Monday, September 01, 2008

The Classes: Bards

Keepers of the Sacred Song

As opinionated and fractious as Wune’s rare chroniclers and sages may be, there is one point upon which they all agree- the ancient gods Sang this world into being. And while the great hymns and prayers that can restore life to the dead or rain fiery judgment from above are the auspices of their orphaned servants alone, only those known as bards can access the fabled Song of creation, the divine loom upon which the fabric of reality is woven. As potent as it sounds, their abilities are subtle in both nature and application- reweaving reality to enhance and enspell more than lob balls of flame or turn others into toads- but its mythical origins give those that loudly proclaim themselves to be bards an undeserved reputation as blasphemous charlatans or dangerous madmen. Most prefer to travel hither and yon in the guise of a harmless minstrel or restive sage, using their abilities as their alignment dictates and as gently as they dare- for those that tickle the underbelly of creation one too many times find the consequences to be dire.

No one knows for sure what separates a bard from a mundane performer, and since no one race produces bards more than any other, speculation abounds as to their origins. Human bards in particular are a font for the confusion that surrounds the class. Loquacious even amongst their own people, each has their own pet theory on how the abilities of their fellows came to be, eagerly sharing it with any who ask (and even a few who don’t), and aren’t afraid to draw steel upon those who disagree a little too strongly for their tastes. This pride and passion creates heroes and villains in equal measure, as human bards simply refuse to be ignored.

Surprisingly, halfling bards flourish in the background. They prefer to use their abilities passively, tapping into the Song to learn as much as they can about the world around them. This makes them natural storytellers and historians: professions that make it easy to hide their true calling. They do this in part because of the stigma bardic magic bears- it boorishly takes where clerical magic graciously borrows- and corrupts over time, the elders warn. A halfling known to be a bard may be tolerated for a time out of courtesy, but are ultimately encouraged to move on before they bring the wrath of the gods down upon them and those in their company.

Among the elven people, only common elves cleave to the idea of a sacred Song with any regularity- although the peculiarities that plague their magic make their abilities seem more profane than divine. Of course, their atheist cousins reject the idea of Song being divine. The Shuu consider Song a special form of magic associated with what their mages consider the “fifth element” of life (and its absence). Many consider this a grave responsibility and show great respect to all living things. Some have been known to embrace non-Shuu bards as brothers in arms in a fashion similar to druids, and a rare few act as ambassadors on behalf of their people. Unfortunately, there is a growing minority that prefers to use their abilities as a weapon, emanating a siren song from the Yggdrasil that lures any who hear it to an untimely demise. Half-elven bards fall somewhere in between these two extremes, sometimes choosing philosophies contrary to those embraced by their adoptive society to define themselves while frustrating their peers.

Half-orc bards are uncommon, but not unknown. They delve into their abilities with reckless abandon at first; reveling in the things that other races take for granted: respect, admiration and acceptance. Those who mature enough to realize that magically enhanced emotions are no match for the genuine article sometimes become adventurers with an eye towards righting the wrongs they committed during their life of hollow luxury…or dedicated grifters looking to bring their schemes to a grander stage.

Bards are rare among those of dwarven and half-dragon descent, the former due to a lack of musical interest among the populace (many of whom are phonophobic when climbing out of their cups), and a lack of sophistication on the part of the latter, who rarely distinguish between a bard’s Song and a cleric’s hymns. To such straightforward folk, power is power, no matter the source.

In an adventuring party, bards are most comfortable near the middle of the marching order, eagerly filling roles that provide freedom from the burdens of leadership, yet simultaneously ensure that they will be taken seriously without having to employ mind-altering magic. This is not to say that the average bard is irresponsible, a lackadaisical know-it-all or an erudite bully (although such specimens certainly exist), just that they never know when the stigma both they and their abilities bear will come to a head. If they must beat a hasty retreat, they reason, it is better to leave the pack as a capable and respected beta wolf, not an envied alpha or cringing omega.

Because they spend so much time on the road, bards appreciate the abilities of other classes more so than most. Those bereft of magical abilities- fighters, reavers and barbarians- are highly prized for their physical prowess- and if the bard leans towards evil, their mental malleability as well. Those whose abilities stem from unique sources- druids, paladins, sorcerers and rangers- are considered kindred spirits, for they too have been born with a gift of which they must prove themselves worthy, or in the case of the monk, exercise regularly in order to maintain a certain level of competence. Although bards pride themselves on their ability to work with anyone, wizards and clerics can be a challenge. Wizards are often too busy pouring over ancient texts to communicate with the bard beyond the occasional demand for silence so they can memorize their spells in peace. Furthermore, the fantastic rumors surrounding their origins make bards natural specimens for study. Wealthy evil wizards have paid small fortunes for bard corpses to dissect, and would rejoice in having a live one to experiment upon; even good wizards would be very interested in obtaining a few sample humors for later examination. Clerics and bards will eventually come to some kind of impasse concerning the ethics or morals of Song. Neutral clerics will counter the defiler with stoic debate at every turn while lawful ones prefer direct and occasionally violent confrontation.


Bard Traits:

As Bard in the Player’s Handbook, except as follows.

