Roxxy
2015-07-03, 11:41 PM
Im not all that much a fan of the Pathfinder race system, and I prefer systems that have less mechanical impact and more variety within races. That was something I tried for here. I also decided to only have three races from a mechanical standpoint, but have wide ranging variety within each race. Elves dont just include pale skinned dudes with sharp ears, they also include hengeyokai, gnomes, and a bunch of other people. I have not thought up near enough elven and risi ethnicities (ideas are welcome), and I havent really shared details of the cultures of these ethnicities here, as they arent ready yet. This thread is about getting things mechanically balanced and seeing of my ethnic descriptions convey enough information to get a view of what people look like without sounding vaguely racist. I am especially worried about the mechanical balance of the elven Bloodline ability, the hengeyokai shapeshifting, and whether the risi keep pace with humans and elves in terms of mechanical abilities.
A note on mechanics - I never did like racial ability score penalties, as they make races less able to step outside the box and do interesting things and make a race less flexible. This is especially problematic when only three races exist. Since all three races are meant to be broad and flexible, I do not see the need for a catch-all race, as humans and half-humans usually are in Pathfinder. As such, I gave humans about as much of a niche as any race has in my setting. I did take away the Human bonus feat, and I know that extra feat is essential to a lot of builds, so I am giving all characters two feats at first level instead of one. All playable races are medium sized (though many risi skirt the very edges of the size category) with 30ft movement speed, and share the same average lifespan. No race or ethnicity has any sort of inherent moral or ethical leaning. Drow and orcs have just as much capability to do good or evil as humans, and do so in about the same proportions as humans.
A note on crossbreeding Belonging to one of the three races means having ancestry that is at least 75% from that race. Since humans, elves, and risi can interbreed without issue, virtually nobody has ancestry purely of one race, just majority from that race. Characters descended from two or three races are allowed. The GM will assist such a player in choosing ability score bonuses and major and minor abilities.
A note on ethnicity There is no requirement to select one ethnicity, unless that ethnicity has mechanical impacts, such as hengeyokai or mandriviks. A character can be so multiethnic that they dont really belong to any ethnicity at all, or a member of two or three distinct ethnicities. Ethnicity is there to give ideas on how people from different parts of the world typically look, and is not meant to have any mechanical effects outside of mandrivik disease resistance and some elves. Ethnicity is also a social construct, not a biological reality, and nobody is pureblood anything. If you grab a dwarf off of the street, theyll have some human ancestors that werent dwarves, and probably a few ancestors that werent humans. Culture tends to be a factor of nationality first and ethnicity second, so the best place to learn about being an elf or a human is to read about the country they came from.
Human
Ability Scores:
+2 Constitution, +2 Intelligence
Humans are hardy and adapt relatively well to strange or harsh environments, and are quick to pick up new skills and improvise their way around problems.
Major Abilities:
Hardy:
Humans gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Study:
At 1st, 8th, and 16th level, humans gain Skill Focus in a skill of their choice as a bonus feat.
Minor Abilities:
Skill Training:
Pick two skills at character creation. These skills become class skills.
Durability:
Humans receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Notable Ethnicities. These describe average traits, and intermarriage happens all the time, so people will often have a mixture of different attributes:
East Merundian East Merundians are the dominant group of Eastern, Southeastern, and Northern parts of the Merundian continent. They average about 56 tall for men, and 52 tall for women, with southerners averaging shorter and northerners averaging taller. Skin complexion ranges from a yellowish tan or pale and creamy to medium brown, with southerners tending to be darker skinned than northerners. Hair is typically black or brown and straight or wavy, and eyes are usually average or small sized, black or brown, and slightly slanted towards the nose. They often have prominent cheekbones and flattish noses.
West Merundian West Merundians are the dominant group of Southern and Western Merundia. They average about 58 tall for men and 55 tall for women, with people being shorter in the east and taller in the west. Their skin ranges from medium to dark brown in the east to medium to light in the west. They usually have straight, wavy, or curly black or brown hair, average or small sized brown or black eyes, and prominent noses.
Elashkan The dominant group of the continent Elashka, they average about 510 for men and 56 for women, with people being shorter in the East and North and taller in the South and West. Skin color is medium to dark or very dark brown, with Eastern and Northern Elashkans usually being darker. Their hair tends to be kinky or curly and brown or black and their eyes are average or small sized and brown or black, and their noses are usually narrower to the East or North and broader to the South or West.
