, primarily. However, since many hobgoblins have grown so accustomed to the taste of iron rations, some even prefer it to regular meals.
Growing Up: Hobgoblins begin their martial training at the tender age of 7. They are taught the history and art of War foremost. Once they turn 10, they begin weapon training. Hobgoblin children prefer very aggressive games that also help improve their tactics, like capture the flag and tag. Boys and girls are trained equally, and hobgoblins hold no preconceived notions that women are in anyway inferior or unable to fight as well as a man. In fact, some of the most famous hobgoblin generals have been women.
Magic: In ancient years past, hobgoblins had a great disdain for magic. However, they eventually learned its secrets in order to even the playing field between them and elves. War Wizards and Battlemages (fighter/mages) are treated with the same respect as any warrior. Standard mages and specialists, however, are usually treated with an awkward politeness at best. The idea of one dedicating themselves to books and scrolls instead of swords and battle tends to not sit well with hobgoblins, and so usually only estranged, outcast, or the occasional black sheep takes up sorcery.
Gaming Notes:
Height - 72/68 inches + 1d8
Weight - 150/130 pounds +5d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
+1 STR and -1 CHA
Ability Scores:
STR 6-18
DEX 6-18
CON 5-18
INT 3-18
WIS 3-18
CHA 3-14
Classes Allowed:
Fighter [11]
Demi-Ranger (Giant Killer or Justifier kits only) [11]
Mage [7]
Evoker [7]
Cleric [9]
Priest [20]
Thief [12]
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Special Abilities:
1.) They can detect new construction, sloping passages, and shifting walls in underground complexes 40% of the time (1-4 on 1d10).
2.) If a hobgoblin's weapon breaks in a battle, they receive a -1 to hit for the rest of that fight. This is because they believe so strongly in this bad omen, it actually affects their performance.
For this game:
While greatly respected and valued in Bloodtooth, in Daemon, Hobgoblins are just another people, not in any way special. Many serve in the military or as guards, as their fighting skills are often sought after.
Goblins
Goblins are small humanoids, growing to a height of about four feet tall. They have flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. Though they walk upright, their arms hang down to their knees. Their dull, glazed eyes range in color from bright red to gleaming yellow. Their speech is harsh and of a higher pitch than humans. Their skin is normally a dull green. They can be found just about anywhere, but the largest concentration is in Umbra.
Cowardice: Goblins are generally Neutral Evil in nature, and often they are great cowards as well. They avoid direct confrontations whenever possible, preferring the safety of ambushes. They use simple, even crude, strategies and tactics. They do not believe in fair fights, for many-on-one works much better than one-on-one in the goblin mindset. To the goblins, groveling is considered an art and it is often used to get out of tight spots or lure victims into a false sense of security.
Perhaps because of this rather dishonorable attitude, most races have nothing but disdain for goblins, sometimes equating them with vermin like rats and cockroaches. There are even those humans and dwarves who enjoy the 'sport' known as goblin-hunting, which is a form of extermination of goblins. These people will take out entire communities of goblins, not just for pay and fun, but to keep their numbers down.
Home: Goblins live in dank caves and dismal underground dwellings when they can, however some also make their homes in forests, swamps, and even the occasional human city (usually the larger ones with a slums district). They try and avoid coming out in daylight, but some have learned to adapt to it. Goblins and their lairs carry a foul stench, due to their lack of sanitation. They have no concept of privacy, which can make for some rather amusing or embarrassing moments when they are interacting with other races. Only leaders and priests are afforded private areas.
Darkness: To the goblins, the darkness is sacred. It hides one's sins and embarrassments, gives one freedom to act how they would like, and often gives them a tactical advantage in battle. To the goblins, the sun is a horrible curse, and is indeed, often used in their profanities ("May the Sun burn out your eyes" is a popular one.) One of the most sacred days in goblin culture is a solar eclipse, which they refer to as 'Biting the Sun.'
Wolves: Many goblins have learned over the years to tame wolves and other wolf-like creatures (worgs, dire wolves, winter wolves, etc.) and use them as mounts and guardians. It creates a symbiotic relationship between the two, as the wolves get good treatment and food, and the goblins get protection and mounts. Wolf riders are considered something of an 'elite' among goblins, and are usually given respect and admiration from their kinsmen.