Bardic Knowledge- Bardic Knowledge now represents what a bard learns by opening his mind the resonance someone or something creates within the Divine Song as opposed to mundane gossip. A bard can make a single Bardic Knowledge check only after interacting with the target through one minute of personal conversation OR ten minutes of uninterrupted observation (if a person), or ten minutes of physical manipulation/exploration OR a full day of research in a dedicated library or with someone who has a detailed, first hand account(if an object or location). No other bardic abilities (such as bardic music, or bardic magic) can be used to augment what a bard learns using this special ability, although use of invisibility is a notable exception to this rule if the bard is attempting to observe someone unnoticed or filch an item for later examination.

In any case, if the bardic knowledge check fails, the bard receives a blistering headache for their efforts and cannot use bardic knowledge against the target for the rest of the day. Should they succeed, the bard enjoys a bonus on various checks related to the situation, and learns some information as detailed on the table below.

DC

Description

Effect (Person)

Effect (Object)

Effect(Location)

10

The bard picks up faint strains from the target that provide only the most basic information.

The character adds half their level in bard to all Sense Motive checks to resist Bluff attempts and Spot checks to see through disguises.

The character adds half their level in bard on Appraise checks

The character adds half their level in bard on relevant Knowledge checks (such as Knowledge: Local or Knowledge: Dungeoneering. Knowledge: Engineering does NOT count).

20

The bard hears the subject within the Sacred Song, if not particularly clearly.

As above, and the bard can immediately re-roll any one failed Bluff or Diplomacy check.

As above, and the bard can immediately re-roll any one failed Use Magic Device check relating to said item (if magical)

As above, and the bard can immediately re-roll any one failed Survival or Search check that occurs that day at that location.

25

The target resonates strongly within the Song.

As above, and the bard learns one part of the target’s alignment, determined at random.

As above, and the bard can Locate Object as the spell, save that the duration is for one day.

As above, and the bard may act as if they have cast a special version of Detect Snares and Pits that finds complex and magical traps with a Search DC equal to 25 plus the bard’s intelligence modifier in addition to its normal effects. This lasts for one day and only at that location.

30

The target’s every move creates a harmonious crescendo, telling the bard almost everything they need to know.

As above, and the bard can estimate the target’s CR- treat like Detect Magic cast upon a magic item where the target’s HD correlates to the spell’s level- and learns a number of the target’s special attacks and/or qualities equal to their Intelligence modifier.

As above, and the bard can treat the object as if he cast a special version of Legend Lore upon it, learning cryptic yet factual information in the space of one round. This information can be used to learn more information on actual castings of the spell.

The bard can use Evasion as if they were a rogue for one day at that particular location. If they already have Evasion, they enjoy a bonus on their Evasion checks equal to their Intelligence modifier.


DM’s Option: Reality Bites- Bards draw their abilities from the Sacred Song, the tapestry upon which all reality simultaneously rests upon and woven from. Although it is not a living entity, it asserts itself when disturbed. Each time a bard fails a caster level check, bardic knowledge check, or if an enemy makes a save against bardic music- NOT a spell- the DM adds 1 to any random encounter checks made until the character has rested for 8 hours(so, yes, that means the bard and his party are still in trouble while the bard is asleep). A character can only accrue a number of points up to their level in bard.

The Classes: Barbarians

Destruction Incarnate

Untamed and unpredictable, the way of the barbarian is a choice, not a mere slur thrown at those deemed savage by their ‘betters’. The hot blood flowing through their veins does not discriminate between those born of rustic or genteel origins, and can take years to control, let alone master. Flashes of raw and ready temper mark one as a barbarian early in life, and while it is the individual who chooses whether to use this ability for good or ill- indeed, if at all- it is the culture surrounding them determines whether those afflicted view it as a curse or a blessing.

Half-orcs are by far the most common strain of barbarian, as they must learn to temper their urges more so than any one else. Whether they are growing up enduring the brutal hazing of their full orc cousins or the sullen fear of human half siblings, the stanch self-control this class perhaps paradoxically offers proves to be a boon for half-orcs during their formative years. They grow almost comfortable on the outskirts of society: too useful to dismiss or ignore, and too dangerous to attack directly- even with superior numbers. It is only a matter of time until such an individual becomes a wanderer, as one too many near-incidents (some carefully orchestrated by bigoted kinfolk) force them to seek their fortune elsewhere.

While not exactly welcomed with open arms, true elves and dwarves actively seek out their future barbarians. The Shuu believe barbarians are the physical manifestation of the Yggdrasil’s fury, and abandon them in the most inhospitable parts of that very same forest within a fortnight of their first rage to seek its blessing. The few who survive exposure and find their way back to their people are inducted into the tribe with all the fanfare due a warrior destined for greatness, though they are still given a wide berth. Dwarves watch their young barbarians from afar, quietly cleaning up the aftermath of their destructive fury. They are given numerous tests of character and integrity, and those whose alignments would damage the reputation of the local Blood are sent into exile. Those that prove worthy are exhaustively educated in the laws and history of their people- sometimes even serving brief stints as arbitrators and diplomats- and then set loose upon the world, given great latitude in their adventuring life with the unspoken understanding that they should only use their gift in the service of the Oneclan.

