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Aniikinis
2018-02-28, 12:38 PM
So, I've decided to finally digitize my first actual setting that I made. It was made on a whim with a bunch of random rolls on a d% random setting creation table on a certain Internet version of Mos Eisley.

Since there aren't really a lot of races that play into the big story of the setting, I figure I'll put them into this post with a table like with The Hexal races. There are Five main races, rolled randomly, and then an assortment of minor races that are either minor players, annoyances, occurrences from the major catastrophe that scarred the setting badly, or recent newcomers from the magic that makes races come to life.



Name
Race Kind
Form Kind
Type
Link


Cecaelia
Major
Cephalopod
Homebrew
Thread


Drider
Major
Arachnid
Homebrew
Thread


Gnoll (Civil)
Major
Mammal
Homebrew
Thread


Gnoll (Feral)
Minor
Mammal
Core
MM1


Merfolk
Major
Fish
Non-Core
Pathfinder


Strix
Major
Avian
Non-Core
Pathfinder


Thri-Kreen
Minor
Insectoid
Homebrew
Here (http://bit.ly/2BYKbo5)


Slime Child
Minor
Protist
Homebrew
Here (http://bit.ly/2tXtS4f)


Orc
Minor
Mammal
Core(Modified)
MM1


Oss
Minor
Undead
Homebrew
Here (http://bit.ly/2sm1AyB)


Nephropid
Minor
Crustacean
Homebrew
Here (http://bit.ly/2F18IY4)


Escarians
Minor
Mollusc
Homebrew
Here (http://bit.ly/2BWAIxl)


Grippli
Minor
Amphibian
Non-Core
Pathfinder


Kobold
Minor
Reptile
Non-Core
Pathfinder


Puffballs
Minor
Amoeba
Homebrew
Here (http://bit.ly/2HUGX5l)


Luralk
Minor
Plant
Homebrew
Thread


Kaaldan
Minor
Fungus
Homebrew
Thread


Haqz
Minor
Kindled (http://www.giantitp.com/forums/showthread.php?203992-Type-Kindled)
Homebrew
Thread


Lesser Elemental
Minor
Elemental
Homebrew
Here (http://bit.ly/2CrLkVU)



The major players are the ones that are vital to the setting. The minor races are mostly for flavour and to help flesh out the setting.

In each of the following posts will be some fluff and then the stats of the race. If the race is taken from somewhere else, a link will be provided in the block as well.

Aniikinis
2018-02-28, 01:28 PM
Cecaelia
https://gorgonbreath.files.wordpress.com/2017/04/10050-cecaelia_a.png?w=350&h=553
The woman before you picks up a scroll in a waterproof case and hands it to you with her tentacle. "That'll be 150 Gold coins, my Sylvan Savior."

The cecaelia are a very strange race, to put it simply, with a terrifying backstory known only to the ruling council. To say that they were one of the three main races to be heavily impacted by The Tempest is to be so laughably short sighted as to be unable to see the difference between a tentacle and a foot. The cecaelia were once human, though you wouldn't guess this at first glance, and indeed all records of them being human are all but erased from the sands of time.

Before The Tempest there were many small kingdoms that ruled over mighty swathes of the land and pushed outwards along the southern plateau and closer and closer to the coastal mountains, while keeping sure that the elves were given their forests of course. As they expanded they either slaughtered them, integrated them, or drove them away from their territory to make room for the invading humans. The strix were one of these races and upon losing all of their territory to these thieving men, fled into the coastal mountains to gather an army and lay waste to all that they held dear.

Fearing their wrath, the humans began building up their forces. However, after 100 years without hearing the slighted screech from the dark skinned avians, the humans began to lessen their military. Soon after, some of the nobles decided that it would be a fine idea for a holiday along the southern shore of Elga where the ocean meets the southern plateau. An oracle entered the courts of the nobles one by one and warned them not to go, that it would spell great ruin and lay waste to what they most held dear. The nobles were not swayed by her words, however, and went anyways, heedless of the disaster that would strike.

Within a week of arriving at the location, a great star fell from the sky and flew close to the plateau. The dark sky blazed red as a massive beast was unsealed from the land, yet within mere moments of release the great being was wounded by the star and its' blood spilled out over the plateau. The blood fell upon the humans and transformed them into hideous creatures with a drive to enter the water. Upon doing so their forms changed once more and from their waists sprouted tentacles. These humans had become the cecaelia. Bringing their heads above water once more they saw the massive thing rise from its' resting place and fly northwards, blood raining across the lands it flew above.

Realizing their mistake, the new cecaelia lamented their mistake and folly, but soon grew accustomed to their new life. Upon the death of the great beast, a huge earthquake shook their new home as the Sky Splitters rose from the earth to cut them off from their homeland. They truly were trapped here. Over time, new generations of cecaelia were born and populated the southern oceans with the story being passed down from ruling council to ruling council, never allowing the common folk to know of their origins. Over this period the cecaelia expanded their holdings until they could not face the merfolk force any longer, dividing the habitable seas with a long metal fence of long immovable rods.

After close to 600 years since The Tempest, as it had been called by the other races, the skies darkened once more. Fearing for their lives the cecaelia hid beneath the waves and watched as the strix swarmed from the coastal range to make good on their age old promise. The cecaelia, now knowing that the strix had returned were stunned when the strix simply looked at them as strangers and did not realize that they were the ones who had driven them into their solitude. Now, all information of what the cecaelia once were is kept as far as possible from the strix and the common folk. For if the strix ever find out that they have been doing trade and business with their sworn enemy, then the strix will not stop until every last one of them has been slaughtered. The Council Leaders pray that the strix never make it over the Sky Splitters, for they do not know if the humans are still there, but they do not want the strix to be the ones to know.

tl;dr: Human nobles that were transformed during The Tempest into the forms of cecaelia. They are terrified of the Strix finding out their secret.