Tall Folk The dominant group of Nitara, they average about 510 for men and 56 for women, with Southerners being shorter and Northerners taller. Southerners tend to be tan or light brown skinned, while Northerners tend to be light or pale skinned. Their hair tends to be brown or black for Southerners and red, blonde, or light brown for Northerners, and can be curly, wavy, or straight. Their eyes are large and can be brown, black, blue, or green, with blue and green being much more common with Northerners. Southerners tend to have prominent noses and Northerners either slightly broad or slightly narrow noses. They are called the Tall Folk because they outsize their dwarven friends (Tall Folk and dwarves typically get along pretty well on the societal level), not because they are the tallest people around (the risi do outsize them pretty well, after all).
Dwarves A group native to Nitara, they average about 50 for men and 48 for women. They are light or pale skinned, with straight or wavy red or light brown hair and large gold or gem colored eyes. They have slightly broad noses, and freckles are a common feature. They commonly intermarry with the Tall Folk, so deviations from the norm are common.
Mandriviks A traditionally semi-nomadic group native to Eastern and Northern Nitara, they average about 58 for men and 54 for women. They are pale skinned and have large blue, green, or black eyes and straight or wavy black, red, or brown hair. They have narrow noses, and are especially noted for their retractable fangs. Mandriviks drink animal blood to make up for enzyme deficiencies, and are especially resistant to disease. Characters of primarily Mandrivik ancestry do not get the Human Skill Training ability, instead increasing the Human +2 bonus to saves against poison to a +4 and getting a +4 bonus to saves against disease. Mandrivik fangs are not long enough to be of much use in combat.
Thyressans The group native to Thyressa. They average about 58 for men and 54 for women, with people being taller in the north and shorter in the south. They have medium to dark reddish or brown skin, straight or wavy black or brown hair, and average sized black or brown eyes. They usually have broad noses in the north and narrower noses in the south. Most Thyressans alive have large amounts of Tall Folk or Elashkan ancestry do to the effects of colonialism, so variations from this basic body type are highly common.
Elf
Ability Scores:
+2 Dexterity, +2 Charisma
Elves are nimble and quick, and have an easy charm about them and an innate grasp of sorcery.
Major Abilities:
Bloodline:
All elves have sorcerous blood, though the majority of elves are not Sorcerers. At character creation, all elves gain the 1st level bloodline power from one Sorcerer bloodline of their choice, using it as if they were a 1st level Sorcerer, regardless of character level. An elf who takes levels in a class that grants bloodline powers may not gain the same bloodline power twice. They may either swap out their class bloodline power for an equivalent power (which must be approved by the GM) if their class and race bloodlines are the same, or they may choose different class and race bloodlines.
Elven Luck:
Elves gain a +1 racial bonus on all saving throws.
Minor Abilities:
Keen Senses:
Elves gain a +2 bonus to Perception checks, and Perception is always a class skill for them.
Low Light Vision:
Elves can see twice as far as a race with normal vision in conditions of dim light.
Notable Ethnicities. (These describe average traits, and intermarriage happens, though rather less frequently than it does among Humans, so people will sometimes have a mixture of different attributes):
Alfar Native to Northern Nitara, the alfar average about 55, with little difference between men and women. They are lightly built and relatively androgynous, and have pale or light skin and large, pointed ears. Their large eyes are sky or sea blue, fern; grass; or leaf-like green, brown, or leaf-like orange or yellow, and their straight or wavy hair is red, light or medium brown, or blonde hair. They only have body hair on their scalps, and have narrow noses. Spots and stripes on the skin are relatively common, though not all elves have them, and come in the same range of colors as their hair and eyes.
Drow The nocturnal cousins of the alfar, drow are also native to Northern Nitara, and average about 55 tall. They have the same slight build and relative androgyny as alfar, with very dark skin that takes on a bluish, purplish, or grayish tone, large gray, silver, dark blue, purple, or black eyes, and straight or wavy white hair, often with a publish, bluish, grayish, or silverish tint. They only have body hair on their scalps, and have narrow noses. Spots and stripes on the skin are relatively common, though not all drow have them, and come in the same range of colors as their hair and eyes. Unlike other elves, drow do not get a +1 bonus to Will saves or Fortitude saves, only to Reflex saves. They also gain 60ft Darkvision instead of Low Light Vision.
