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.
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.