Basic Info:
Homeland: Lands beyond the Sky Splitters
Current land: Southern Sea
Relations:

Strix: Fear and Distrust
Driders: Friendly and Sociable
Merfolk: Fear and Hatred
Gnolls: Friendly and business-like
Misc. Nephropid are the main minor race that they interact with.

Average Personality: Curious, calm, and naieve
Council Personality: Calm, Collected, and Cold

Cecaelia
Cecaelia characters possess the following racial traits:
+2 Str, +2 Dex, and -2 Cha (+0 App)
Medium Monstrous Humanoids
Speed: Cecaelia have a base speed of 30 feet.They also have a swim speed of 30 feet
Special Qualities: Water Child, Darkvision 60 feet, Blindsense 5 feet, Amphibious, Prehensile Tentacles, Octopod
Automatic Languages: Common and Cecaelia. Bonus Languages: Abyssal, Aquan, Draconic, Drider, Gnoll, Strix, or Orc
Favored Class:
Level adjustment:

Water Child: Cecaelia have a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

Natural Weapons: Cecaelia have a slam primary natural attack that deals 2d4 damage. This attack must be done with two tentacles and cannot be done when only one tentacle is available

Blindsense: Using sensitive nerves on their tentacles, cecaelia notice things they cannot see. Cecaelia usually do not need to make Perception checks to pinpoint the location of a creature within 5 feet, provided they have line of effect to that creature. A creature that the cecaelia cannot see still has total concealment against her, and the cecaelia still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of cecaelia. Cecaelia are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Amphibious: Cecaelia are amphibious and can breathe both air and water.

Prehensile Tentacles: Cecaelia have eight long, flexible tentacles that can be used to carry objects. They cannot wield weapons with their tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action.

Octopod: Cecaelia possess eight tentacles and two arms, granting them a +12 racial bonus against trip attempts.

Aniikinis
2018-02-28, 07:44 PM
Elgan Drider
https://img00.deviantart.net/0e2a/i/2012/207/1/4/30_dmgc___drider_by_shadeysix-d58pmd1.png
The woman before you almost looks like she was riding on the spider, rather than the two being one.

The driders are a strange sight to those who haven't been in their acquaintance before. The head and torso of an elf sprouts from where the head of a giant spider would be, with the body supported by eight arachnid legs. They are a fairly trusting and curious folk, always wanting to expand their knowledge and uncover what was lost during The Tempest.

However, the driders didn't always look like this and they weren't a single race either. Before The Tempest they were two separate races, a race of elves called the Qindala and a race of giant spiders known as the K'rishak. The two races lived together in harmony, becoming so close to one another that they would not only raise their children together, but would defend each other with their lives. For centuries, the two defended their territory against orcs, raiders, and various creatures that managed to work their way up from the underdark. When Vul was released from his sealed vault within the southern plateau, the elven oracles and seers helped to rally an army to defend against an army of monstrosities that Vul would create from the people and beasts that populated the northern grasslands and western desert.

As the orc tribes united around their resurrected god and pledged their very beings to him, their raids and incursions into the southern forests became more frequent and barbaric. Few raids ended without the taking of innocent elven and arachnid lives. As the armies marched out to fend off the invaders, the dual races sent out envoys to the human lands to the east. The messengers arrived only to find the nearby kingdoms either in ruins, deserted, full of gore, or being repopulated by strangely civil gnolls. Once word had reached the council of the two races, a grim certainty was assured: there would not be much help to stem the tide of the monsters and orcs.

Once the orcish tribes were forced back from the borders, messengers and armourers were sent to the gnolls to assure their help in defeating these foes with a united front. With time against them and facing the possible extinction of all of their races, the gnolls agreed and soon two armies were set upon the northernmost lands. For months the armies marched forwards, shedding the blood of orcs, demonic monstrosities, twisted beasts, and possessed warriors, their convictions and fears were confirmed. When the armies finally reached the site of Vul's stronghold, a fleet of messengers had reached them. They had borne terrible news with them and came only under the direct orders of their leaders. Massive arcane storms had begun erupting from the southern plateau, near where Vul had broken free, and had begun sweeping across the grasslands and coast. Many gnolls, qindala, and k'rishak were killed because of them, and much devastation had been wrought to all lands that the storms touched.

Upon hearing this news the warriors looked to the skies and felt their hearts and wills strengthen. Their gods were with them, and they were going to end this for all of their lost friends and family. As the elven spider knights and gnoll warrior scaled the mountain they felt weakened, as if the place itself were sapping their vitality. Upon reaching the peak the armies were assaulted by wave after wave of twisted creatures created by Vul. The battle waged on for hours with seemingly no end in sight. That is, until the leaders of the two armies, Split Muzzle, Eiryn Glintling, and Charvan Cryz, were sheathed in glowing light and began tearing through the horde as flames through dry prairie grass. Finally breaking through the unending torrent of monstrosities the leaders were within a large cavern structure with two gods, one a gnoll covered in rot and gore and the other a vast beast of continually shifting features and malice.

Face to face with the god who had led his people astray for so long, Split Muzzle flew into a might rage and fought the god of carnage to keep him busy. Eiryn and Charvan were left to face off with the Warped One and did their best to debilitate him before delivering the killing blow. Seemingly in sync with some eldritch rhythm, the combatants danced and attacked and parried, none giving way to another, and not a single one suffering a scratch. Then, once more the leaders felt their very souls alight with godly fire and at once slew the great beast and the carrion god. Vul did not fade without a last attack, however, and upon the final blow released a vast roar that could be felt throughout the land. Eiryn and Charvan felt the most horrendous pain and leaned upon each other for support, helping each other from the hall and into the cave they had entered from.

The sight they saw was one of gore and pain. Qindala and k'rishak held each other, as the twisted creatures fled into the barren and tainted lands outside. Vul's blood seeped from his final hall and dripped into a horrific river of corruption that scarred and laid waste to the lands before their very eyes. The very earth beneath them began to vibrate and as fast as they could the armies left the cave and the mountain. As they fled the outcropping, the k'rishak's pain lessened and the qindala's became more severe until the elves were being carried by the spiders that they had become so close to. The two armies began to regroup and soon headed back to their homelands as the quaking earth gave way to massive spires and mountains to tall that they threatened to tear the sky itself.