Gnomes Largely believed to be related to the dwarves somehow, gnomes are a race native to the whole of Nitara. They are about 50 if men and 48 if women, just like dwarves, though they are more slenderly built, and have broad noses. They are light or light browned skinned, with straight or wavy gold or gem colored hair and large gold or gem colored eyes.
Hengeyokai Native to Eastern and Southern Merundia, Hengeyokai are shapeshifters that appear as humans or as animals. They do not gain the Bloodline ability like other elves, instead gaining the ability to shapeshift:
Shapechanger: A hengeyokai's true form is that of a humanoid with the face of an animal. The animal is that of its clan. A hengeyokai may change shape, appearing either as a human or in the natural form of her clan animal (alter self, beastshape I). A hengeyokai's human features are always the same, as are her animal features and these features are uniquely hers. That is, a hengeyokai cannot choose to take the shape or form of another person or animal in order to disguise herself without access to other abilities or powers. A hengeyokai can revert to her natural form at will. She may adopt her alternate forms a number of times per day equal to 1/2 her character level (minimum 1). (This ability was written for Heroes of the Jade Oath by Green Ronin Press.)
Hengeyokai also do not gain the Elven Luck ability, instead gaining the following:
Hengeyokai magic:
Hengeyokai add +1 to the DC of any saving throws against enchantment spells that they cast. Hengeyokai with a Charisma score of 11 or higher gain the following spell-like ability: 3/daydancing lights. Hengeyokai are treated as members of the Kitsune race for the purpose of meeting feat prerequisites (Which means that a Hengeyokai can become a 9 tailed Kitsune).
The following clans exist: Badger (Mujina), Cat (Neko), Dog (Inu), Hare (Usagi), Monkey (Saru), Rat (Nezumi), Fox (Kitsune), and Raccoon-Dog (Tanuki). A Hengeyokai must be a member of a clan, and cannot belong to multiple clans.The names in parenthesis are the names used in the nation in Minoka. Hengeyokai are from many nations and the clans have different names in each, though Racoon-Dog Hengeyokai are only seen in Minoka.
The Skinwalkers of Thyressa are like Hengeyokai and use the same stats, they just have a slightly different array of available clans. Their choices are Cat, Dog, Coyote, Squirrel, Beaver, Monkey, Raccoon, and Fox.
Risi
Ability Scores:
+2 Strength, +2 Wisdom
The risi have the muscle to go with their size, and boast a well developed sense of intuition.
Major Abilities:
Risi Agility:
Despite their great size, risi are very surefooted, and quite good at navigating rough terrain. A risi has a climb speed of 20 feet, with the +8 bonus to Climb checks that implies. A risi also keeps her Dexterity bonus when making an Acrobatics check to cross narrow or uneven ground.
Scent:
Risi gain the scent ability.
Minor Abilities:
Stability:
Low Light Vision:
Risi can see twice as far as a race with normal vision in conditions of dim light.
Stability:
Risi receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Notable Ethnicities. (These describe average traits, and intermarriage happens, though rather less frequently than it does among Humans, so people will sometimes have a mixture of different attributes):
Jotnar Native to Northern Nitara, Jotnar average about 79 for men and 77 for women. They have pale skin, straight or wavy white hair, sometimes with a bluish, gray, or silverish tint, and large blue, gray, or silver eyes. Their noses are broad and their builds powerful.
Titan Native to Southern Nitara, Titans average 710 for men and 78 for women (making them the tallest playable race in the setting). They have light to medium brown skin, straight or wavy black hair, average sized brown, black, or gold eyes, and prominent noses.
Orc Native to Western Thyressa, Orcs average 79 for men and 77 for women. They have greenish or brownish skin, straight or wavy black, brown, or green hair, average sized black, brown, or green eyes, broad noses, and prominent canines.
Tieflings exist, but not as a race. A player who wants to be a tiefling loses a Major Ability of their race and gains either Fiendish Resistance or one of the Advanced Race Guide alternatives to Fiendish Resistance. Aasimar do not exist per se, because those who would be Aasimar are risi (which has to do with the reasons why the Gods do not like the risi).