The bond between wolf and goblin is extremely strong and powerful, usually being forged as soon as the rider and wolf are paired. The word used to describe this intimate bond is known as 'buku.' Although there is said to be no goblin word that translates into 'love', it's believed that 'buku' is as close as one can get. Goblins have been known to do things that can be downright noble in order to protect their wolf mounts.
Marriage/Family: Women are not afforded the same rights as men in goblin society, and women are never taught how to fight. Their role is to service the men and care for the young. Goblin marriage is closer to bartering, than a sacred union of two souls. Women are not allowed to choose their mates, but rather are sold to their husbands by their parents. The richer and more influential the family, the more expensive the daughter.
Some goblins can even afford to take more than one wife, usually assigning them different duties (for instance, a goblin with three wives may assign one to cook and clean, one to care for the children [even children that are not biologically hers] and the third to tend to his own needs and wants). However, this is usually only seen among wealthy goblins; most are too poor to afford more than one mate.
Divorce occurs at the will of the man, for whatever reason he likes. The woman that is divorced is discarded, usually left for dead unless another man claims her.
Female goblin PCs are usually outcasts or runaways who dream of a life of independence and freedom.
Gaming Notes:
Height - 43/41 inches + 1d10
Weight - 72/68 pounds + 5d4
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
-1 to STR and CHA; +2 to DEX
Ability Scores:
STR 4-15
DEX 4-17
CON 5-16
INT 3-18
WIS 3-18
CHA 3-12
Classes Allowed:
Fighter [10]
Cleric [9]
Priest [20]
Thief [12]
Fighter/Thief
Fighter/Cleric
Cleric/Thief
Special Abilities:
1). They can detect new or unusual construction in an underground area 25% of the time (1 or 2 on 1d8).
2). Bright light hurts goblin eyes, giving them a -1 penalty in bright sunshine.
3). Goblins all receive a +1 reaction when dealing with wolves or wolf-like creatures. This excludes werewolves or wolfweres, but does include wolves, worgs, dire wolves and winter wolves.
4). Ogres, trolls, ogre magi, giants, and titans suffer a -4 to hit penalty when fighting goblins.
5). Groveling. A goblin may attempt to grovel at any time he is in a dangerous situation and is not immediately engaged in melee. He may throw himself on the mercy of his attacker, or faint in the hope that they will be ignored in the ensuing battle. This causes his opponents to make a saving throw vs spell. If they are successful they may attack the goblin. If they fail they may not attack him for 1d6 rounds, but they may restrain him or tie him up. At fifth level, the saving throw is made with a -2 penalty, at ninth level the save is made at a -3 penalty and at thirteenth level it's made with a -5 penalty.
For this game:
Goblins can be found just about anywhere, including Daemon. They're usually something of an underclass, living in slums or other poorer city districts.
Tieflings
Of all the plane-touched, none precipitate as much fascination--or as much fear--as tieflings. Whereas aasimar are obviously touched by a celestial spark and genasi have the potency of the elements running through their veins, tieflings are enshrouded with the mysteries of an unnamed influence.
This influence stems from the lower planes. That stigma follows all tieflings through their lives. Loners by nature, they make their own paths out of necessity; no tiefling culture exists to aid the outcasts, since no two tieflings are alike. As distinctive from humans as they are from each other, tieflings tend to be wary and distrustful due to the reactions they come to expect from others. Tieflings take care of themselves, for they learn early that no one will take care of them.
Like all plane-touched, tieflings births are random, and nobody is entirely sure what causes these mutations. But it has been noted by scholars that tieflings are far more likely to be born in Renosia, especially Daemon, than anywhere else, suggesting that close proximity to lower plane influence has some role to play. However, tieflings can be found all over the world, often born from perfectly normal parents. However, a tiefling has a much higher chance of having tiefling children than someone from another people would.
Gaming Notes: Standard rules used from The Planewalker's Handbook.