During their march homewards, the elves gradually spent more and more time upon the spiders until the two races seamlessly merged together one night within a day's march from their homes. Terrified at the merging that had taken place they vowed to find a way to separate themselves upon their return. Once they returned they grieved at the devastation and death that had befallen their land and spent the better part of a century rebuilding. Over the years their memory of the vow faded as they had come to accept their changed appearance and minds, with nearly all surviving driders having both sets of memories from their lives as split races. Once their cities had been rebuilt they lamented at how much of their knowledge had been lost to the storms and raids and once again sent out explorers and researchers into the wilds surrounding them. They have much of their research and knowledge back as of now, but are still learning about the ways that elga has changed and are the main backers for adventurers.

tl;dr: A race of sentient giant spiders and a race of elves became so close that they were nearly inseparable. When The Tempest came and Vul was slain, his death scream ripped the souls of the races in half and merged them together into a race of driders. Much of their history has been forgotten due to the raids and storms that occurred during The Tempest. They're the guys who are the most common quest givers besides gnolls.

Basic Info:
Homeland: Southern Forests and Upperdark
Current land: Southern Forests, Upperdark, Central Marshes, and Coastal Range
Relations:

Strix: Distrustful and Business-like
Cecaelia: Friendly and sociable
Merfolk: Friendly and Business-like
Gnolls: Distrustful and business-like
Misc. They generally have good relations with most minor races.

Average Personality: Friendly, Sociable, and Welcoming
Ruler Personality: Friendly, Formal, and Aloof

Drider
Drider characters possess the following racial traits:

+2 Str, +2 Int, and -2 Cha (-2 App)
Large Aberration
Speed: 30 feet, 30 feet climb
Special Qualities: Spell-like Abilities, Darkvision 60 ft., Low-light vision
Automatic Languages: Common and Drider Bonus Languages: Any non-secret languages
Favored Class: Wizard


Natural Armor: Drider have a +1 natural armor bonus to their Armor Class.

Spell-like abilities: Drider have the following spell-like abilities:
At-will — web bolt, spider climb

1/day — web

The caster level for this ability equals the drider's class level.

Natural Weapons: Drider have a bite primary natural attack that deals 1d4 damage.

Darkvision: Drider can see in the dark up to 60 feet.

Low-Light Vision: Drider can see twice as far as a race with normal vision in conditions of dim light.

Octopod: Drider possess eight legs and two arms, granting them a +12 racial bonus to CMD against trip attempts. In addition, Arachne use weapons and armor as if they were Medium (instead of Large).

Aniikinis
2018-03-01, 01:30 AM
Elgan Gnolls, Civilized
https://memestatic.fjcdn.com/pictures/Gnolls_27d5be_6475527.jpg
https://img00.deviantart.net/98c0/i/2010/109/3/1/tlk_human__loverboy_by_minos336.jpg
The man before you laughs at the display on stage, his ears flattening against his head as he does.

To come.

tl;dr: Gnolls made more civilized due to the blood of a chaotic god changing their minds and their god forsaking them with a goddess forming in his place. Males resemble humans and females resemble more traditional gnolls due to selective breeding among the tribes that did not follow Blood Coat.

Basic Info:
Homeland:Southern Grasslands
Current land: Grasslands, Southern Forests, Coastal Range, Central Swamplands, Cecaelian Inlet, and Merfolk Inlet
Relations:

Strix: Friendly and Business-like
Driders: Distrustful and Business-like
Merfolk: Distrustful and Wary
Cecaelia: Friendly and Business-like
Misc. Most minor races are scared of the gnolls, with some exceptions. Feral Gnolls hate them with an unmatched hate.

Average Personality: Rambunctious, Friendly, and Warm
Council Personality: Calm, Formal, and Wary

Race
Race characters possess the following racial traits:

+2 Str, +2 Dex, +2 Con, -2 Int, and +4 Wis (+0 App)
Medium Humanoid (Gnoll)
Speed: 40 feet
Special Qualities: Scavenger, Stalker, Frenzy, Darkvision 60, Scent, Low-Light Vision, Greater Fortitude
Automatic Languages: Common and Gnoll Bonus Languages: Any, except secret languages
Favored Class: Ranger
Level adjustment:


Natural Armor: Gnolls have a +1 natural armor bonus to their Armor Class.

Scavenger: Gnolls have a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Stalker: Perception and Stealth are always class skills for a elgan gnoll.

Bonus Feat: Bonus Feat Gnolls receive Great Fortitude as a bonus feat.

Natural Weapons: Gnolls have a bite primary natural attack that deals 1d4 damage.

Frenzy: Once per day, whenever a elgan gnoll takes damage, she flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC.

Darkvision: Gnolls can see in the dark up to 60 feet.

Scent: Members of this race gain the scent ability.

Low-Light Vision: Gnolls can see twice as far as a race with normal vision in conditions of dim light.

Aniikinis
2018-03-01, 02:07 AM
Merfolk
https://i.pinimg.com/originals/29/b4/0e/29b40ef54c9ea6534856d7d523c6aa57.jpg
The centurion looks at you with icy eyes, raising her spear at you. "What is your business in these waters?" she asks.

To come

tl;dr: A territorial people, changed by The Tempest into a largely militant minded people who were pushed from the southern seas by the growing cecaelia population.

Basic Info:
Homeland: Eastern Seas/Merfolk waters
Current land: Eastern Seas/Merfolk Waters
Relations:

Strix: Distrustful and Business-like
Driders: Trustful and Business-like
Cecaelia: Hateful and Wary
Gnolls: Distrustful and Business-like
Misc. Nephripods are the minor race that the merfolk have contact with and they don't normally see eye to eye

Average Personality: Wary, Watchful, Curious
Council Personality: Traditional, Watchful, Cold

Merfolk statblock: Here (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-merfolk/)

Aniikinis
2018-03-01, 04:09 AM
Strix
https://pathfinderwiki.com/mediawiki/images/f/f0/Strix.jpg
A man lands before you, covered in obsidian skin and with wings like those of a great crow before asking you why you have come to these lands.