Barbarians from other peoples are unique individuals who turn to this class for solace after some terrible incident resulted in their expulsion. Halflings in particular revile their few barbarians, as their society looks down on the blatant violence that is the class’ hallmark. Many humans share this sentiment, but those that live in areas where one must be particularly strong or ruthless in order to survive respect their capabilities. Half-dragon barbarians are almost completely lost to the primal side of their draconic nature, dividing others into neat categories of potential threat and potential prey. Common elven and half elven barbarians are stereotyped as those who take their admiration of their cousins too far, but some are lost and troubled souls who do not learn how to control the blood of their Shuu ancestors until it is too late.

Regardless of their origins, all barbarians have a certain practicality about them that help them gel with most adventuring parties. Their insular, straightforward outlook can make them prone to prejudice and distrust when it comes to unfamiliar races, but this rarely extends to classes. For example, they do not differentiate between different types of magic users, although the role the arcane and the divine played in their upbringing may result in the party will-worker being treated with great respect-- or killed in their sleep in the name of self-defense. Barbarians deem fighters and reavers worthy friends and rivals, though rogues are rarely trusted. Paladins, rangers, and bards are curiosities best judged individually, but they save their greatest astonishment for monks, who have spent years training to transcend the wash of emotion they rely upon for survival.

Barbarian Traits:

The barbarian class is the same as presented in the Player’s Handbook, except as follows:

Rage- A barbarian adds their Constitution modifier to the amount of times they can rage per day, and a rage lasts for a number of rounds equal to half the character's level in barbarian plus their (improved) Constitution modifier.

Trap Sense- This extraordinary ability reflects the barbarian’s quick reflexes beset upon by aggressors both mechanical and mortal. They can add the bonus from this ability to their initiative modifier.

Frenzy- Frenzy is mechanically identical to rage but the barbarian is not in control of herself and will continuously attack the creature that caused them to become frenzied until either they drop of the creature does. The latter can be just as problematic as the former, as once they have dropped said creature, the barbarian will then attack the creature physically closest to her without pausing to discern between friend or foe. A frenzy is triggered either when the character is dropped below their barbarian level in hit points due to an attack (falling damage, subdual damage, poison damage and damage from traps do not count), or when they suffer a critical hit. A barbarian can attempt to avoid frenzy either by making Will save with a difficulty equal to 20 minus their barbarian level(in the case of low hit points) or the damage dealt (in the case of a critical hit) . A barbarian cannot intentionally fail this save, nor can they enter a rage to avoid frenzy. There is no limit to the amount of times a barbarian can frenzy in one day. Once the frenzy ends, the barbarian is exhausted. All of the spells that would end a rage also end a frenzy(such as calm emotions), as does knocking out the barbarian through subdual damage or other means. A barbarian who is at risk for frenzy while in the midst of a rage checks for frenzy immediately after the rage ends. If the save fails, they frenzy and are not considered fatigued.

Bonus Feats: At first level, a barbarian can take either Iron Will or Diehard as a bonus feat. At third level, a barbarian receives either Improved Grapple or Improved Unarmed Strike as a bonus feat. Finally, at fifth level, they receive either Mobility or Combat Reflexes as a bonus feat.

Monday, May 19, 2008

The Races: Humans

Humans

This entry is made is in memory of my beloved cat Pebbles, who was more human than feline.

“No fires tonight. We’re miles away from the Great Forest, but Blood Elves sometimes explore these plains, as well as orcs and who knows what else. Don’t think Merryl or Kors here will save you from their stewpots- Gods beyond, they’d probably eat them first. Don’t look so surprised. You ain’t the only one to realize it takes more n' round ears and blunt teeth to make someone human.”

Varshyl Threeteeth, an old reaver filling a new recruit’s head with truth and nonsense in equal measure.



History:
Ages ago, the gods worked their divine forges day and night, breathing life into the world. They created all manner of races, from foul orcs to fair halflings. Humans would be their final creation. Although there are numerous theories, no one knows for sure why this is- and only the most cerebral of humans are even remotely interested. As a people, they prefer to create history rather than study it, and have raised empires, improved on simple hearth magics to create wizardry, and distilled love for their creators into organized religion. While they have not been playing on the world stage for very long compared to their fellows, an idealist would say that they have already made their mark and seem destined for greatness. A realist, however, would point out that no one is passing the torch on to humanity in particular. A true elf once compared humans to the youngest child of a large family, blissfully ignorant of their charmed existence.

Early, feral humanity needed many natural resources due to their fertility. They spread throughout the land in search of sustenance, and while the elves let them pass through the Yggdrasil unmolested- they were no better or worse than any other animal- the dwarves considered them dangerous savages, and sought to protect their lands from human depredation. Only the First Races had regular contact with them, but this too was violent. Life on the periphery of rising civilizations lead to competition, and each found the other too alien to coexist. Already weakened by aggression from the other Second Races, the disorganized First Races could not stand against the sheer ferocity of the humans. Victory was short lived, for no sooner did humans drive away their rivals did they begin to fight a losing battle against disease, exposure, and hunger. The fledgling people may not have survived if not for the sporadic clashes with the dwarves, who paradoxically introduced both sophisticated warfare and a rough system of barter. These stressors brought humans together as a people, introducing the beginnings of civilization.

