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House Rules: Races

Character Creation Character Races Combat Equipment

Languages: The standard language selection differs from the core DnD books. "Eyrian Common" is the standard language for humans. It is also not assumed that anyone is literate, since writing has much less importance than the spoken word in this tradition. One language slot or skill point must be used to purchase literacy. Once purchased, the character can read and write in any language they can speak. Freeman's Cant, a variation on Eyrian Common, used mostly by bandits, is also an available language. Sylvan and the language of the Worgs is available to a character who, as part of their class or background, has spent some time near the Wood Between or with the Faye. Other languages, most of which are dead or from forgotten times include: Fomorian, Giant, Old Eyrian, Cant of Me'Al, Ogre (very close to Giant).

Racial Makeup of Eyru: Humans make up nearly 100% of Eyrian society with half-elves being the only occasional exception. In most cases, half elves born into this entirely human society are taken to be children of the faye and are shunned. Frequently, a half elf's parents will attempt to "send them back to the Faye" through a variety of methods. Being sent downriver in a small boat, left outside in a deep wood, or various other means of exposure are not uncommon. Sometimes a parent's love will override superstition and they will do their best to raise the child, hiding or even trying to physically alter their features. Aside from the explanation borne of superstition, that of Faye creatures tricking humans into bearing their children, there is no known reason for the occasional half-elven birth (nor would most humans from Eyru even know what an elf is.)

Other races which inhabit the area include a wide variety of monstrous humanoids and the sylvan people of the Faye. Not much is known about these people except from earlier times. Times when heroes and giants regularly fought for the land and powerful druids sought the elusive faye to assist them with their magics. The lands north of the Wood were lost centuries ago. The Wood Between is assumed haunted by "evil and mischievous spirits". Because of this superstition, the humans of Eyru have not encountered these other races for centuries. That is soon to change however.... 

The races currently in the campaign include:

Human Elf and Half-Elf Worg
Nixie Half-Ogre Grig
Fomorian Doppleganger Lizardfolk

As the campaign progresses and the players explore, expect more races from times of legend to appear! 

Any not included in the core Players Handbook are optional and used only at the DM's discretion. Most are unsuitable for some campaigns. So remember rule zero: (Player's Handbook P. 4) CHECK WITH YOUR DUNGEON MASTER. :) These are also currently under play testing. Expect some changes.

Also note, the Sprite races available DO NOT have Spell Resistance as per the standard Sprite. I see that as a little overkill for a PC. If you need an in-game explanation, they are faye that have gone adventuring and left their secluded power centers and thus are more vulnerable to magic and their spell-like abilities are a bit stunted

Humans

Humans follow all the standard rules in the PHB. They are the base of the campaign world to date and are the most common race by far. At the beginning of a campaign, it is suggested that Human or Half Elf is the sole choice available to PCs. As the players uncover Eyru's mysteries and beyond, more races are available for play. Other DM's may opt to skip this "exploration" method. However, its a great way to slowly divulge the history of Eyru to newcomers and, for DM's who actually include character death, (myself included, I realize its rare in many games) it gives player's ever expanding possibilities to look forward to with new characters.

Elves

Elves hail from a land far to the east. Not much is none of these beings as only one has ever made the island of Eyru his permanent home (see Session 9 and later for more info on Cu Roi.) However the impending war on Eyru has drawn a few Elves here in pursuit of an ancient foe.

Half-Elf

Half-elves follow the standard game rules outlined in the PHB. Much with the other races, the history, society and background information provided in the PHB is superseded by the Eyru historical material. Half-elves, are not commonly accepted in Eyrian society and their inclusion in a campaign is a rare event. As of yet, the current player characters have only met one "elf" on the Isle of Eyru (Session 8) and he presumably hails from a land far to the east on the other side of the Dragon's Spine. Nearly all half-elves on Eyru are a product of this single individual's, shall we say, exploits. (Such as Ceridwen and her brother as we learn in Session 8.)

Worg

While not recommended for most campaigns, I'm presenting it as a unique option for anyone daring enough to try. Allowing player's to be Worgs should be done at the DM's complete discretion (as with any of the non-standard races.) Worg's are nearly always Neutral Evil in alignment (which does not make them ideal party members). Players also need to be aware of certain facts: Worgs cannot wield weapons or wear standard armor and there is a next to zero chance that the majority of found items will work for them. Worgs can also not wear standard rings or many other magic items. Creative DM's and players can overcome some of these obstacles, though not all.

Worgs are intelligent wolves that hunt the reaches of the Wood Between. Worgs are large wolves, about five feet in length and three feet at the shoulder. They are deadly and cunning fighters. Through obvious physical limitations, they cannot study as Mages. A generous DM may allow divine spell casting or sorcerer abilities with great difficulty. Many standard skills are not useful or even possible

In order to add a Worg to a campaign, the level of new incoming characters must be at least level 5. Four of these levels are accounted for by the Worg's natural abilities and the fifth by their starting class. Worg's are limited in the classes open to them. They make suitable fighters or barbarians. Rogue is also an option though some of a rogue's skills can't be accomplished without an opposable thumb.... (Pick lock, Disarm Device, etc. Its up to the DM to decide which skills are unusable by a Worg.) Some DM's may allow Ranger, Cleric or Druid as an option. A creative player with a lot of patience, who picks the right feats, can be a Sorcerer (Still Spell and close attention paid to material components.)