To come.

tl;dr: Strix were driven from their homes and into the coastal range by encroaching humans and swore revenge. Six centuries later, they swarmed from their new lands to genocide the humans only to find that all of Elga had changed. Still searching for their ages old enemy, the strix began to rebuild their civilization with their mountains as the capitals.

Basic Info:
Homeland: Grasslands and Central Marshes
Current land: Coastal Ranges
Relations:

Merfolk: Wary and Business-like
Driders: Distrustful and Wary
Cecaelia: Distrustful and Wary
Gnolls: Friendly and Business-like
Misc. Few minor races like the strix

Average Personality: Wary, Stubborn, Agressive
Council Personality: Cold, Distrustful, Agressive

Strix statblock: Here (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-strix)

Aniikinis
2018-03-01, 12:34 PM
Elgan Gnolls, Feral
https://cdnb.artstation.com/p/assets/images/images/002/276/359/large/denis-rutsky-hyena-warrior.jpg?1459637697
The group snarls and readies their swords, the blood in their fur making them seem spiky and more imposing.

To come.

tl;dr: Gnolls made more barbaric due to the blood of a chaotic god changing their minds and their god reinforcing them with a love of bloodlust.

Basic Info:
Homeland: Grasslands
Current land: Grasslands, Central Swamplands, Blasted Wastes
Relations:

Strix: Hateful and Wary
Driders: Hateful and Wary
Merfolk: Hateful and Wary
Cecaelia: Hateful and Wary
Civilized Gnolls: Hateful and Wary
Misc. All minor races save the orcs hate the feral gnolls.

Average Personality: Hateful, Aggressive, and Hungry

Feral Gnoll Statblock: Here (http://www.d20srd.org/srd/monsters/gnoll.htm)

Aniikinis
2018-03-01, 12:46 PM
Elgan Orcs
https://img00.deviantart.net/1f52/i/2013/118/2/0/new_orc_002_by_nelson_koj-d63ehkm.jpg
The great man before you snarls and bares his tusks at you, ready to attack you with everything he can.

To come.

tl;dr: Orcs who put in their lot with Vul and lost their minds and souls upon his death during The Tempest. They now act like the worst kind of cockroaches.

Basic Info:
Homeland:Southern Grasslands and northern deserts
Current land: Grasslands, Central Swamplands, and Blasted Waste
Relations:

Strix: Hateful and Wary
Driders: Hateful and Wary
Merfolk: Hateful and Wary
Cecaelia: Hateful and Wary
Civilized Gnolls: Hateful and Wary
Misc. All minor races save the feral gnolls hate the nuisance that is the changed orcs

Average Personality: Warlike, Hungry, and Empty

Orc statblock: here (http://www.d20srd.org/srd/monsters/orc.htm) (Int is -- and has the Mindless quality, has two large claws instead of hands that deal 1d8+2*Str)

Aniikinis
2018-03-01, 01:38 PM
Elgan Oss
https://i.pinimg.com/originals/e1/7a/cc/e17acc4482f55548c685db1e18bac32b.jpg
The skeletal man walks towards you, his empty eyes looking ahead and asks you what you're looking at before he enters the tavern.

To come.

tl;dr: Living-ish skeletons with no ill-will that occasionally crawl from Carrion Lake instead of the mindless undead monsters.

Basic Info:
Homeland:Carrion Lake
Current land: Grasslands, Central Swamplands, and Southern Forests
Relations:

Strix: Hateful and Wary
Driders: Curious and Business-like
Merfolk: Hateful and Wary
Cecaelia: Hateful and Wary
Civilized Gnolls: Distrustful and Business-like
Misc. Most minor races feel nervous and unsettled around the Oss.

Average Personality: Curious, Naive, and Carnal

Oss statblock: Here (http://bit.ly/2sm1AyB)

Aniikinis
2018-03-02, 09:41 AM
Thri-Kreen
https://newbiedm.files.wordpress.com/2015/04/screen-shot-2015-04-28-at-8-33-24-am.png
The creature before you tilts his head and chitters strangely, examining you.

To Come

tl;dr: A nomadic people of religious mantis-folk displaced from their ancestral home by The Tempest and unable to return to due to the abominable mutants that roam the dunes and scarred land.

Basic Info:
Homeland: Northern Deserts
Current land: Grasslands and Central Swamplands
Relations:

Strix: Hateful and Wary
Driders: Friendly and Helpful
Merfolk: Untrustworthy and Business-like
Cecaelia: Wary and Helpful
Civilized Gnolls: Friendly and Helpful
Misc. The Thri-Kreen are a generally welcomed group among the minor races, though the Luralk and Kaaldan shy away from them.

Average Personality: Stoic, Warm, and Traditional

Thri-Kreen statblock: here (http://bit.ly/2BYKbo5)

Aniikinis
2018-03-02, 09:59 AM
Slime Children
https://res.cloudinary.com/teepublic/image/private/s--wVInJBuf--/t_Preview/b_rgb:ffffff,c_limit,f_jpg,h_630,q_90,w_630/v1452323800/production/designs/391237_1.jpg


To Come

tl;dr: Friendly denizens of the upperdark that have only recently reentered the overworld of Elga.

Basic Info:
Homeland: Upperdark
Current land: Upperdark and Southern Forests
Relations:

Strix: Disgusted and Wary
Driders: Friendly and Welcoming
Merfolk: Untrustworthy and Wary
Cecaelia: Wary and Friendly
Civilized Gnolls: Friendly and Helpful
Misc. Most of the minor races have never met with the Slime Children, but those that have feel no strong feelings towards them.