Height - 59/57 inches + 2d10
Weight - 140/90 pounds + 6d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
+1 INT and CHA, -1 STR and WIS
Ability Scores:
STR 3-18
DEX 7-18
CON 3-18
INT 9-18
WIS 3-18
CHA 9-18
Classes Allowed: (Note that single-classed tieflings gain a +2 to all level limits)
Fighter [12]
Demi-Paladin [12/10]
Ranger [11]
Mage [14]
Specialist (Transmuter, Conjurer, Enchanter, Diviner) [14]
Cleric [10]
Priest [20]
Thief [15]
Bard [15]
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Mage/Thief
Cleric/Thief
Special Abilities: (Note, tieflings can have standard abilities or roll them randomly. The following are the standard ones. See the DM about randomly rolling abilities.)
1.) Tieflings can cast Darkness 15-foot radius once per day.
2.) Tieflings suffer half damage from all cold attacks.
3.) Tieflings gain a +2 to all saving throws against fire, electricity and poison.
For this game:
Tieflings in Daemon are usually treated with great respect or fear. People tend to assume they have strong ties to the fiends. Even those who don't will pretend they do, or at least not clear up that misconception, as it works in their favor. Tieflings tend to be fairly rare, but in Daemon they are quite commonplace. Each new generation contains more and more, ever since the end of the Carnage War.
Genasi
The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone--these things are as much a part of the genasi as flesh and blood. The genasi are plane-touched beings, born with an elemental spark that shapes their lives.
These extremely rare beings inspire more distrust and prejudice than other plane-touched, for public opinion regards them as more alien. In general, they also maintain a contempt for other races and an air of superiority that doesn't endear them to anyone.
It's often assumed that genasi of differing elements have a natural racial hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of their kind, not just those of different elements. Not surprisingly, two genasi (or more) are virtually never encountered together.
Their elemental nature is often extremely evident. Individuals nearly always display a physical characteristic or two that reveals they are more than simply human--skin or hair color, a special aura, or some other manifestation almost always marks them. Further, each type of genasi usually displays personality traits relative to their elemental nature. While each genasi is a complex individual, some remain virtual caricatures of their heritage. Fire genasi are often hot tempered and quick, while earth genasi are slow and methodical.
Like all plane-touched, genasi births are random, and nobody is entirely sure what causes these mutations. But it has been noted by scholars that fire genasi (and fire adjacent genasi) are far more likely to be born in Renosia, especially Brimstone, than anywhere else, suggesting that close proximity to the elemental plane of fire has some role to play. However, genasi can be found all over the world, often born from perfectly normal parents. However, a genasi has a much higher chance of having genasi children than those from another people would.
Fire Genasi
Fiery and hot-blooded, the heat of white flame burns in the hearts of the flame lords. They claim to be forged rather than born (although this is untrue, and is merely a metaphor).
Many fire genasi that are born are slain outright by their more normal parents, but those who survive such a fate grow up to be flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in moral society.
Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior--they are avatars of this fearful, destructive energy. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil.
In personality, these elemental creatures stay true to their heritage--full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss.
Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accoutrements to gaudy and lavish ones.
The physical appearance of these individuals usually includes one or more of the following traits:
- Deep red or coal black skin
- Deep red hair moving on its own like waving flame
- A voice crackling like the sound of fire burning
- Perpetually warm flesh, even hot to the touch
- Fiery red eyes glowing with the intensity of flames
Magma Genasi
'Slow, but burning with intense energy' is the description often used to describe the Explorers of the Lava.
Like their close cousins the Earth Gensai, Magma Genasi tend to be ponderous and deliberate in their outward motions. However, this slow, monolithic movement disguises a fiercely active and intelligent mind. As a consequence, the curiosity typical of all Para- and Quasi-Genasi manifests in Magma Genasi as a desire to explore, investigate, and truly understand the world in a scientific way. Magma Genasi are usually among the most profound philosophers due to their constant inquiry into the nature of the world.
Magma Genasi almost always become active travelers. Traversing from town to town and exploring the vast variety of the world is certainly one way to learn more about it, after all. Other Magma Genasi have gone on to become noted naturalists and researchers, such as Braus Horfand, who wrote the seminal work on the ecology of the Lower Planes.
Appearance-wise, Magma Genasi tend to be thick and bulky, but more rounded than their Earth Genasi counterparts. Their skin is warm (even hot) to the touch, and is usually black or dark brown, and laced with streaks of red or bright orange.