Traits:
Starting HD 4d10 + con bonus for each dice (first is max).
Speed 50ft.
AC 12 (+2 natural)
AB +3, Bite 1d6
Saves: Fort +4 Ref +4 Will +1
Special Attacks: Trip
Special Qualities: Scent (see MM)
One feat.
Skill points 15 + INT mod.
Class skills: Hide, Listen, Move Silently, Spot, Wilderness Lore-all else is cross-classed.
Ability scores: +5 STR, +4 DEX, +4 CON, INT 3-10 (see the DMG for determining this score.), WIS +2
+1 Racial Bonus to Listen, Move Silently, Spot checks, +2 to Hide. +4 to Wilderness Lore checks when tracking by scent.

Nixie

Nixie's are waterborne faye who are quite reclusive. They are loath to leave their ponds and streams and are much more comfortable in familiar surroundings. Thus, they do not make ideal adventurers. It takes extreme situations to motivate a Nixie to explore beyond their watery homes. Nixies have webbed fingers and toes, pointed ears and silvery eyes. They are lightly scaled with pale green skin and dark green hair. They stand roughly 4 feet tall. (The official campaign records a brief encounter with a similar being in Session One.)

Nixie's are only allowed in campaigns where the starting character is at least 4th level. Three levels are accounted for by the Nixie's starting abilities.

Traits:
Starting HD 1d6 + con bonus
Speed 20ft. Swim 30ft
AC 11 (+1 size)
AB +1
Saves: Fort +0 Ref +2 Will +2
Special Attacks: Charm Person 3x per day (as by a Sorcerer of their character level)
Special Qualities: Water Breathing (Can also confer this once per day as a Sorcerer of their character level, max 6th level)
Skill points: 3 x Int Score
Class skills: Animal Empathy, Bluff, Craft (any one), Escape Artist, Handle Animal, Hide, Listen, Perform, Search, Sense Motive, Spot
Ability Scores: STR 1-12 (see the DMG), +6 DEX, +2 WIS, +6 CHA. 
+2 Racial  Bonus to Search, Spot and Hide. +5 Racial Bonus to Hide when in water.
Feats: Two

Favored Class: Druid

Half-Ogre

Half-Ogre's are nearly always the product of violence. None have been seen in the Eyrian lands in centuries. That may soon change as the Giant-kin slowly move south and encounter more and more humans. Where ogre's pillage, the rare half-ogre is bound to be produced. Ogres have beset the party on several occasions (Session Two and Session Six), for a few early encounters.

While adult ogres stand about nine to ten feet tall weighing 300 to 350 pounds, their half human offspring average about seven feet tall and 250+ pounds. They have a yellowish skin tone and their sweat and oil glands are immensely more active than those of their human parentage. Through great effort, some may pass as above average size humans. Though often times, their parentage is obvious.

Traits:
+2 CON, +4 STR, -2 DEX, -4 INT, -4 CH
Medium Size, base move 30
Darkvision
Ogre Blood
Favored Class: Barbarian

Grig

Grig are tiny faye that appear to be a cross between an elf and a grasshopper. They have a humanoid head and torso with the lower half of a grasshopper. They usually have light blue skin, forest-green hair and brown hairy insect legs. They stand a mere 1.5 feet tall. Like most other faye, they are pranksters at heart and love to play tricks on people; especially those larger than they are. A great example of their brand of practical jokes can be viewed in Session 5.

Grig's are only allowed in campaigns where the starting character is at least 4th level. Three levels are accounted for by the Grig's starting abilities.

Starting HD 1d3 + con bonus
Speed 20ft
AC 14 (+2 size, +2 Natural)
AB +2
Saves Fort +0 Ref +2 Will +2
Special Attacks: Spell-like abilities
Special Qualities: 
Skill points: 3 x Int score
Class skills: Craft (Any One), Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Search, Spot
Ability Scores: STR 1-8 (see the DMG), +6 DEX, +2 CHA. 
+2 Racial  Bonus to Search, Spot and Hide. +8 Racial Bonus to Jump. +5 Racial Bonus to Move Silently in forest settings.
Feats: One and a free feat: Hero's Salmon Leap lheim braddan
Grigs also have the following spell-like abilities: Change Self, Entangle, Invisibility, Pyrotechnics and Ventriloquism. These are cast as if by a Sorcerer of their character level, max 9th level. A total of three of these abilities can be used per day.

Favored Class: Rogue

Fomorian

Fomorians are an ancient sea dwelling race which once inhabited the eastern shores of Eyru. Incredibly xenophobic, the Fomorians went to great lengths to disguise their homeland in the sea. The Fomorians would masquerade as land dwelling humans and use coastal cities as a means of keeping tabs on the "earth dwellers". Their coastal cities normally included a white tower for royalty which also doubled as a town square with hidden access into the sea. These towns were constructed entirely as facades to hide their true nature and thus the location of their homeland deep beneath the sea. Even after abandoning these cities during their war with the humans, they continued to patrol these areas for centuries and left behind fierce gaurdians to keep out those who might seek to learn more about their secretive society.