Average Personality: Naive, Curious, and Very Friendly

Slime Children
Slime Child characters possess the following racial traits:

-2 Dex, +2 Con, -2 Cha (-2 App)
Medium Aberration
Speed: 30 feet, Swim 15 feet
Special Qualities: Darkvision 60, Partial Slime traits, Amorphous Body, Involuntary Digestion
Automatic Languages: Common and Undercommon Bonus Languages: Drider, Goblin, Giant, Aquan, Strix, Gnoll, Kobold, Orc, Sylvan, Draconic.
Favored Class: Druid
Level adjustment:


Partial Slime Traits: A Slime Child has many of the same traits as ooze creatures, including immunity to sleep effects, a Slime Child eats and breathes, but does not sleep and cannot wear heavy armor. But due to their human ancestry they are subject to poison, paralysis, stunning, polymorph effects, and are subject to critical hits and flanking. They are also affected by any spell or effect that could target an Ooze.

Amorphous Body (Ex): A Slime Child can, as a full round action melt into a puddle of goo to move through Tiny cracks and holes. They begin to enter the crack, hole, or other small entrance way on the next round. Their 60 ft Darkvision is replaced by 20 ft blindsight but they become immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. While using this ability, the slime child is immune to flanking.

Involuntary Digestion (Ex):Anything a Slime Child touches or holds slowly dissolves as its body feeds on whatever it comes in contact with, dealing 1d3 points of acid damage each round of contact. It does not harm rock, metal, or glass. This ability cannot be turned off, and the Slime Child can be poisoned by simply touching poisons that require ingestion.

Aniikinis
2018-03-02, 10:39 AM
Nephropid
http://www.redorbit.com/media/uploads/2012/12/lobstah.jpg
The large lobster behind the counter waves to you and asks you what you'd like to buy.

To Come

tl;dr: Easily annoyed, yet somehow tolerable lobsters that inhabit the seas surrounding Elga. They were barely affected by The Tempest and only realized anything had happened when the Cecaelia appeared.

Basic Info:
Homeland: Western and Southern seas
Current land: Western and Southern Seas
Relations:

Strix: Untrusting and Wary
Driders: Friendly and Welcoming
Merfolk: Trusting Yet Wary
Cecaelia: Trusting and Friendly
Civilized Gnolls: Friendly and business-like
Misc. Most of the minor races have never met with the Nephropid, but those that have feel unconcerned by them.

Average Personality: Territorial, Flexible, and Understanding

Nephropid statblock: here (https://dnd-wiki.org/wiki/Nephropid_(3.5e_Race))

Aniikinis
2018-03-02, 11:14 AM
Escarians
https://orig00.deviantart.net/6f7a/f/2013/056/9/0/snailman_by_mr__jack-d5w739v.jpg
The massive sail-man sends a tankard of ale down the bar and returns to polishing a glass with a special cloth.

To Come

tl;dr: Easy going and super friendly snail-people that try to make friends with others though most find them disgusting. They were driven from the Underdark to the Upperdark and overworld by a race of strange creatures hidden in the dark caverns.

Basic Info:
Homeland: Underdark
Current land: Upperdark and Southern Forests
Relations:

Strix: Disgusted and Untrusting
Driders: Friendly and Welcoming
Merfolk: Disgusted and Wary
Cecaelia: Disgusted and Untrusting
Civilized Gnolls: Disgusted and business-like
Misc. Most of the minor races have never met with the Escarians, but those that have are generally disgusted or friendly with them.

Average Personality: Friendly, Warm, and Curious

Nephropid statblock: here (http://bit.ly/2BWAIxl)

Aniikinis
2018-03-02, 11:38 AM
Grippli
https://vignette.wikia.nocookie.net/tolas/images/b/b5/1375283832006.png/revision/latest?cb=20140827185552
The frog man leaps down from the tree and brandishes a massive knife in one hand in a net with another, before placing a finger on his lips to say tht the party should be quiet.

To Come

tl;dr: Frogmen who are adept at surviving in the undead and abomination ridden swamp with a few tribes who have recently reached out to others for help against the plague of monsters.

Basic Info:
Homeland: Central Swamps
Current land: Central Swamps and Southern Forests
Relations:

Strix: Untrusting and Wary
Driders: Friendly and Patronizing
Merfolk: Untrusting and Uncaring
Cecaelia: Wary and Uncaring
Civilized Gnolls: Friendly yet Uncaring
Misc. Most of the minor races find the Grippli to be fairly primitive and isolationist, and thus are rarely able to form strong opinions about them.

Average Personality: Calm, Naive, and Traditional

Grippli statblock: here (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-grippli)

Aniikinis
2018-03-02, 12:55 PM
In Elga there are two separate lineages of kobolds, their fluff changes drastically between them and they are functionally two separate races under one name due to them both protesting that theirs is the true kobold race.


Kobolds, Draco-Reptilian
https://vignette.wikia.nocookie.net/othya/images/5/5c/4e_kobolds.jpg/revision/latest?cb=20131217143354
The little lizard man snickers and pulls out a dagger. "What did you think would happen? Did you really expect me to give away the actual location?"

These kobolds were the twisted experiments by an ancient race of serpent people that lived in the northern forests, the last true vestige of the continent sized rainforest that covered Elga and the lands west of the Sky Splitters. As the forest turned to grassland and desert, their society crumbled and these kobolds broke free of their servitude. Secure in their old masters being gone for good, the ancient temples and structures continue on now only in legends about the supposedly magically altered and maintained forest far enough to the north that the Land of Ice and Fire lays at it's edge.

The ancient masters took parts of their blood and the blood of great dragons that had been bred under their care and modified the kobolds to much more like them. The result was a breed of kobold prone to infighting and paranoia, covered in chromatic scales, and far more mischievous than their grassland kin. They proved to be valuable servants for the ancient masters and were often seen scurrying about the ancient cities doing any labour that their master decided it wanted done. After centuries of slavery and mistreatment the kobolds broke free and scattered to the south, colonizing the caverns within the coastal range and spreading to the nearby upperdark.