Gnomes, who had watched these strange big folk from afar, saw in them a crude potential. They were curious where the average dwarf was stoic, and had a certain stability that halflings lacked. The gnomes advocated to keep the dwarves from slaying them out of hand, arguing that they needed the haft of the axe and not the blade. The dwarves were initially skeptical, but halflings supported the idea and put their energies into enforcing it rather than criticizing it. Initial encounters ended in violence, but over time the humans were convinced that the comparatively diminutive people were there to help, not harm. The halflings taught the humans the nuances of traveling with the seasons and how to find bounty even when at the mercy of the elements. The dwarves shared the secrets of the forge, and donated blooded weapons so that humans would be able to defend themselves should the First Races attack. Finally, the gnomes themselves educated humans in the magical and mundane aspects of trades such as carpentry and masonry, the better to turn their rough civilization into a true society.

Humans proved to be quick studies, learning by imitation. When the clannishness they picked up from the dwarves became bloody, they would take to the roads like halflings, and make new homes using the skills taught to them by the gnomes. They worked the land with reckless abandon, and soon human settlements could be found all over the continent, although the great metropolises of the north were renown for their seamless blend of gnomish and dwarven influences. There were some conservative voices among their patrons that began to urge caution and restraint- arguing that humanity had done too much too quickly, that they needed a few more centuries of guidance and education- but such protests fell upon deaf ears. Many on both sides argued that their star was on the rise.

Then, just as quickly as it had begun, their period of fosterage ended. Forces beyond human understanding clashed in a conflict they could not appreciate. The First Races swept through their cities like wildfire, and laid siege to keep them isolated. The comparatively short life span of humanity turned what the longer-lived races knew to be the Divine War into a Long Night with neither beginning nor end, entire generations knowing nothing but grief. The passage of time warped and eroded the lessons they had learned centuries previous. Scattered and backward once more, humanity did the only thing it could remember- adapt.

The circumstances to which they adapted to varied wildly depending on where they settled after the war. In the North, the dragons found that they needed but wait a few centuries before these fragile, naive creatures came to view them with the same reverence as the gods they replaced. To the South, orcs found them to be delightful chattel, both intrigued and repulsed by their similarities. Humans were rare sights in the East and West, but served as entertainment and nourishment when found, with a slight emphasis towards the latter with the dead and the former with the living. Hunted into their last generation, gnomes could only watch with pity as this once-great people grew accustomed to life upon its knees.

However, there were those who preferred to die on their feet. For every score that endured and even relished servitude, there were a few who raised the hue and cry of rebellion. Most of these firebrands met the painful and public ends reserved for traitors and their collaborators, but some broke through siege lines and evaded capture to make contact with a world that had forgotten them.

Lacking any centralized identity, individual groups of humans made and received a variety of first impressions. Depending on their point of departure, the first people a group of rogue humans stumbled across were either halflings or the Shuu, and neither knew what to make of these bedraggled savages. With rare exception, the elves condemned these refugees and interacted with them only at the considerable reach of a longbow, but the halflings approached them, sensing the financial opportunities that accompany isolation. Some rebuffed the diminutive con artists and preferred to survive on their own- slowly returning to their barbarous origins- but many were eager for civilized companionship and traded their few possessions for supplies and information about the world around them. When talk turned to avenging themselves upon their enemies, halflings cautiously re-introduced humanity to dwarves, who were all too happy to equip such a crusade. Now outfitted with arms and allies, a new age began as the last Second Race struggled to regain its birthright.

Relations:
Now into their third generation, what was once a clutch of desperate refugees had grown into a small army of free men. Marching with the double handful of halflings and dwarves that deigned to follow them into battle, they took the South by storm with raids that were disorganized as they were brutal. Casualties were high, but the humans once kept as thralls by the nascent orc province swelled the flagging numbers of their liberators. Some even went so far as to bring their half-orc offspring with them, although those who were born free would trust neither parent nor child in full. The ensuing friction caused a major rift within an already opinionated people, as humanity quarreled over what to make of their neighbors. Most considered the dwarves by turns staid or reckless but ultimately trustworthy, and enjoyed the company of halflings provided they kept their opinions and hands to themselves. All were at a loss when it came to true elves, which loosed more than one kind of quarrel at the mothers of elf-blooded bastards. These latest half-breeds were accepted with greater joy than the first; but as the campaign spread into the Northern Marches and swords were crossed with devious common elves, whose half-human get often carried the standard of vile half-dragon lieutenants into battle, the fruit of all mixed unions was deemed rotten. But to this day, nothing can match the compassion and loathing with which humans on opposite sides of the compass rose view each other. Men of the North consider their cousins brutes who should offer their wyrm-gods expiation, and those in the South believe all others to be slaves so inured to obedience that they are almost too dangerous be set to free.

Physical:
Humans vary widely in height and weight, although males are usually taller and broader than females. Parent and child resemble each other as often as not due to the high incidence of recessive and novel traits expressed in hair, eye and skin color throughout the generations.

