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View Full Version : Humans, Elves and Dwarves of Suraen [Races]



brian c
2007-08-11, 05:37 PM
Alright, here are the first three races for my setting. Humans, Elves and Dwarves, I figured I'd do those first since they're the most common. Hopefully the descriptions make sense and are informative. First up: Humans.


Humans


Humans were the first mortals on Suraen. The brother gods Rabel and Baal worked together to create mankind, giving them moderate physical strength and lifespans, but also intelligence and adaptability. Physically, all humans in the world are alike. However, Baal and Rabel each instilled their own set of beliefs in the humans that they raised. As such, humanity is divided into two distinct groups: the civilized or Rabelian humans, and the wild Baalites.
Physical Description (General): Adult humans are generally 5 to 6 feet tall, though some are close to 7ft. Weight varies greatly in humans, from 100 to over 300 pounds. Humans have hair and skin colors of all shades from white to black; far northern and southern tribes and cities tend to be fairer colored though, and those closer to the equator have darker complexions.



Civilized (Rabelian) Humans

Personality: Rabelian Humans are generally organized and urbane. They build cities, study magic and other languages, and appreciate hard work and dedication. Many Rabelians tend to be serious and stern, but there are others who are more light-hearted.
Physical Description (Specific): In civilized human cities, clothing and appearance mark one's social standing. While commoners wear simple clothes made of leather, cotton and wool, wealthier humans wear ornate outfits of satin, silk and furs. Jewelry made of precious metals and gemstones is also popular among those who can afford it. Tattoos and piercings are uncommon among Rabelian humans however, as those practices are seen as barbaric. In physical appearance, most civilized humans pure-blooded, though some may rarely show features of elven or orcish ancestry, and even rarer still is a half-dragon.
Relations: Rabelians are linked by their creator with Dwarves, and have always enjoyed good relations with Dwarves both individually and nationally. To their fellow humans, Rabelians feel strong bonds but disapprove of many customs and beliefs. Gnomes and Lightfoot halflings are also friendly with the lawful Rabelians, though the races are not generally close. Rabelians usually don't get along very well with the decidedly unordered elves, but tolerate them and work together sometimes. The one race that Rabelians will almost never deal with are Orcs. They tolerate goblins when necessary, due to their lawful nature.
Alignment: Rabelian humans have an inherent lawful-leaning philosophy; Neutral Rabelians are common, but Chaotic Rabelians number very few. There is no general inclination towards Good or Evil among Rabelians.
Rabelian Human Lands: Rabelians by their nature create organized cities, and social and political hierarchies. Their countries tend to be ruled by parliamentary systems or monarchies, with checks and balances to ensure that the government is stable and long-lived. Human nations often emphasize their place in history and the empire or empires from which they evolved (though this claims are not always factually correct). The racial composition of human countries varies from hegemony to extreme diversity, with dwarves and gnomes the most likely non-humans to make their homes among Rabelians.
Religion: As their name suggests, Rabelians primarily revere Rabel. It is not uncommon though to have worshipers of Kashil or Sholana, while Gosal, Nalat and Brask are sometimes primary deities of Rabelians. Human wizards often pay respects to Thosas, and sorcerers to Vonak. Leyanar is very popular in some areas, though in others his church is seen as a cult and is persecuted.
Language: Humans speak Common, though many different dialects and accents exist. Among the other languages, Rabelians are most likely to learn Gnome, Dwarven, Halfling and sometimes Goblin. Wizards learn Draconic and Gnome.
Names: Rabelian names are generally in Common, but sometimes names are borrowed from dwarves or gnomes. First names are sometimes taken from relatives or famous historical heroes, while last names generally indicate a profession or hometown, and are passed down within a family.
Adventurers: Rabelian adventurers are disciplined, streetwise, loyal, and ambitious. They may adventure for personal gain, or to further a cause. Many Rabelians are willing to take great risks in order to achieve their goals.

Racial Traits


Size: Medium. As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Civilized: All Rabelian Human may choose one Craft skill and one Profession skill to count as a class skill if their class does not have Craft or Profession as class skills. If these are already class skills, this has no effect.