Smoke Genasi
Cities in general (especially those with lots of smoke and/or smog) come to provide Smoke Genasi with a measure of psychological security. Consequently, Smoke Genasi are dedicated and enthusiastic city dwellers. Naturally, this doesn't mean that they're always happy and cheerful about their lot in life. They have the same problems as the average person, after all. But Smoke Genasi are fascinated by city life like no other people in the world. They can gaze for hours at the endless ebb and flow of traffic on a city street, watching the intricate patterns of life play themselves out on the cobblestones. And the rare Smoke Genasi planewalkers will travel from city to city on the planes, exploring them, learning their customs, and so on. Indeed, some of the best travelogues on the Planes have been written by Planewalking Smoke Genasi.
Smoke Genasi always have a faint odor of smoke about them, and this odor usually indicates their mood. The pleasant odor of smoked cedar, for instance, may indicate that the Smoke Genasi is in a generous mood, while a sharp and acrimoniously smoky odor might indicate anger or jealousy. Smoke Genasi usually also have dark gray hair that moves of its own accord like smoke coming off a fire, or mottled gray skin which seems to change coloring and pattern from moment to moment.
Radiance Genasi
Radiance Genasi (known among themselves as Disciples of the Incandescent Colors) find the world to be extremely underwhelming. Radiance Genasi dream of a land where every moment of their existence is surrounded by, and suffused with, a scintillating, never-ending display of the most beautiful colors and lights in the universe. So when they wake up, they're confronted with a world that is, to them, exceptionally dull, drab, and dreary.
Like most genasi, Radiants have an overpowering curiosity and need to explore. For Radiance Genasi, this almost always manifests itself as an attempt to either seek out, or to create, things and locations which, to their minds, introduces "beauty" into the otherwise dull, bland tableau of the world.
To their credit, Radiance Genasi tend to be an open-minded lot, and as such they're willing to try and understand "beauty" from the perspective of the "less-gifted" non-Radiance Genasi. What this means in actual practice is that most Radiance Genasi turn their attentions towards artistic endeavors, either creating art themselves, or seeking out art made by others.
Historically, Radiance Genasi who are still first starting out tend to focus their artistic efforts on things which somewhat remind them of their dreams (i.e. works of art which feature lots of light and color). As Radiance Genasi grow and adapt, however, their horizons often broaden to allow them to appreciate other forms of art, such as music or poetry or literature. In some cases, their horizons broaden sufficiently that they learn to appreciate art which most folk wouldn't consider "beautiful" at all (Kobold "dung-and-maggot" sculpture, for example). Radiance Genasi who become thieves usually become art thieves.
Radiance Genasi who create art tend to be quite good at it. Probably the most famous of these is the woman known simply as The Coruscate, who has the ability to make achingly beautiful sculptures out of "solid light." How she shapes the lights and keeps them mobile, suspended, and permanent is unknown to everyone but her.
Additionally, despite the general truth that Para- and Quasi-Genasi do not suffer from the racial arrogance which afflicts normal Genasi, it is also true that Radiance Genasi tend to be more prone to this arrogance than the rest of the Para- and Quasi-Genasi. This is because, in their eyes, the world is incredibly drab and bland, and this, combined with the inability of non-Radiance types to appreciate (or even to survive) the beauty of the world, often makes them feel superior.
Radiance Genasi are visually striking. Their skin is always a vibrant, distinctive color (green, blue, purple, and so on), and their hair is usually a violently contrasting color from their skin. Their skin also glows faintly and is warm to the touch.
Ash Genasi
In many respects, Scions of the Dying Embers are the opposite of their Smoke Genasi counterparts. Whereas Smoke Genasi prefer the closed-in hustle and bustle of a well-populated city, Ash Genasi have little use for large cities and even less use for crowds. Rather, they have a very solitary outlook on life, even more so than other genasi, and this outlook manifests itself in the Ash Genasi's natural dislike of cities and crowds. This isn't to say that Ash Genasi are anti-social or that they don't like the trappings of civilization; they just prefer a less hectic existence free of large concentrations of civilization.
In some cases, Ash Genasi take a liking to a particular area and settle down to live out a simple, comfortable existence. In other cases, they become travelers, going from place-to-place experiencing a variety of rustic towns, isolated villages, and remote wilderness regions. Note that a sweltering, unpopulated tropical jungle, a relatively clear and difficult-to-reach plateu in the badlands, and the ancient ruins of a long forgotten city would all be equally attractive to the average Ash Genasi.