Personality:
More so than any other people, humans are molded by their personal experiences, yet paradoxically place great stock in hearsay and conjecture. Most are willing to entertain the idea of exceptions to the rule, but there are those who will cling to their preconceived notions even in the face of evidence to the contrary. They are great lovers of slang and innuendo, and their language- a mishmash of dwarven and halfling, with bits of gnomish called Trade- grows each day in reflection of the people that created it.

Alignment:
Humans are too individualistic to prefer any one alignment as a people. Bloody-handed murderers, crusading anodynes, and humble scribes can all be found among them.

Class:
Only half-elves are more willful and diverse than humans, who want to know everything about anything- and then some. The first class an adventurer takes a level in is their preferred class, but the impulsive nature of humanity makes multi-classing common.

Traits:
As described in the PHB.

Sunday, April 27, 2008

The Races: Halflings

“Oh, don’t look so glum. After all, it’s not every day a man gets to be immortalized in prose. How many “e”s are there in “disembowel” again? You’re right, it doesn’t matter. I guess I’ll be going- arrgh! Doesn’t anyone clean up after their pets anymore? Oh! How *very* nice of you to sop that mess off my shoe. I guess ma was right- a knife across the kidney always improves an elf’s disposition.”

Temperance Elfgutter, making someone famous while living up to his name


History:
At first glance, halflings are an open, gregarious people. Natural traders and travelers, halflings are genteel in the extreme and have a collection of traditions and customs that most find charming. While conventional wisdom would dictate that due to their diminutive size, they would be a natural target for thugs, only the most bloodthirsty of ruffians are willing to go out of their way to harm the charming wee folk. Of all the peoples on Wune, halflings are the least obtrusive, and some go so far as to believe them beneath notice.

This is exactly what they want others to think.

Untold millennia ago, when the naked avarice the gods bore for the true elves matured into the desire for a servitor race, of all those created, halflings were the first not thrown away in disgust. To hear them tell the tale, the remainder of the Second Races were created only in a vain attempt to improve upon their already perfect design. As a people, they cherish the finer things in life- heady wine, passionate music and salacious company- but they are not as hedonistic in their appreciation of it as some believe. They learned a hard lesson in pragmatism during their time as the darlings of the gods, when they faced disorganized but regular hostility from the rejected First Races. While they had no problem defending themselves, the damage these skirmishes were doing to their homes was disheartening. Scouts took a survey of the land, but found they were hopelessly outnumbered. Since direct confrontation would be suicidal, they decided to take passive steps to avoid attrition. Borrowing divine magic from their creators, halflings created a series of rituals that transformed mundane beasts of burden and watchdogs into magical creatures powerful enough to serve as both guardians and a form of transportation. Though supernaturally durable, these now dire animals retained the need to eat and drink, and their increased mass meant that they would have to rely on bodies of water and foliage large enough to be landmarks. The expatriate halflings agreed to meet up at these landmarks to share tales, handfast and perform important ceremonies that would bring them together as a people and provide a brief sense of community before answering the call of the road once more. Even the most skeptical have to admit this is the origin of the caravan that exists today, and to halflings this is but one example of the world made better through their experience. The small folk claim responsibility for everything from shoemaking to the distilling of spirits, it appeared that the innovators would be leading the Second Races in cultural development for a long time.

The Divine War changed all that. The astute halflings were as surprised as any when the First Races displayed uncharacteristic levels of cooperation and cunning. Their slow-moving caravans were no match for marauding armies, so they took refuge wherever they could find it, primarily among their long-time dwarven and gnomish allies. Although they lead the world in terms of exploration, they took a back seat when it came to the bulk of the fighting- their chaotic natures lead to trouble when it came to working with the highly regimented dwarf infantry and disciplined gnome battle-wizards. They excelled as unorthodox cavalry and skirmishers, and put generations of halfling knife-fighting to good use, but ultimately lost alongside the dwarves. When the smoke cleared and the dwarves retreated to their mountain empire to lament their defeat, halflings went with them. Lacking their appetite for mourning, the halflings constructed new caravans to determine what their role in this new world would be.

Relations:
True Elves, who ignored the halflings both before and during the Divine War, were content to do the same now, and the halflings returned the favor. Humans, known to halflings as a people almost as prolific as they, were EVERYWHERE now and running around like chickens with their heads cut off! Still, they needed the exquisite arms and armor that only the dwarves could provide, and so halflings began a very profitable trade industry (which the dwarves would eventually join them in as soon as they ended their period of mourning). Some humans could be trusted, but they also occasionally spawned fell things such as Half-Orcs and Half-Dragons- ugh! While finding the Third Races distasteful, they saved their true ire for the Common Elves, who halflings claim slaughtered the gnomes and stole their magic.

Physical:
Halflings retain the height and look of “wise children” as described in the PHB, but their eyes are slightly larger, which lends an angelic air to their features- even more corpulent specimens lean more toward cherubic than unappealing. These eyes vary in color as do humans, but they are of one hue, with irises and pupils only becoming visible at extreme proximity. While they are not particularly prone to emotional outbursts, their haunting eyes make their cheerful moods seem euphoric, and their darker ones unsettling at the very least. Their clothes are brightly colored, but fall well short of being garish.