Wild (Baalite) Humans

Personality: Wild Humans love freedom and dislike being restrained by laws. They have a strong appreciation for nature and for their friends, but their actions are often difficult to predict. A Baalite would rather take what nature gives him than learn how to make something better.
Physical Description (Specific): In Baalite tribes, clothings is made of animal skins and wools. All members of society dress more or less alike, each to his own personal sense of style (or lack thereof). Jewelry made of bone and precious gems is worn by elders, and tattoos and body piercings are commonplace to demonstrate toughness and pay respects. Baalites often have elf, orc or dragon ancestry, and do not discriminate against half-breeds.
Relations: Baalites are linked by their creator with Elves, and have always enjoyed good relations with them both individually and nationally. To their fellow humans, Baalites feel strong bonds but disagree with many customs and beliefs. Strongheart Halflings have many similar beliefs to the wild human and the two races enjoy each other's company. Many non-good Baalite humans ally themselves with Orcs, even interbreeding. Lightfoot halflings, gnomes and especially dwarves are far too organized and methodical for Baalites, who avoid those races whenever possible. Baalites are known to be great friends with Half-Giants, and to a lesser extent Giants.
Alignment: Baalites are predisposed towards Chaos, with a Lawful Baalite a near-impossibility. There is much variety among wild humans on the Good-Evil axis, with roving marauders and roving do-gooders equally common.
Baalite Human Lands: Baalites rarely establish permanent settlements, and the majority are nomadic hunters. Tribes are led by warrior chiefs and mystics, though the leadership role is largely unofficial. Baalite tribes are numerous in plains and sparse forests, where wild game is most easily hunted. Very rarely do these groups contain members of other races, though some wild men travel with elves or orcs.
Religion: Baalites generally worship the god Baal, but many other deities are common. Among evil men, Solazaz and Kifan are popular. Kashil and the importance he places on strength makes him the favorite of many Baalite warriors, while Gosal is favored by those with elf blood and Vonak is the chief deity for sorcerers and any others with draconic ancestry. Some Baalites with particularly strong attachments to nature may worship Sholana.
Language: Humans speak Common, though many different dialects and accents exist. Among the other languages, Baalites are most likely to learn Elven, Sylvan, Orc, Halfling and Giant.
Names: Baalites, unlike Rabelians, usually only have one name and occasionally a nickname. Baalite given names start out short and simple, but grow longer as each person ages and accomplishes things. Nicknames become popular with adults once their given names are too long to use in normal conversation. Nicknames are never just shortened versions of names; to a Baalite, that would be disrespectful. Instead, they usually reference some physical characteristic or personality quirk, such as Bigears, Angry, or Scale-Man for a half-dragon.
Adventurers: Baalites are very often thrillseekers, daredevils and otherwise adventurous individuals. As "adventurers", Baalites like to try new things and meet new people, especially if they can prove to Rabelians that they are not backwards or unintelligent.


Racial Traits


Size: Medium. As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Attuned to Nature: All Baalite Humans treat Knowledge (Nature), Survival, and Animal Empathy as class skills. If these are already class skills, this has no effect.

brian c
2007-08-11, 05:40 PM
Dwarves

Personality: Dwarves are serious and loyal. They seldom laugh or cry, but this doesn't mean that they are uncaring. Dwarves value honor and integrity above all else: if you are forthright and honest about yourself, then a dwarf will not likely trouble you.
Physical Description: Shorter than humans, but broader, dwarves stand between 4 and 5 feet tall and weigh 100-200 pounds. Dwarves tend to have darker skin and hair than humans, particularly those who live far underground; a blonde dwarf is unheard of. Male dwarves grow famously long beards, sometimes braided. Dwarven clothing tends to be workman-like and unadorned, though metal jewelry is common.
Relations: Dwarves and Rabelian humans are united by their religion, and are allies and friends. Dwarves also get along well with gnomes and lightfoot halflings, though they find the latter to be too unserious sometimes. Dwarves also respect the lawfulness and honor of goblins. Among the less civilized races, dwarves view Baalites, elves and orcs with scorn; dwarves distrust what they see as their savage cousins.
Alignment: Dwarves have a strong natural tendency towards Law; Neutral dwarves are uncommon, and Chaotic dwarves are nonexistant. There is no general inclination towards Good or Evil among dwarves; even those dwarves who are Good or Evil are much more concerned with integrity and responsibility than any measure of goodness.
Dwarven Lands: Dwarves live in mountains and caves, preferring to make their homes from the stone because stone is always dependable and consistent. Dwarven countries are often difficult to show on maps, because they extend down into the earth more than across it. The strength of honor and tradition among dwarves means that monarchy is the most common form of government, and dwarven rulers range from kindly kings to dictatorial tyrants.
Religion: The most popular god among dwarves, as tradition dictates, is Rabel. However, many also revere their own Kashil. Evil dwarves may worship Nalat and/or Brask, and dwarf wizards give attention to Thosas.
Language: Dwarves speak Dwarven, a slow language with many long vowel sounds. Almost all dwarves also speak Common however, and many will learn Gnome, Halfling and Goblin.
Names: Dwarven names are made up of three parts- a given name, a descriptive name, and a patronymic. Descriptive names are earned by adulthood, and commemorate an accomplishment or a allude to a trait. A typical name for a dwarf might be Loodan Rathdaeri Shieldbreaker; Loodan is the given name, his father's name was Rathdaer, and he broke someone's shield.
Adventurers: Dwarf adventurers are loyal companions, dedicated to a cause or to their own self-improvement. Dwarves may adventure because they want to bring order to the world, or merely in search of riches and beardless women (Really though, don't joke about dwarf women, they get angry).