Once the strix arrived, the kobolds were readying for an invasion only to find the strix to strike up diplomatic deals and bring about relative peace to the kobold tribes. Over the centuries, the strix and kobolds would work together to carve out cities for the strix and teach the kobolds everything they needed to know about civilization. This fostered a good amount of trust between the two races and led to a good rules of thumb for kobolds and strix. For the kobolds, they never wanted to upset the strix for they knew that it would mean the worst kind of fate for their race. The strix, on the other hand, knew that the kobolds should not be angered for their cities could crumble fairly quickly if the kobolds were to turn against them. Thus peace between the two has maintained since the strix's diaspora.

Once the strix reconnected with Elga the kobolds traveled out and began to integrate into the surrounding lands, making sure to steer clear of the northern forests for fear of their ancient masters returning.

These kobolds look like the ones you'd expect to see from a monster manual from 3rd edition and up. Most races call them "Lizbolds" to distinguish them from the other species.

tl;dr: Yuan Ti experiments that turned against their masters and fled into the mountains only to make an alliance with the strix and then other races.

Basic Info:
Homeland: Upperdark and Coastal Range
Current land: Upperdark, Southern Forests, and Coastal Range
Relations:

Strix: Business-like and Trusting
Driders: Friendly and Business-like
Merfolk: Untrusting and Wary
Cecaelia: Wary and Uncaring
Civilized Gnolls: Untrusting and Wary
Misc. Most of the minor races find these Kobolds to be erratic and untrustworthy, as likely to hold to his word as stab you in the back

Average Personality: Paranoid, Impish, and Nervous

Kobold statblock: here (http://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold)




Kobolds, Draco-Mammalian
https://1d4chan.org/images/f/fe/Cutebold_adventure_party.gif
The little dog-like man smiles and throws you a bright red fruit. "See mister, it's really good!"

Unlike their more reptilian cousins, these kobolds evolved semi-naturally from the base kobold race that both are descended from. These kobolds became more like mammals, while still retaining some of their draconic ancestry in the form of intelligence and a few internal structures. Rather than go extinct as the rainforests receded, they changed to better suit the grasslands that steadily replaced them. Becoming more able to dig and hunt in the tall grasses and scavenge the kills made by other, more dangerous predators without dying led to a soft form of evolution that sculpted them into being more... likable than they normally would have been.

Over time, they grew more adapted to this role and as the gnolls began to emerge from the hyenas that hunted the grasslands, they became quick friends. The two races soon formed a sort of symbiotic relationship with each other. The gnolls would gather the food for both peoples and the kobolds would then help the gnolls with their needs and occasionally aid them in their hunts. As Blood Coat emerged to become the god of the gnolls the kobolds fled into the upperdark and the far reaches of the grasslands, terrified of how the gnolls were changing.

As The Tempest began the kobolds became scared for their life and fled deep into the upperdark, only to be driven back to the grasslands as earthquakes caved in major sections of the area they were inhabiting. They returned to a much changed Elga and soon reunited with their old friends. Understandably scared at what would happen to them at the hands of their bloodthirsty companions, they were surprised and extremely happy with the change that had come upon the gnolls. After being told about the events of the time that would go down in history as The Tempest, the kobolds were overjoyed that the gnolls had finally come to their senses and the two races reunited once more.

Most of these kobolds live alongside gnolls but there are many who wish to explore the land and meet new people.

These kobolds look like the ones you'd expect to see from Dwarf Fortress and smaller examples of dog people from japanese interpretation.

tl;dr: Dog-like kobolds that evolved to better match the grasslands they inhabited instead of being experimented on. Great friends of the gnolls and were driven away by a great bloodthirst and returned after The Tempest. Most races call them "Dogbolds" to distinguish them from the other race.

Basic Info:
Homeland: Grasslands
Current land: Grasslands, Southern Forest, Cecaelian Inlet, Merfolk Inlet, Coastal Range, and Central Swamps
Relations:

Strix: Wary and Business-like
Driders: Friendly and Trusting
Merfolk: Trusting and Wary
Cecaelia: Friendly and Wary
Civilized Gnolls: Friendly and Trusting
Misc. Most of the minor races find these Kobolds to be friendly and kind, both pitiable and incredibly nice to be around.

Average Personality: Gentle, Friendly, and Kind

Dogbolds
Dogbold characters possess the following racial traits:

-4 Str, +2 Dex, -2 Con, -2 Wis, +4 Cha (+2 App)
Small Humanoid (Reptile)
Speed: 30 feet
Special Qualities: Silver Tongued, Camouflage, Low-Light Vision, Scent, Timid, Good Vibrations
Automatic Languages: Gnoll Bonus Languages: Common, Undercommon, and Drider
Favored Class: Bard
Level adjustment:


Natural Armor: Dogbolds have a +1 natural armor bonus to their Armor Class.

Silver Tongued: Dogbolds have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

Camouflage: Dogbolds gain a +4 racial bonus on Stealth checks while in plains.

Low-Light Vision: Dogbolds can see twice as far as a race with normal vision in conditions of dim light.

Scent: Members of this race gain the scent ability.

Timid: Dogbolds take a -2 vs fear. This penalty increases by an additional to for each size category above medium the creature causing the fear is.

Good Vibrations: If another creature rests within 10 feet of a dogbold, when that creature recovers from their resting state any level of exhaustion they had is reduced by an additional level and the creature has a morale bonus to will saves equal to the dogbold's class level.

Aniikinis
2018-03-02, 01:09 PM
Puffballs
https://vignette.wikia.nocookie.net/clubpenguin/images/3/36/Kirby.gif/revision/latest?cb=20130126024513
The strange creature waddles towards you and smiles. "Haiiiiiiiiiiiiiiii, I'm Power Chef! What's your name?"