Personality:
Even the most humble of halflings has a hint of a smug, superior air about him- after all, so much of what makes the civilized world civilized came about because of their trials and tribulations! Still, they are a genuinely polite, cheerful people who do their best not to flaunt this fact. After all, to do so would be uncivilized! They are quick to make friends with anyone larger than they are (which is to say everyone), eat, drink and be merry- but they do not plan to die tomorrow on anyone’s account. While those who do not return smile for smile and laugh for laugh are well tolerated (i.e. dwarves), any who return such overtures with even the slightest whiff of violence are dealt with quickly if fortunate, and painstakingly slowly if not. “Never cross a halfling” is a surprisingly common epitaph.

Naming Conventions:
Halfling names are a complicated affair because they can grow quite long over the course of their lives. A halfling’s first name is a virtue (such as Patience or Courage) given to them by their parents in an elaborate naming ceremony at birth, while their last names are a collection chosen by the halfling that immortalizes their adventures. For example, a halfling named Charity who saves two children from drowning in a river may call herself Charity Riversgrace and go by that name for several years before besting a cunning sorcerer in a battle of wits and changing her name to Charity Riversgrace Swindlespell. A few years after that, she marries and adds the name of her husband to the mix, becoming Charity Riversgrace Swindlespell Thistlekiss.

Alignment:
All halflings have a burning desire for freedom, which causes them to prefer chaos over law. Their lethargic attitude concerning good and evil often justifies their bad reputation as hedonists and con artists.

Class:
The halflings’ preferred class is rogue, as the vast majority of halflings not only seek to exploit their naturally quick reflexes(and light fingers), but also the fact that most of the larger races underestimate them as a gaggle of cheeky souses who wear their daggers for ornamentation. Those that have sharp wits to match can become wizards, although sorcerers are the rule when it comes to magic in halfling society. Religion is a serious issue in halfling society, so many leaders are clerics. Bards are usually the caretakers of the innumerable artifacts that the gnomes left behind in addition to their more mundane roles. In contrast, druids, paladins and rangers are not trusted in that they gain their powers from a divine source that has yet to reveal itself. Reavers, fighters, and monks are rare among halflings that grow and develop amongst their own people, and coming about due to extended exposure to other races. Halfling barbarians are rare enough that the very idea of one is enough to make most people burst out into fits of laughter- until they actually come across one…

Halfling Traits:
As Halflings in the PHB except as follows:

-2 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom. Halflings are small-bodied in almost every sense of the word, but their reflexes and minds (their detractors would say their hands and tongues) are swift.

Wunian halflings do not have a +2 bonus to Listen checks, instead gaining a +2 bonus to Spot checks.

All halflings may ignore the class and level prerequisites for the following feats- Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization- provided it is being applied towards daggers that are made to their scale (i.e. Small). Halflings are infamous for their skill with this humble weapon.

The Races: Half-Orcs

“Yeah, I can read. And yeah, I saw the sign. My tusks don’t block my eyes. If you want to make something of it, I’ll see to it they more'n block yours.”
Ugreth, a fighter and wanderer disputing a tavern’s exclusivity with its bouncer.

History

Born of the union between a human and an orc, half-orcs are the disputed eldest of the Third Races. Despite their age, they have very little history as a people. When the world was young, they were few and far between, considered “different” members of their parent’s race, and accepted with differing degrees of shame. Humans saw them as bastards who more often than not killed their mother in childbirth and were destined for a life of hardship. Among orcs, they were the children of thralls- a sign of status for the orc parent- and accorded a thin veneer of respect over the general feeling of contempt that full-blooded orcs felt for these “runts of the litter”.

Then the Divine War broke out.

Orcs died in droves, but with the aid of their First Race brethren and draconic patrons, they eventually brought down the nascent human civilization of the south, sent dwarves running back to their western mountains, and kept the elves contained in the Great Forest. Gnomes disappeared from the face of the world, and halflings kept in perpetual motion to be as far away from the fighting as possible. At the signing of the Covenant, the orcs reveled in the lands that were their prize, and half-orcs became a common sight in as humans went from defeated foes to second-class citizens.

Then the Yggdrasil opened.

The tenuous empire the orcs had created was now under siege. Using powerful forest-magics the likes of which no one had ever seen, the orcs were broken down back into the individual tribes they once were and were scattered to the winds. The half-orcs that had survived the fracas had a decision to make- honor their human parent and fight the orcs, or stand with the might-makes-right culture that had nonetheless been all they knew. No matter what their choice, half-orcs faced suspicion due to those who did not make the right choice as defined by those they interact with regularly.

Relations:
The distrust still lingers on to this day. It has turned half-orcs into socially stunted people who only interact with others when forced to. Otherwise, they are content to be ignored by true elves, ignore the cruel japes that halflings aim their way, and endure the fear and loathing that humans and orcs heap on them respectively. Their parents usually provide food and shelter, but genuine acceptance comes from other half orcs, or from those who place value on a person’s deeds, not their race. Dwarves and common elves form a sizable amount of this population, as do other half-breeds.