I don't expect the mechanics to be balanced, this being a first draft, so what did I do that's wonky? What do the ethnic descriptions need? Any ideas for elven or risi ethnicities (Elves are inherently magical people, and risi are basically big people accustomed to relying on the earth for magic and wisdom rather than the Gods, because the Gods hate them.)?
A note on mechanics - I never did like racial ability score penalties, as they make races less able to step outside the box and do interesting things and make a race less flexible. This is especially problematic when only three races exist. Since all three races are meant to be broad and flexible, I do not see the need for a catch-all race, as humans and half-humans usually are in Pathfinder. As such, I gave humans about as much of a niche as any race has in my setting. I did take away the Human bonus feat, and I know that extra feat is essential to a lot of builds, so I am giving all characters two feats at first level instead of one. All playable races are medium sized (though many risi skirt the very edges of the size category) with 30ft movement speed, and share the same average lifespan. No race or ethnicity has any sort of inherent moral or ethical leaning. Drow and orcs have just as much capability to do good or evil as humans, and do so in about the same proportions as humans.
A note on crossbreeding Belonging to one of the three races means having ancestry that is at least 75% from that race. Since humans, elves, and risi can interbreed without issue, virtually nobody has ancestry purely of one race, just majority from that race. Characters descended from two or three races are allowed. The GM will assist such a player in choosing ability score bonuses and major and minor abilities.
A note on ethnicity There is no requirement to select one ethnicity, unless that ethnicity has mechanical impacts, such as hengeyokai or mandriviks. A character can be so multiethnic that they dont really belong to any ethnicity at all, or a member of two or three distinct ethnicities. Ethnicity is there to give ideas on how people from different parts of the world typically look, and is not meant to have any mechanical effects outside of mandrivik disease resistance and some elves. Ethnicity is also a social construct, not a biological reality, and nobody is pureblood anything. If you grab a dwarf off of the street, theyll have some human ancestors that werent dwarves, and probably a few ancestors that werent humans. Culture tends to be a factor of nationality first and ethnicity second, so the best place to learn about being an elf or a human is to read about the country they came from.
Human
Ability Scores:
+2 Constitution, +2 Intelligence
Humans are hardy and adapt relatively well to strange or harsh environments, and are quick to pick up new skills and improvise their way around problems.
Major Abilities:
Hardy:
Humans gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Study:
At 1st, 8th, and 16th level, humans gain Skill Focus in a skill of their choice as a bonus feat.
Minor Abilities:
Skill Training:
Pick two skills at character creation. These skills become class skills.
Durability:
Humans receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Notable Ethnicities. These describe average traits, and intermarriage happens all the time, so people will often have a mixture of different attributes:
East Merundian East Merundians are the dominant group of Eastern, Southeastern, and Northern parts of the Merundian continent. They average about 56 tall for men, and 52 tall for women, with southerners averaging shorter and northerners averaging taller. Skin complexion ranges from a yellowish tan or pale and creamy to medium brown, with southerners tending to be darker skinned than northerners. Hair is typically black or brown and straight or wavy, and eyes are usually average or small sized, black or brown, and slightly slanted towards the nose. They often have prominent cheekbones and flattish noses.
West Merundian West Merundians are the dominant group of Southern and Western Merundia. They average about 58 tall for men and 55 tall for women, with people being shorter in the east and taller in the west. Their skin ranges from medium to dark brown in the east to medium to light in the west. They usually have straight, wavy, or curly black or brown hair, average or small sized brown or black eyes, and prominent noses.
Elashkan The dominant group of the continent Elashka, they average about 510 for men and 56 for women, with people being shorter in the East and North and taller in the South and West. Skin color is medium to dark or very dark brown, with Eastern and Northern Elashkans usually being darker. Their hair tends to be kinky or curly and brown or black and their eyes are average or small sized and brown or black, and their noses are usually narrower to the East or North and broader to the South or West.
