Belac93
2016-03-05, 01:47 PM
Here are the races of a world I made. I recently started the 'Our ______s are different' thread, and decided to put that into practice by sharing my world. This is mostly cultural stuff that would have almost no effect on mechanics.
Humans are fast breeding, adaptable, and short lived. This all shows in their culture, which is very adventure focused. All humans feel the need to explore, set down roots, and travel. They ingrain themselves into every culture, every race, every land. It is not unusual to see humans hunting with a drow, or trading with dragonborn, or even farming with hill dwarves.
Suggested Alternate Ability Scores. None.
High elves are a proud, warlike race. Such long lives give them great power, but also incite boredom. As they regard the hunting practices of their kin and savage and primitive, they hunt other humanoids. They worship gods of war, conquest, and magic. A marital skill is woven into their culture, and they form vast armies to fight mainly humans, half-orcs, gnomes, and dragonborn. They are Usually LE, with a minority being LN or NE.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Strength.
Wood elves live on the great plains, using their lessened need to sleep and great speed to chase down and tire out larger animals, finally using their bows to make the final kill. A life shared in the plains makes them often come into conflict with the Aarockra. They will never stop chasing a prey once they have caught them. It is everyone's fear to be chased by a wood elf. They are faster, need to sleep only a sixth of their lives (as opposed to one-third for other creatures), and they will outlive you. They are most often TN, with a minority being LN or CN.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Constitution.
Drow live in thick-canopied jungles. They use their magical talents and darkvision to see and hunt prey, sometimes simply hiding in a tree, and then sleeping the day through on lookout. They are patient hunters, able to wait for weeks for a meal, and worship the stars and moon as their gods. They are usually NG, with a minority being TN and LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Wisdom.
Moving, unmovable, impossible to dislodge, eaters of flesh. These are all traits that describe the Stout Halflings. Known for setting up their homes in impossible places, these tiny beings will withstand any disaster. They have been known to burrow into a mountain and eat fungus, just to wait out a blizzard. Their tiny size makes them able to live anywhere, if coupled with their amazing agility and toughness. An large resistance to poisons, along with a stubborn 'I will live here.' mentality has made them able to resort to cannibalism many times. It is regarded as an honor to be eaten. They are most likely to be LN, with a minority being LE or LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Strength
Lightfoot halflings live as nomads. They ride giant ibexes, and use them to nearly fly through the huge mountains and valley cliff that they call home. They often fight goliaths, disagreeing with the larger races mercenary ways, as well as competing with them for resources. The halflings rarely come out as winners in these conflicts, but also almost never suffer significant losses, as they can escape up the cliffs that goliaths have trouble climbing quickly. They are most often LN, with a minority being LE or LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Wisdom
These are the poor remnants of a halfling soul having been brought back too many times. A lack of afterlife for halflings means that they will be reincarnated over and over and over again, and sometimes, the soul just... breaks. When this happens, one of these are created. They have a preternatural awareness and knowledge of people, lending them a wise image to most other creatures. As they have less soul than other halflings, they can communicate with the subconscious parts of a creatures brain. This is a very unpleasant experience, akin to treading over someone's grave or touching a ghost. They are most likely to be CN, with a minority being CE or TN.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Intelligence.
Hill dwarves are farmers, through and through. No matter the place, be it seaside seaweed farms, plains wheat fields, or underground mushroom cultures, hill dwarves will be there. They are a mostly peaceful race, sometimes offering sanctuary to Stout halflings or dragonborn traders. A saying among the other races, that the hill dwarves take pride in, is; 'If a hillfolk offers you sanctuary, fear no treachery. If you bring treachery to their door, run. It is the only way you can win.’ Hill dwarves will endure no threat to their crops. They will only destroy the threat. They are most often NG, with a minority being LG or TN.
Suggested Alternate Ability Scores. +2 Wisdom, +1 Constitution.
Mountain dwarves are, in some ways, the polar opposites of Hill dwarves. They travel, and they fight, and they travel, and they fight. They often work with goliaths, employing them to help in their raids. They often rage when fighting, throwing themselves at enemies, frothing and swinging their dreaded axes. They will rarely war with other dwarves, but when they do, the conflict is a long, drawn out bleeding of both sides. They are most often CE, with a minority being NE or CN.
Suggested Alternate Ability Scores. None, no adjustments make sense.
Duergar is the name of a certain breed of hill dwarves. Often, a hill dwarf will make a deal with a god of some sort, asking for protection, from attackers, most often mountain dwarves. The result is a child being born who is shadow touched, gifting it powers suiting it to fight whatever enemies. They mature faster than other dwarves, reaching physical maturity at 12 instead of the normal 18. They are just as friendly as hill dwarves, but slightly hardened by a life of fighting. They are usually LG, with a minority being NG or LN.