Physical





Half-orcs are usually born to human women after a hard labor that often kills the mother.  It is the rare half-orc that is born to an orc or half-orc mother, in which case birth is a small litter of three to four.  Regardless of the circumstances of their birth, half orcs grow quickly, and tower over their human parent by the time most of their peers are halfway through puberty; fully grown half orcs average 6.8 feet in height.  They are robust in build and lean towards the hirsute as well, so a 16 year old half-orc male can easily pass himself off as a male human of twice that age, at least when his features are obscured.  It is important to note that although their lower canines or “tusks” are not as large as their orcish parent’s, they do have very well-defined philtrums, extra molars along their lower jaw and the facial muscles to support them, which leads to a pronounced underbite for many or jutting jaw in the worst cases.  Their hair, eyes and skin color favor the non-orc side of the union, so their appearance can run the gamut from swarthy to pale, eyes of clearwater blue to the deepest brown, and hair from blond to black.

Personality:
While regularly slandered as angry, hateful, and violent, the truth is that half-orcs are simply a very passionate (but not necessarily sensitive) people. They are capable of just as many acts of genuine kindness as they are of horrific brutality. Unfortunately, they rarely have the opportunity to show themselves to be something other than a stereotype.

Naming Conventions:
Like half-elves, half-orcs are named through the society they grow up in, but they rarely change or alter their names. Names are usually the only gift that full-blooded orcs give to their children, and those who share their heritage treat their birth name with surprising reverence.

Alignment:
Like anyone, half-orcs adopt the values of those who raise them, but they usually overdo it in their perennial search for acceptance. As a result, few are neutral with respect to law and chaos.

Class:
Their preferred class is barbarian- no other class would welcome the tumult of emotion that flows in a half-orcs veins nearly as much. This is not to say that there are no half-orc fighters, rogues or reavers, just that as the ones who embrace the stereotype of the bloodthirsty savage are accepted more readily by society. Half-orcs rarely become sorcerers or wizards, however, those that become bards draw second looks, for they perform with such emotion that onlookers are inclined to forget their obvious ancestry even without the aid of beguiling magic. Perhaps due to their primal natures, half orcs feel the call to become rangers and druids quite often, much to the dismay of true elves. Paladins, clerics and monks are rare.

Half Orc Traits:
As described in the PHB, save as follows:

While not as fearsome as their orc parents’, a half-orc’s tusks are an effective natural weapon when brought to bear. Should an orc win a grapple check, they can choose to make a bite attack that does 1d4 points of lethal damage plus their Strength modifier.

The Races: Half Elves

Half-Elves

“Care to repeat that, friend? Because if you said what I think you did, you should know that I’m no frailblood- my da romanced a REAL elf, and I know how to fight just like one. Care to test me? I need a few more ears for my necklace. Well, that’s unfortunate. Be sure to call upon me any time you want to walk along the path of the ancients.”

Eosh 'Drassilborn, a wizard bluffing his way out of a fight

History:
The first half-elves were born not long after the Divine War, conceived during short, passionate encounters between humans who were lost in the Yggdrasil and true elven guides who fell into something close to love. Due to differences in fertility cycles, this rarely resulted in pregnancy, but on occasion, a child showing the best features of both races was born to a surprised mother. The mothers usually raised these children alone, as both the human and true elven communities took a dim view of illegitimacy and racial infidelity. The children would likewise have a hard time fitting into their respective societies. A half-elf raised among true elves lacked their dexterity and proved inquisitive and loud, while a half-elf brought up among humans was a daily reminder of the horrors of the alien forest they stumbled through on their way to freedom and ostracized as a result. Still, these unfortunates were left to their own devices, as they were also indicative of things their adoptive society lacked- logical thought among elves and effortless grace among humans- and their exotic appeal soon rivaled their unsavory origins. They grew comfortable in their place on the fringe of society, but the Divine War created a new wrinkle: half-elves born of the intermingling of humans and common elves.


Relations:
Although to half-elves the differences between the two sub-races are as clear as night and day, they look identical to dwarves, halflings and even their human and elven parents. This lack of distinction often drags half-elves from the fringes of society into the spotlight without a loss in disdain. Is the half-elf in question a barely-contained savage or a dragon-worshipping magic user? Whatever the answer to that question, true elves and many humans view their bastards with thinly veiled disgust, although their feelings are sometimes softer if they have sired one of these “accidents” themselves. Halflings and dwarves judge the individual half elf, believing the human blood in them may make up for the other half of their ancestry. Half-orcs and half-dragons are more willing to give half-elves the benefit of the doubt as they share in the stigma that is the birthright of the Third Races. Regular familial love only seems to come from common elf parents, who eagerly protect their child from the unpleasant realities of life for as long as they can.

Physical:
Half-elves, regardless of heritage, resemble petite humans with slightly pointed ears and almond-shaped eyes. Their hair and skin coloration favor the human component of their conceptual union, while their movements and body language have an elven fluidity that make them a wonder to behold even while performing the most mundane tasks. Unlike elves (and even a few humans), males are capable of growing silky facial hair. Half-elves of both sexes build muscle slightly faster than humans can, which lends them a toned, impressive physique.