Racial Traits


Abilities: +2 Constitution, -2 Charisma.
Size: Medium. Dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Civilized: All Dwarf may choose one Craft skill and one Profession skill to count as a class skill if their class does not have Craft or Profession as class skills. If these are already class skills, this has no effect.

brian c
2007-08-11, 05:45 PM
Elves

Personality: Elves as a race love freedom and nature. They tend to be curious, friendly and eager to explore. Most elves are very tolerant and respectful of others, though a small minority takes a fierce anti-establishment stance. Most elves are not big thinkers; instead they rely on their instincts and gut feelings.
Physical Description: The average adult elf is between 5 and 6 feet tall, and they can sometimes be mistaken for humans though they tend to weigh less, usally 80 to 150 pounds. Elves’ hair color ranges from black to light brown, lightening to silvery white with age. Skin colors are also rarely lighter than brown. They dress in simple clothing of animal skins and basic plant weaves; elven garments tend to be very light and uncumbersome. Some elves clearly have human blood, with features such as curly hair and light skin, both of which are extremely rare for elves. Elves have somewhat larger eyes and ears than humans or dwarves, resulting in their keener senses.
Relations: Elves are linked by their creator with wild humans, and have always enjoyed good relations with them both individually and nationally. Elves also get along well with halflings and Rabelian humans. Dwarves and elves quarrel philosophically and religiously, though open hostility is extremely uncommon. Half-giants are friends of elves, and by extension giants are tolerated but not liked. Orcs and elves have been hated enemies for countless years, though individual orcs or half-orcs may befriend elves. Elves get along well with the amiable gnomes, but generally see them as too studious.
Alignment: By their very nature elves are inclined to Chaotic alignments. A good number of elves are Neutral, but almost none are Lawful. Elves tend to be somewhat more Good than Evil, but all alignments of that axis are fairly common.
Elven Lands: Despite their unorganized nature, elves do have many permanent settlements, unlike Baalite humans. Elves live primarily in forests and jungles, and build simple yet elegant abodes in the trees. Elven government is very loose and informal, with an elf "country" little more than a large group of people, each with their own opinion.
Religion: Elves generally worship the god Baal their creator, but the elf-god Gosal is very common also. Kashil has a small but devoted following among elves. Evil elves generally worship Kifan, though some, forsaking their own brothers, worship Srohlaz.
Language: Elves speak Elven, and all but the least intelligent also speak Common. Sylvan, the language of nature, is also heard in elven lands. Depending on their neighbors, elves may also speak Halfling, Draconic, and very rarely Dwarven or Orc.
Names: Elves, unlike most intelligent races, generally only have one name. When necessary, an elf will use their hometown as a last name. Elf names are almost always words taken from Sylvan, which if translated might mean anything from Funny-Hair-Guy to Tree-climber.
Adventurers: Elf adventurers are usually among the most willing to go out of their way just to see something new. This is a common characteristic of most elves, and the reason why many become adventurers. Other elf adventurers might be crusading against orcs or trying to reclaim forestlands from the "civilized" folks.

Racial Traits

Abilities: +2 Dexterity, -2 Intelligence.
Size: Medium. Elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet.
Racial Bonus: +2 on Listen, Search, and Spot checks, Low-light Vision
Attuned to Nature: All Elves treat Knowledge (Nature), Survival, and Animal Empathy as class skills. If these are already class skills, this has no effect.
Spell-like Ability: An elf with a non-evil alignment may Speak With Plants (http://www.d20srd.org/srd/spells/speakWithPlants.htm) once per day, as the spell. This ability has a duration of 1 minute.

brian c
2007-08-11, 05:48 PM
Well, those are the big three. More to come includes: Orcs, Half-Orcs, Gnomes, Halflings (two kinds), Goblins, Hobgoblins, Giants, Half-Giants, Kobolds.

One thing to note is that half-elves, in terms of game mechanics, don't exist. A half-elf is the same as it's mother, though it may have some distinguishing physical characteristic (as I alluded to above).

For the religion entries, all of the gods mentioned are homebrewed gods for this setting, and they are described here (http://www.giantitp.com/forums/showthread.php?t=52979).

Matthew
2007-08-12, 07:25 PM
Are Rabelian Humans supposed to have the connotation suggested by a phoentic reading of their name?

brian c
2007-08-12, 07:45 PM
Are Rabelian Humans supposed to have the connotation suggested by a phoentic reading of their name?

Um... no? Ra-bell-ee-in is how I think of it being pronounced. I don't know what you mean, sorry.

Matthew
2007-08-12, 07:55 PM
Rebellion is how it's gonna sound to a lot of folk, I suspect. Not perfectly phonetically, admittedly, but be prepared.

brian c
2007-08-12, 08:30 PM
Rebellion is how it's gonna sound to a lot of folk, I suspect. Not perfectly phonetically, admittedly, but be prepared.

Oh oh oh oh oh... didn't think of that at all, and in fact they're quite the opposite. Hopefully that mistake doesn't get made in my games.

Matthew
2007-08-15, 07:41 AM
Well, nice work anyway.

Elrond
2008-04-05, 02:46 AM
im not really commenting but

NICE WORK MAN