To come

tl;dr: A race of strange beings that rarely appear out of an ancient site of standing stones within the grasslands and near the southern plateau. Extremely resilient and friendly, they're commonly found throughout the southern lands of Elga

Basic Info:
Homeland: Grasslands
Current land: Grasslands, Southern Forests, Cecaelian Inlet, and Merfolk Inlet
Relations:

Strix: Untrustworthy and Curious
Driders: Friendly and Adoring
Merfolk: Trusting and Wary
Cecaelia: Friendly and Trusting
Civilized Gnolls: Friendly and Warm
Misc. Most of the minor races find these beings to be extremely likable, save the Thri-Kreen who find them very disturbing.

Average Personality: Friendly, Curious, and Inquisitive

Puffball statblock: here (http://bit.ly/2HUGX5l)

nonsi
2018-03-03, 12:17 AM
.
Observation: Slime Child has conflicting description regarding poison, paralysis, stunning, polymorph, critical hits and flanking.

You should get those sorted out (and LA accordingly).

Aniikinis
2018-03-03, 02:28 AM
.
Observation: Slime Child has conflicting description regarding poison, paralysis, stunning, polymorph, critical hits and flanking.

You should get those sorted out (and LA accordingly).

I've always assumed it was part of the ability, but after rereading it I noticed the differing language. Well, at least it's just a minor change.

Aniikinis
2018-03-03, 04:41 AM
Luralk
https://mrpsmythopedia.wikispaces.com/file/view/Echo-nymph1.jpg/593666100/591x371/Echo-nymph1.jpg
The beautiful woman pulls you close and within a few seconds you see her skin pull apart, forming leaflets and changing their colourations. The next second you feel a dagger in your back and see the plant-like being before you transforming into you.

To Come

tl;dr: Changeling-like nymphs who supplant others and take over their lives in order to complete their reproductive cycle. These creatures appeared after The Tempest and seem to have some strange connection to the Negative Energy Plane.

Basic Info:
Homeland: Central Swamps
Current land: Central Swamps, Grasslands, Coastal Range, Southern Forests
Relations:

Strix: Fear and Distrust
Driders: Distrust and Wary
Merfolk: Fear and Hatred
Gnolls: Distrust and business-like
Misc. Most minor races are terrified of the Luralk, but the Kaaldan do not feel strongly for them.

Average Personality: Friendly, Slippery, and Understanding

Luralk
Luralka characters possess the following racial traits:
+2 Str, +2 Dex, +2 Con, -2 Int, +4 Cha (+2 App)
Medium Plants
Speed: 30 feet
Special Qualities: Bond to the Land, Emissary, Gift of Tongues, Object of Desire, Change Shape, Low-light vision, Elemental Vulnerability(Acid, Cold, Fire), Negative Energy Affinity
Automatic Languages: Common. Bonus Languages: Any, other than secret languages
Favored Class: Bard or Druid
Level adjustment: +1

Bond to the Land: Luralka have a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

Emissary: Once per day, a luralk can roll twice when making a Bluff or Diplomacy check and take the better roll.

Gift of Tongues: Luralka have a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Object of Desire: Luralka add +1 to their caster level when casting charm person and charm monster.

Change Shape (Su): A luralk can assume the appearance of a Small or Medium humanoid as the alter self spell, save that she does not adjust its ability scores.

Natural Weapons: Luralka have two claw attacks that deal 1d4 damage. These are primary natural attacks. Luralka also have a slam secondary natural attack that deals 1d4 damage

Low-Light Vision: Luralka can see twice as far as a race with normal vision in conditions of dim light.

Elemental Vulnerability: Luralk have vulnerability to acid, cold, and fire.

Negative Energy Affinity: A luralk is alive, but is healed by negative energy and harmed by positive energy, as if she were an undead creature.

Aniikinis
2018-03-03, 05:01 AM
Kaaldan
https://vignette.wikia.nocookie.net/dredenmor-chronicles/images/3/33/Amanitasage_resized.jpg/revision/latest/scale-to-width-down/220?cb=20151119014709
The large mushroom-man takes a drag from his pipe and looks at you. "To find what you seek, you must brave the uncharted wilds and puzzling ruins of the Northern Forests. There you will find the answers you require."

To Come

tl;dr: A race of solitary mushroom people that tends to the Swamplands and gives advice and help to those that seek them out. They tend to not do harm, preferring to knock out opponents rather than hurt them.

Basic Info:
Homeland: Central Swamps
Current land: Central Swamps, Grasslands, Coastal Range, Southern Forests
Relations:

Strix: Wary and Distrust
Driders: Friendly and Warm
Merfolk: Distrust and Business-like
Gnolls: Friendly and Business-like
Misc. Most minor races find the Kaaldan to be helpful, but the Puffballs find them unnerving.

Average Personality: Stoic, Friendly, Cold

Kaaldan
Kaalda characters possess the following racial traits:
-2 Str, +2 Con, +2 Wis, and -4 Cha (-2 App)
Medium Plants
Speed: 20 feet
Special Qualities: Stable, Bond to the Land, Healthy, Camouflage, Terrain Stride, Darklands Stalker, Toxic, Spore Spray, Darkvision 60 ft., Low-light Vision, Elemental Vulnerability (Fire), Light Sensitivity, Treespeech
Automatic Languages: Common. Bonus Languages: Any, except secret languages
Favored Class: Druid
Level adjustment: +1

Stable: Kaalda never have their speed lowered by armour or encumbrance

Bond to the Land: Kaalda have a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.

Healthy: Kaalda have a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Camouflage: Kaalda gain a +4 racial bonus on Stealth checks while in swamps.

Terrain Stride: Kaalda can move through natural difficult terrain at their normal speed while in swamps. Magically altered terrain affects them normally.

Darklands Stalker: Kaalda can move unhindered through difficult terrain while underground. In addition, a kaaldan with a Dexterity score of 13 or higher gains Nimble Moves as a bonus feat.

Toxic: A number of times per day equal to her Constitution modifier (minimum 1/day), a kaaldan can envenom a weapon that she wields with her toxic saliva. Applying venom in this way is a swift action.