Tall Folk The dominant group of Nitara, they average about 510 for men and 56 for women, with Southerners being shorter and Northerners taller. Southerners tend to be tan or light brown skinned, while Northerners tend to be light or pale skinned. Their hair tends to be brown or black for Southerners and red, blonde, or light brown for Northerners, and can be curly, wavy, or straight. Their eyes are large and can be brown, black, blue, or green, with blue and green being much more common with Northerners. Southerners tend to have prominent noses and Northerners either slightly broad or slightly narrow noses. They are called the Tall Folk because they outsize their dwarven friends (Tall Folk and dwarves typically get along pretty well on the societal level), not because they are the tallest people around (the risi do outsize them pretty well, after all).
Dwarves A group native to Nitara, they average about 50 for men and 48 for women. They are light or pale skinned, with straight or wavy red or light brown hair and large gold or gem colored eyes. They have slightly broad noses, and freckles are a common feature. They commonly intermarry with the Tall Folk, so deviations from the norm are common.
Mandriviks A traditionally semi-nomadic group native to Eastern and Northern Nitara, they average about 58 for men and 54 for women. They are pale skinned and have large blue, green, or black eyes and straight or wavy black, red, or brown hair. They have narrow noses, and are especially noted for their retractable fangs. Mandriviks drink animal blood to make up for enzyme deficiencies, and are especially resistant to disease. Characters of primarily Mandrivik ancestry do not get the Human Skill Training ability, instead increasing the Human +2 bonus to saves against poison to a +4 and getting a +4 bonus to saves against disease. Mandrivik fangs are not long enough to be of much use in combat.
Thyressans The group native to Thyressa. They average about 58 for men and 54 for women, with people being taller in the north and shorter in the south. They have medium to dark reddish or brown skin, straight or wavy black or brown hair, and average sized black or brown eyes. They usually have broad noses in the north and narrower noses in the south. Most Thyressans alive have large amounts of Tall Folk or Elashkan ancestry do to the effects of colonialism, so variations from this basic body type are highly common.
Elf
Ability Scores:
+2 Dexterity, +2 Charisma
Elves are nimble and quick, and have an easy charm about them and an innate grasp of sorcery.
Major Abilities:
Bloodline:
All elves have sorcerous blood, though the majority of elves are not Sorcerers. At character creation, all elves gain the 1st level bloodline power from one Sorcerer bloodline of their choice, using it as if they were a 1st level Sorcerer, regardless of character level. An elf who takes levels in a class that grants bloodline powers may not gain the same bloodline power twice. They may either swap out their class bloodline power for an equivalent power (which must be approved by the GM) if their class and race bloodlines are the same, or they may choose different class and race bloodlines.
Elven Luck:
Elves gain a +1 racial bonus on all saving throws.
Minor Abilities:
Keen Senses:
Elves gain a +2 bonus to Perception checks, and Perception is always a class skill for them.
Low Light Vision:
Elves can see twice as far as a race with normal vision in conditions of dim light.
Notable Ethnicities. (These describe average traits, and intermarriage happens, though rather less frequently than it does among Humans, so people will sometimes have a mixture of different attributes):
Alfar Native to Northern Nitara, the alfar average about 55, with little difference between men and women. They are lightly built and relatively androgynous, and have pale or light skin and large, pointed ears. Their large eyes are sky or sea blue, fern; grass; or leaf-like green, brown, or leaf-like orange or yellow, and their straight or wavy hair is red, light or medium brown, or blonde hair. They only have body hair on their scalps, and have narrow noses. Spots and stripes on the skin are relatively common, though not all elves have them, and come in the same range of colors as their hair and eyes.
Drow The nocturnal cousins of the alfar, drow are also native to Northern Nitara, and average about 55 tall. They have the same slight build and relative androgyny as alfar, with very dark skin that takes on a bluish, purplish, or grayish tone, large gray, silver, dark blue, purple, or black eyes, and straight or wavy white hair, often with a publish, bluish, grayish, or silverish tint. They only have body hair on their scalps, and have narrow noses. Spots and stripes on the skin are relatively common, though not all drow have them, and come in the same range of colors as their hair and eyes. Unlike other elves, drow do not get a +1 bonus to Will saves or Fortitude saves, only to Reflex saves. They also gain 60ft Darkvision instead of Low Light Vision.
Gnomes Largely believed to be related to the dwarves somehow, gnomes are a race native to the whole of Nitara. They are about 50 if men and 48 if women, just like dwarves, though they are more slenderly built, and have broad noses. They are light or light browned skinned, with straight or wavy gold or gem colored hair and large gold or gem colored eyes.