Ash Genasi usually have dark grey skin, and their hair will be dark grey with flecks of white. Most Ash Genasi leave an ashy residue on anything they touch, and they usually smell like burnt wood.
Death Genasi
Of all the Genasi (Para-, Quasi-, or otherwise), none are regarded with more suspicion and fear than the Negative Energy Genasi -- known among Planars as Negatai, and among themselves as Sceptres of Unlife. They're not a particularly common type of Genasi, but the few that have survived until adulthood have left quite an impression.
Growing up, Negatai discover life -- and death -- in abundance. Life is a foreign concept to them, in much the same way that Chaos is a foreign concept to Modrons. But Negatai understand death perfectly. And this is part of the reason why they're so feared.
Every so often, a Negatai will be unable to cope with being surrounded by vibrant, incessant life. So, in order make themselves more comfortable, the Negatai will begin killing folks. Some don't even bother to be subtle about it, and will publically mow down innocent civilians until taken out by the the local constables. Others are a bit craftier, and can carry on a campaign of grisly killings for years before being caught.
Now, the actual fact of the matter is that most Negatai are just like any other person. It's very rare that one of them flips out like this, and there aren't a whole lot of them in the first place. So these killing sprees don't happen too often. But when they do, it tends to stick in collective consciousness of the people, and all Negatai have suffered by being associated with their infamous, bloodthirsty brethren.
Like all Genasi, Negatai are quite curious about the world. However, Negatai have a deep connection to death and undeath. This has an effect on the Negatai outlook as one might expect, and their curiosity is shaped appropriately. Most of them are fascinated (some might say "comforted") by death and the dead. Again, this is because they have an innate and natural understanding of death, but not of life. Regardless, this fascination manifests itself in various ways. A lot of Negatai -- especially the fighters -- roam the world learning the various death rituals of different cultures. They do this so that they may give the appropriate "last rites" to foes they've slain in combat. Others become Necromancers, learning the hidden magical secrets of life (and death). Still others become priests of Renos.
All Negatai have jet-black skin. Their skin is so dark, in fact, that it seems to absorb light. It's also very cold to the touch. No other distinguishing features have been recorded.
Gaming Notes:
Fire
Height - 60/59 inches + 1d10
Weight - 150/100 pounds + 5d10
Magma
Height - 61/60 inches + 2d8
Weight - 160/110 pounds + 6d10
Smoke/Radiance/Ash
Height - 60/59 inches + 1d10
Weight - 150/100 pounds + 4d10
Death
Height - 60/59 inches + 1d12
Weight - 150/100 pounds + 6d10
(The first number is for male, the second for female.)
Infravision - 60 feet
Ability Score Adjustments:
Fire +1 INT, -1 CHA
Magma +1 STR/INT, -1 DEX/CHA
Smoke +1 DEX/-1 STR
Radiance +1 CHA, +1 INT, -1 STR, -1 CON
Ash +1 WIS, -1 CHA
Death +1 STR, -1 CON
Ability Scores:
STR 3-18
DEX 5-18
CON 3-18
INT 5-18
WIS 3-18
CHA 3-18
Classes Allowed:
Fighter [14]
Paladin (Magma only) [14]
Ranger (Ash only) [14]
Mage [16]
Specialist (Fire Elementalist only, unless Death, in which case Necromancer only) [16]
Cleric [13]
Specialty Priest [20]
Druid [13] (Ash only)
Thief [15]
Bard (Radiance only) [12]
Fighter/Mage
Special Abilities:
1.) Fire genasi do not suffer damage from normal fire, although they can still be burned by magical fire, dragon's breath and the hottest areas on the plane of fire.
2.) Fire genasi can use Affect Normal Fires once a day as a 5th-level Wizard, regardless of class or level. This is called 'reaching the blaze.'
3.) Fire genasi gain a +1 bonus to all saving throws against fire-based magic and spells for every 5 levels of experience.
4.) Magma genasi do not suffer damage from normal fire or lava, and can breathe in lava and even see in it up to 60 feet.
5.) Magma Genasi have the ability to cast Heat Rock once per day as though they were a 5th level Cleric. Aside from the fact that it affects rock instead of metal, Heat Rock is identical to the 2nd-Level spell Heat Metal.