Personality:
Hotheaded, competitive, and stubborn, half-elves seek acceptance the least out of the Third Races. This is not to say they are loners- they prize true friendship as much as any. However, a lifetime of scorn and neglect causes half elves to look down upon casual acquaintances and those who find value in such relationships. Most half-elves have some kind of wall put up around them to protect their true selves, be it one of hostility, modesty, or impetuousness. Penetrating this wall is rarely enough to earn a half-elf’s friendship, although it is certainly a step in the right direction.

Naming Conventions:
Most half-elves use the naming conventions of the culture they grow up in, although it is not uncommon for the rebellious to abandon that name and choose one from their complementary heritage. These secondary names are often exaggerated, confused or mispronounced by the half-elf, which can cause embarrassment when in the company of their more distant kin.

Alignment:
Half-elves have a reputation for willfulness and decisive action that makes neutrality on either axis rare.

Class:
Half-elves are determined to walk their own path in the world, whether they seek to achieve acceptance through fame or anonymity through fear. The first class they gain a level in is considered their preferred class.

Traits:
As described in the PHB, except as follows:

Half-elves are usually acerbic until they get to know someone better. They gain a +2 bonus to Intimidation and Sense Motive checks as opposed to Gather Information and Diplomacy checks.

Sunday, April 20, 2008

The Races: Half-Dragons

“No, I’m not going to eat you. I may rake my claws across your hamstring, bring my knee into your stomach, introduce the knife of my hand to the back of your neck and tear your throat out with my fangs, but I’m not going to *eat* you. That’s just barbaric.”

Ventorix, a monk and prince-in-exile, putting a new acquaintance ill-at-ease

History:
Arcane might. Unmatched strength. Half dragons are born to these things, and they often get the chance to flaunt both. Of all of the Third Races- and some would even go so far to say all the peoples of Wune- half dragons have the most formidable natural gifts, but this power comes at a price. The vast majority of half dragons are brought into this world in the harems of cruel dragon monarchs who mate with any number of women (and men), willing and unwilling, First, Second and even Third Races, to bring a loyal warrior-whelp into the world. Raised in luxury and isolation, they are trained in combat both magical and mundane at their leisure. While the lack of true friends and a loving family often hardens them and turns them into a living extension of their draconic parent’s cruel will, there are times when their lives can take a different path. Perhaps they grew too strong-willed to listen to a distant, domineering mother. Maybe in their isolation, an insurrection that slew their father overlooked them. Still maybe they were on the wrong end of succession, and found themselves discarded in favor of siblings that were more potent. Whatever the reason, there are a few half dragons that have more control over their life than most.

Relations:
Still, even the most unfettered half dragon has no control over how others view them. They are hated outright- even more so than the most stereotypically savage elf, thieving halfling, or brutal half-orc. One need only point to their origins to find a reason to distrust them, and their alien appearance strikes fear into the bravest souls. Unlike with other members of the Third Races, half dragons trust each other least of all. After all, they are one of the few creatures on Wune that are a match for them, and the draconic side of their psyche gnaws at them to establish dominance before exchanging pleasantries. In social situations with other peoples, they usually attempt the reverse, being civil at the very least. Only the most compassionate or sensitive worry after the disdain of their lessers- the rude are painfully reminded of their place, those who become hostile rarely get the chance to learn from their mistake.

Physical:
One of the reasons why half dragons are so feared due to the astonishing variety of forms they can take. Few half dragons look alike, but they are all combinations of reptile and humanoid, with the humanoid features coming from the non-draconic side of the union. The aesthetic result of this combination runs the gamut from sensuous to grotesque.

Personality:
Half dragons lack appreciable social skills due to the nature of their upbringing. Those that provide services that half dragons cannot provide themselves are appreciated, but are little more than servants in their eyes. They save their respect for those whose ability eclipses their own and their admiration for those who are willing to share the fruits of their knowledge with them. The concepts of love, family and friendship are known in theory, not practice. This can result in an innocent, child-like view of the world outside magic and combat, or a dangerously naïve individual who views others as little more than test subjects for novel spells and insidious weapons.

Naming Conventions:
Half-dragons generally prefer Draconic names to those of lesser creatures, although they may go by a nickname or alias when traveling or striking out on their own, particularly one that is popular the non-draconic side of family.

Alignment:
No matter what race has had a hand in their conception, the blood of dragons runs thick through their veins. They always share one aspect of their alignment with their draconic parent, and may emulate their alignment completely in an attempt to garner attention or affection.

Class:
While the preferred class of half dragons is sorcerer, they almost never remain in this class. The discipline of fighters and monks is available to them from before they can walk, and they usually gain levels in both of these classes before puberty. Half dragon clerics are disturbing in both concept and frequency, as they eagerly proclaim the divinity of their parent and of their own as well, if they are paladins. Among half dragons that seek to survive on their own, the ways of the barbarian and reaver are natural choices, especially if they would prefer to avoid the ‘civilization’ of the weaker races. Rogues apply the arrogance of the previous within the city walls, and make a bloody climb to the heads of thieves’ guilds. Wizardry is uncommon, as a half dragon would rather rely on internal magic than external. Half dragon druids, rangers, and bards are rare.

Traits:

As presented in the Monster Manual I.