Suggested Alternate Ability Scores. +1 Constitution, +1 Charisma, +1 Strength.
Humans are fast breeding, adaptable, and short lived. This all shows in their culture, which is very adventure focused. All humans feel the need to explore, set down roots, and travel. They ingrain themselves into every culture, every race, every land. It is not unusual to see humans hunting with a drow, or trading with dragonborn, or even farming with hill dwarves.
Suggested Alternate Ability Scores. None.
High elves are a proud, warlike race. Such long lives give them great power, but also incite boredom. As they regard the hunting practices of their kin and savage and primitive, they hunt other humanoids. They worship gods of war, conquest, and magic. A marital skill is woven into their culture, and they form vast armies to fight mainly humans, half-orcs, gnomes, and dragonborn. They are Usually LE, with a minority being LN or NE.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Strength.
Wood elves live on the great plains, using their lessened need to sleep and great speed to chase down and tire out larger animals, finally using their bows to make the final kill. A life shared in the plains makes them often come into conflict with the Aarockra. They will never stop chasing a prey once they have caught them. It is everyone's fear to be chased by a wood elf. They are faster, need to sleep only a sixth of their lives (as opposed to one-third for other creatures), and they will outlive you. They are most often TN, with a minority being LN or CN.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Constitution.
Drow live in thick-canopied jungles. They use their magical talents and darkvision to see and hunt prey, sometimes simply hiding in a tree, and then sleeping the day through on lookout. They are patient hunters, able to wait for weeks for a meal, and worship the stars and moon as their gods. They are usually NG, with a minority being TN and LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Wisdom.
Moving, unmovable, impossible to dislodge, eaters of flesh. These are all traits that describe the Stout Halflings. Known for setting up their homes in impossible places, these tiny beings will withstand any disaster. They have been known to burrow into a mountain and eat fungus, just to wait out a blizzard. Their tiny size makes them able to live anywhere, if coupled with their amazing agility and toughness. An large resistance to poisons, along with a stubborn 'I will live here.' mentality has made them able to resort to cannibalism many times. It is regarded as an honor to be eaten. They are most likely to be LN, with a minority being LE or LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Strength
Lightfoot halflings live as nomads. They ride giant ibexes, and use them to nearly fly through the huge mountains and valley cliff that they call home. They often fight goliaths, disagreeing with the larger races mercenary ways, as well as competing with them for resources. The halflings rarely come out as winners in these conflicts, but also almost never suffer significant losses, as they can escape up the cliffs that goliaths have trouble climbing quickly. They are most often LN, with a minority being LE or LG.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Wisdom
These are the poor remnants of a halfling soul having been brought back too many times. A lack of afterlife for halflings means that they will be reincarnated over and over and over again, and sometimes, the soul just... breaks. When this happens, one of these are created. They have a preternatural awareness and knowledge of people, lending them a wise image to most other creatures. As they have less soul than other halflings, they can communicate with the subconscious parts of a creatures brain. This is a very unpleasant experience, akin to treading over someone's grave or touching a ghost. They are most likely to be CN, with a minority being CE or TN.
Suggested Alternate Ability Scores. +2 Dexterity, +1 Intelligence.
Hill dwarves are farmers, through and through. No matter the place, be it seaside seaweed farms, plains wheat fields, or underground mushroom cultures, hill dwarves will be there. They are a mostly peaceful race, sometimes offering sanctuary to Stout halflings or dragonborn traders. A saying among the other races, that the hill dwarves take pride in, is; 'If a hillfolk offers you sanctuary, fear no treachery. If you bring treachery to their door, run. It is the only way you can win.’ Hill dwarves will endure no threat to their crops. They will only destroy the threat. They are most often NG, with a minority being LG or TN.
Suggested Alternate Ability Scores. +2 Wisdom, +1 Constitution.
Mountain dwarves are, in some ways, the polar opposites of Hill dwarves. They travel, and they fight, and they travel, and they fight. They often work with goliaths, employing them to help in their raids. They often rage when fighting, throwing themselves at enemies, frothing and swinging their dreaded axes. They will rarely war with other dwarves, but when they do, the conflict is a long, drawn out bleeding of both sides. They are most often CE, with a minority being NE or CN.
Suggested Alternate Ability Scores. None, no adjustments make sense.
Duergar is the name of a certain breed of hill dwarves. Often, a hill dwarf will make a deal with a god of some sort, asking for protection, from attackers, most often mountain dwarves. The result is a child being born who is shadow touched, gifting it powers suiting it to fight whatever enemies. They mature faster than other dwarves, reaching physical maturity at 12 instead of the normal 18. They are just as friendly as hill dwarves, but slightly hardened by a life of fighting. They are usually LG, with a minority being NG or LN.
Suggested Alternate Ability Scores. +1 Constitution, +1 Charisma, +1 Strength.