6.) Magma genasi gain a +1 bonus to all saving throws against fire-based and earth-based magic for every 5 levels of experience.
7.) Smoke genasi can breathe non-magical smoke without difficulty or discomfort. They can "see" through smoke up to 120 feet. This applies only to smoke, and not to fog or any other vapor.
8.) Smoke Genasi have the ability to cast Feather Fall once per day as though they were a 5th level Wizard.
9.) Smoke genasi gain a +1 bonus to all saving throws against fire-based or air-based magic. Smoke Genasi also receive a +1 racial bonus to their saving throws vs. spells which affect their target via inhaled vapors (for example, Stinking Cloud). Both of these bonuses increase by +1 for every five character levels the Genasi attains. Note that some spells which produce vaporous clouds actually work by contact rather than inhalation (e.g. Cloudkill). Smoke Genasai are no more resistant to these spells than anyone else.
10.) Radiance genasi do not suffer damage from normal fire, and are immune to being blinded from spells or effects which rely on light, such as the fireworks version of Pyrotechnics. This isn't to say that they can't be blinded; the Wizard spell Power Word, Blind (for instance) doesn't rely on light to achieve the blinding effect, and Radiance Genasi are therefore just as susceptible to that spell as anyone else.
11.) Radiance Genasi have the ability to cast Continual Light once per day as though they were a 5th level Wizard.
12.) Radiance Genasi suffer a -20% racial penalty on any attempt to hide in shadows. This penalty can be reduced to -5% with a successful Disguise proficiency check prior to hiding. If the Radiance Genasi has more skin exposed than normal, this penalty can increase to -30% or higher, depending on the circumstances.
13.) Radiance genasi gain a +1 bonus to all saving throws against fire-based. They also receive a +1 racial bonus to their saving throws vs. spells which affect their target via lights or colors (for example, Color Spray or Rainbow Pattern). Both of these bonuses increase by +1 for every five character levels the Genasi attains.
14.) Despite being connected to the Plane of Fire, the Plane of Ash is bone-numbingly cold. As a consequence, Ash Genasi are completely immune to non-magical cold. Magical cold damages them as normal.
15.) Ash Genasi have the ability to Extinguish Flames once per day. Upon use of the ability, the Ash Genasi can, for the next two minutes, extinguish any non-magical flames within a 5' x 5' square as a standard action. Burning materials that are extinguished in this manner instantly become cool to the touch, as though they'd stopped burning days before.
16.) Ash genasi gain a +1 bonus to all saving throws against fire-based and cold-based magic and spells for every 5 levels of experience.
17.) Death Genasi have the ability cast Chill Touch once per day as though they were a 5th level Wizard.
18.) Death Genasi gain a +1 bonus to all saving throws against necromantic spells or effects for every 5 levels of experience the Genasi attains.
19.) Death Genasi gain a +20% to Hide in Shadows, regardless of class.
20.) A Death Genasi's life force remains attached by a tenuous thread. As a consequence, they suffer a -2 racial penalty to all Death Magic saving throws.
21.) Death Genasi are completely immune to level draining.
22.) The nature of a Death Genasi is closely tied to Negative Energy -- the same energy that gives undead creatures their power. Undead creatures can sense this connection, and tend to regard Death Genasi as kindred spirits. Mindless undead, such as zombies and skeletons, will not attack one unless they attack first. Free-willed undead, such as vampires and ghouls, will not attack one unless they poses a clear and obvious threat. (Note that, for undead creatures like a vampire, sneaking into their lair is generally considered to be a clear and obvious threat. Any Death Genasi who thinks they'll be able to waltz into a vampire's basement and safely wait there by the coffin with a hammer and stake until daylight is in for a nasty surprise.)
23.) Non-cleric Death Genasi can control undead as though they were a cleric four levels lower than their highest character level. A 6th level fighter can control undead as if they were a 2nd level cleric, for example. Death Genasi clerics can control undead as though they were two levels higher. A 2nd level cleric controls undead as though they were 4th level, for instance. Death Genasi clerics cannot turn or destroy undead, even if they are of neutral or good alignment.
24.) Due to the Unlife Energy which permeates their body, Death Genasi heal at half the rate than other races. Magical healing cast on a Death Genasi is also less effective. When determining how many points are healed by a healing spell cast on one, use the next lowest die type than that specified by the spell. For example, casting Cure Light Wounds on a Death Genasi would heal back 1d6 points of damage, instead of the 1d8 points of damage specified by the spell description.