Hengeyokai Native to Eastern and Southern Merundia, Hengeyokai are shapeshifters that appear as humans or as animals. They do not gain the Bloodline ability like other elves, instead gaining the ability to shapeshift:
Shapechanger: A hengeyokai's true form is that of a humanoid with the face of an animal. The animal is that of its clan. A hengeyokai may change shape, appearing either as a human or in the natural form of her clan animal (alter self, beastshape I). A hengeyokai's human features are always the same, as are her animal features and these features are uniquely hers. That is, a hengeyokai cannot choose to take the shape or form of another person or animal in order to disguise herself without access to other abilities or powers. A hengeyokai can revert to her natural form at will. She may adopt her alternate forms a number of times per day equal to 1/2 her character level (minimum 1). (This ability was written for Heroes of the Jade Oath by Green Ronin Press.)
Hengeyokai also do not gain the Elven Luck ability, instead gaining the following:
Hengeyokai magic:
Hengeyokai add +1 to the DC of any saving throws against enchantment spells that they cast. Hengeyokai with a Charisma score of 11 or higher gain the following spell-like ability: 3/daydancing lights. Hengeyokai are treated as members of the Kitsune race for the purpose of meeting feat prerequisites (Which means that a Hengeyokai can become a 9 tailed Kitsune).
The following clans exist: Badger (Mujina), Cat (Neko), Dog (Inu), Hare (Usagi), Monkey (Saru), Rat (Nezumi), Fox (Kitsune), and Raccoon-Dog (Tanuki). A Hengeyokai must be a member of a clan, and cannot belong to multiple clans.The names in parenthesis are the names used in the nation in Minoka. Hengeyokai are from many nations and the clans have different names in each, though Racoon-Dog Hengeyokai are only seen in Minoka.
The Skinwalkers of Thyressa are like Hengeyokai and use the same stats, they just have a slightly different array of available clans. Their choices are Cat, Dog, Coyote, Squirrel, Beaver, Monkey, Raccoon, and Fox.
Risi
Ability Scores:
+2 Strength, +2 Wisdom
The risi have the muscle to go with their size, and boast a well developed sense of intuition.
Major Abilities:
Risi Agility:
Despite their great size, risi are very surefooted, and quite good at navigating rough terrain. A risi has a climb speed of 20 feet, with the +8 bonus to Climb checks that implies. A risi also keeps her Dexterity bonus when making an Acrobatics check to cross narrow or uneven ground.
Scent:
Risi gain the scent ability.
Minor Abilities:
Stability:
Low Light Vision:
Risi can see twice as far as a race with normal vision in conditions of dim light.
Stability:
Risi receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Notable Ethnicities. (These describe average traits, and intermarriage happens, though rather less frequently than it does among Humans, so people will sometimes have a mixture of different attributes):
Jotnar Native to Northern Nitara, Jotnar average about 79 for men and 77 for women. They have pale skin, straight or wavy white hair, sometimes with a bluish, gray, or silverish tint, and large blue, gray, or silver eyes. Their noses are broad and their builds powerful.
Titan Native to Southern Nitara, Titans average 710 for men and 78 for women (making them the tallest playable race in the setting). They have light to medium brown skin, straight or wavy black hair, average sized brown, black, or gold eyes, and prominent noses.
Orc Native to Western Thyressa, Orcs average 79 for men and 77 for women. They have greenish or brownish skin, straight or wavy black, brown, or green hair, average sized black, brown, or green eyes, broad noses, and prominent canines.
Tieflings exist, but not as a race. A player who wants to be a tiefling loses a Major Ability of their race and gains either Fiendish Resistance or one of the Advanced Race Guide alternatives to Fiendish Resistance. Aasimar do not exist per se, because those who would be Aasimar are risi (which has to do with the reasons why the Gods do not like the risi).
I don't expect the mechanics to be balanced, this being a first draft, so what did I do that's wonky? What do the ethnic descriptions need? Any ideas for elven or risi ethnicities (Elves are inherently magical people, and risi are basically big people accustomed to relying on the earth for magic and wisdom rather than the Gods, because the Gods hate them.)?