Fomorians are slightly shorter than your average human with scaly, slimy skin. Their scales can be nearly any variety of color with beautiful, striped patterns quite common. They have large, bulbous eyes and webbed fingers and toes. Their mouths very much resemble those of a fish. They are mostly aquatic but can survive, uncomfortably, above water for indefinite periods. Many have varying degrees of agoraphobia when outside the comforting weight of the ocean.

Speed Walk 30 ft, Swim 30 ft
Special Qualities: Water Breathing, Change Self
Ability Scores: -2 STR, +2 INT, -2 CHR 
+8 Racial Bonus to Swim. +2 Racial bonus to detecting Illusions. Fomorians have the ability to Change Self at will.

Favored Class: Wizard (Illusionist specialists are most common.)

Doppleganger

Just before war broke out between the humans and the Fomorians, there existed a fragile peace and an impending alliance between these mighty races. While xenophobic, the Fomorians could see that such an alliance would be beneficial as the humans slowly gained the upper hand against the Giant-kin. A splinter group among the Fomorians were outraged at the prospect of an alliance with any air breathing being and a small group of them entered into a conspiracy to end the negotiations. 

These rebels knew they needed help to seal their plans so they appealed to the Triumvirate from over the eastern sea. The Triumvirate obliged, but at a terrible cost. The rebel Fomorians were given fantastic powers-their illusions were made real. They were now able to not just "appear" as a different being but wholly become one. They used this power to infiltrate the humans and destroy the alliance. The true cost of this victory was soon realized however as the Triumvirate pulled this rebel band into their fold. The newly formed dopplegangers became a slave race beholden only to the Triumvirate's whims.

Dopplegangers have retained the bulbous eyes of their original Fomorian features, but all other identifying features have been lost. They are slender and frail with hairless, pale bodies that range in color from sickly grey to light shades of purple or green. They are cunning, having retained the intelligence of their ancestors, but are also physically powerful. They are ruthless in serving the Triumvirate but rarely attach themselves to any ideal or cause beyond that.

Dopplegangers are only allowed in campaigns where the starting character is at least 9th level. Eight levels are accounted for by the Doppleganger's starting abilities.

Starting HD 4d8 + con bonus
Speed 30ft
AC 14 (+4 Natural)
AB +4
Darkvision 60 feet
Saves Fort +1 Ref +4 Will +4
Special Attacks: Detect Thoughts
Special Qualities:Change Shape, Immune to Sleep and Charm
Skill points: 2 x INT
Class skills: Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, Spot
Ability Scores: +2 STR, +2 DEX, +2 CON, +2 INT, +4 WIS, +2 CHR. 
+4 Racial  Bonus to Bluff and Disguise. +10 on Disguise when Shapechanged. +4 circumstance on Bluff and Disguise, if it can successfully read an opponent's mind.
Feats: Two
Dopplegangers have the following spell-like abilities: Detect Thoughts as the spell, DC 13 caster level 18. Change Shape into any small or medium humanoid. True Seeing reveals the true nature.

Favored Class: Rogue

Lizardfolk

The story of the lizardfolk is one of tragedy and misfortune when viewed in the eyes of any save the Triumvirate. Centuries ago, a wandering elf pilgrim stumbled across the Lizardfolk. He found them to be a simple people at one with their swamp laden lands and at peace with each other. This pilgrim thought it was an excellent opportunity to share his wisdom and he opened a monastery among the Lizardfolk. Curious and friendly, many were won over to the elf's teachings and the hardy Lizardfolk proved to be excellent students.

Then came the Triumvirate. Awakened from the very same swamps, these serpentine beings mesmerized the simple Lizardfolk. Soon the Medusae had the Lizardfolk worshipping them as gods. Some among the Lizardfolk rebelled and tried to protect the elf and his monastery. Their fate is unclear. The remaining Lizardfolk retained the martial skills taught to them by the elven pilgrim but renounced his peaceful philosophy for one of service to the Triumvirate.

Lizardfolk are reptilian humanoids that stand roughly six to seven feet tall and weigh anywhere from 200 to 250 pounds. Their scales range from green to gold in color.

Lizardfolk are only allowed in campaigns where the starting character is at least 4th level. Three levels are accounted for by the Lizardfolk's starting abilities.

Speed 30ft Walk, Swim 30ft
Ability Scores: +2 STR, +2 CON, -2 INT 
Hit Dice: 2d8
BAB: +1
AC: 15 (+5 natural armor)
Feats: One feat
Skill Points: 6 + INT MOD
Skills: Balance, Jump, Swim. +4 Racial Bonus to all three due to their tails. Proficient with simple weapons and shields.
Natural Weapons: 2 claws and a bite (d4 each)

Favored Class: Monk

 


All original content is © 1999-2002 by Russell Linton.