For this game:
Genasi are rare in Daemon, but not unheard of. Fire are probably the most common and Death the least common. Because Fire Genasi resemble tieflings in passing, they sometimes can benefit from their prestige by trying to pass as one.
* * * * *
Here's some information on restricted peoples. These are much rarer and require special DM permission to play.
Aarakocra - Birdfolk often dwell up in the mountains away from civilization, but on occasion they descend to the ground for one reason or another. Sometimes they leave their mountain homes to aid their people in some way, others because they do not fit in with the rest of their tribe.
Beastmen - Beastmen tend to stick to the jungles and avoid civilization. Still, now and again one will be born with an innate curiosity of the world and may leave the jungles to learn more about it.
Bugbears - Bugbears are largely tribal and avoid civilization, preferring to live underground where it's cooler (although they don't tend to go as deep as the Deep Veldt). Because they are very tribal, when exiled or a lone survivor, they may attach themselves to a different tribe, such as an adventuring party, an army or militia, etc.
Bullywugs - Bullywugs generally live in tribes out in the swamps and marshes of Renosia. Civilization is a bit too dry for them. But there are those who venture out into the wider world for one reason or another. Female Bullywugs in particular are known to take up adventuring, as it offers them freedom that would not exist in the patriarchial tribes.
Fremlins - Fremlins are fairly rare, and usually travel in small parties. Sometimes one might become attached to someone because they amuse them or entertain them.
Gnolls - Because of their feral natures and dislike of other peoples, gnolls rarely become adventurers. Even those that do often struggle with their more bestial instincts among civilized folks.
Flinds - Flinds are far more likely to become adventurers than gnolls; they're smarter and have an easier time controlling their more bestial instincts. They tend to think of themselves as special already, but like gnolls they have trouble getting along with other peoples.
Kobolds - Kobolds are few in number in Renosia and are often not taken very seriously by larger peoples. Some struggle to get respect by making up for their size and strength with ferocity and tenacity. Others try to avoid violence, turning to faith or relying on stealth in hopes of escaping the poor life they were born into.
Lizard Men - Lizard Men are largely absent from civilized areas, preferring to dwell in the jungles in tribes. Now and again one may depart from its tribe into the wider world to learn what they can, and return home to teach their kin. Or perhaps circumstances force them into civilized lands permanently. They are alien creatures, and often have difficulty grasping civilized ways and don't always understand or care about things usch as honor, justice or fairness.
Minotaurs - Minotaurs aren't really a people, per se, but are cursed humans (or the offspring of humans and Minotaurs), so they are fairly rare. Strength is greatly valued in Renosia, though, so a Minotaur probably would eventually fit in a civilized area given enough time.
Mongrelmen - Mongrelmen, the end result of a mad wizard's cruel experimentations, are quite rare. They generally avoid cities and other places with large groups of people out of fear of prosecution or alienation, but now and again one might find their way into a slum to try and eke out a living for one reason or another.
Ogres - Most Ogres dwell in the wilderness in small family units, and sometimes gathering together to form smaller tribes. It's rare for one to break away and move to a city without good reason, but it has been known to happen once or twice in the past.
Half-Ogres - Half-Ogres are the result of humans and ogres interbreeding. This is a rare occurence and when it does happen, the offspring usually doesn't survive for long in either culture. Those few who do, however, do sometimes find more acceptables in human cities than ogre clans.
Orcs - Orcs are fairly plentiful in number, but they are rarely seen in cities. They tend to be tribal, and live either underground or in the wilderness. Usually only outcasts make their way to the city, and they generally have trouble fitting in.
Half-Orcs - Half-Orcs, the result of interbreeding between humans and orcs, are fairly rare for the same reasons as half-ogres. But they often find more acceptance among their human family and so it's not uncommon for them to dwell in cities and try to fit in where they can.
Saurials (Bladeback, Finhead, Flyer, Hornhead) - Saurials are quite rare. They often live in small communities, deep in the wilderness, hidden with magic. Because of their inability to properly commuicate with other peoples, they tend to remain isolated. But every now and again one might venture out into the wider world to explore, learn or adventure.