Paralytic Venom: Injury; save Fort DC 10 + 1/2 the kaaldan's Hit Dice + the kaaldan's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.


Spore Spray (Su): Kaalda have a breath weapon usable 2 times per day. This breath weapon affects all creatures in a 15-foot cone. Creatures caught in the breath weapon must make a Reflex saving throw to avoid the attack and if hit must make two fortitude saving throws, one vs paralysis and one vs sleep. The save DC against this breath weapon is 10 + 1/2 the kaaldan's character level + the kaaldan's Constitution modifier. If a creature is affected, the creature is paralyzed for 1d4 rounds and/or asleep for 1d6 rounds.

Darkvision: Kaalda can see in the dark up to 60 feet.

Low-Light Vision: Kaalda can see twice as far as a race with normal vision in conditions of dim light.

Elemental Vulnerability: Kaaldan have vulnerability to fire.

Light Sensitivity: A kaaldan is dazzled as long as she remains in an area of bright light.

Treespeech: Kaalda have the ability to converse with plants as if subject to a continual speak with plants spell.

Aniikinis
2018-03-03, 05:24 AM
Haqz
https://i.pinimg.com/564x/d9/d2/24/d9d2249bc37d3d9933c1830a5c5350dd.jpg
The bartender smiles and pours you a glass, the liquid glowing like a dark sea in the noonday sun.

To Come

tl;dr: A race of beings formed from the Tempest warping some humans into living mini-vortices to the positive energy plane.

Basic Info:
Homeland: Grasslands
Current land: Central Swamps, Grasslands, Coastal Range, Southern Forests, Cecaelian Inlet, and Merfolk Inlet
Relations:

Strix: Warm and Distrust
Driders: Friendly and Warm
Merfolk: Friendly and Business-like
Gnolls: Friendly and Warm
Misc. Most minor races find the Haqz to be very nice to be around, but the Oss have a distinct distaste for them.

Average Personality: Warm, Friendly, Helpful

Haqz
Haqz characters possess the following racial traits:
-2 Str, -2 Dex, and +4 Cha(+2 App)
Small Kindled (http://www.giantitp.com/forums/showthread.php?203992-Type-Kindled)
Speed: 30 feet
Special Qualities: Kindled Traits, Spell-like Abilities, Lightbringer, Darkvision 60 ft., Sprinter, Elemental Vulnerability(Negative), Positive Energy
Automatic Languages: Common. Bonus Languages: Any, except secret languages
Favored Class: Cleric
Level adjustment: +5

Kindled Traits: Kindled possess the following traits (unless otherwise noted in a creature’s entry):
See In Dark ability as Devils, but doesn't effect magical darkness.
Immunity to poison, sleep effects, paralysis, stunning, disease, Death effects (Such as Slay Living) and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Not subject to nonlethal damage, or negative levels. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Like any other living creature, Kindled are harmed by negative energy and healed by positive energy, and are still subject to energy drain (that doesn't target physical ability scores).
Immunity to any effect that requires a Fortitude save, except for non-physical energy drain attacks. (this is due to a vitality exceedingly pure and overflowing)
Not at risk of death from massive damage, and remains conscious until -9hp.
Evil clerics can turn or destroy Kindled creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster Kindled creatures as evil clerics rebuke, command, or bolster undead.
Kindled creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Deathwatch reveals Kindled and allow the caster to distinguish Kindled creatures from among others. Evil casters can be stunned by overwhelming auras of Kindled creatures as good casters can be stunned by overwhelming undead auras. Kindled are healed by disrupt undead and damaged by unholy water, as undead are damaged by disrupt undead and damaged by holy water.
Kindled need minimal maintenance, they can go 5x the normal to determine how often they need to eat or breath, and need only one nights sleep a week, and a simple eight hours of rest to regain spellcasting.
Kindled do not age, and can live indefinitely so long as they are not killed off by accident or murder.
All Kindled have fast healing 1 that is always in effect unless brought to zero in an Unhallowed area. If killed outside of an Unhallowed area, they appear dead for 1 minute per point of hp loss after -9 at which time they regain fast healing, remaining unconscious until they are healed to 1+ hp. A Kindled always knows if its entering/in an unhallowed area.


Spell-like ability: Haqz can cast cure light wounds at-will as a spell-like ability. The caster level for this ability equals the haqz's class level.

Lightbringer: Haqz are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a Haqz has an Intelligence of 10 or higher, she gains the following spell-like ability:
At Will — light

Sprinter: Haqz gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Darkvision: Haqz can see in the dark up to 60 feet.

Elemental Vulnerability: Haqz have vulnerability to negative energy

Positive Energy (Ex): A haqz infuses a target hit by its unarmed attacks or with it's cure light wounds spell-like ability with positive energy. This deals extra damage to an undead or negative energy based target (as listed in the statistics block) but heals positive energy based creatures (including creatures from the Material Plane) by the same amount. Such creatures can be healed above their normal hit point total, gaining extra hit points as temporary hit points. These temporary hit points disappear 1 minute later. Creatures healed to twice their normal hit points (that is, a creature whose hit points are effectively doubled) must succeed on a Fortitude save or explode in a burst of positive energy. The save DC is equal to 10+1/2 HD+Con

Aniikinis
2018-03-03, 05:34 AM
Lesser Elementals
https://orig00.deviantart.net/8e4b/f/2011/182/4/8/elementals_by_weremole-d3knx5j.jpg
The group of beings before you seem to be humanoids, but made entirely of a single elemental energy.

To come

tl;dr: Multiple races of elementals with the taint of humanity within them through magical experiments. The mainly exist in towns carved into the Southern platuea's cliff walls and near The Cauldron

Basic Info:
Homeland: Southern Plateau
Current land: Grasslands, Southern Forests, Cecaelian Inlet, Merfolk Inlet, and Southern Plateau
Relations:

Strix: Untrustworthy and Curious
Driders: Friendly and Curious
Merfolk: Untrusting and Wary
Cecaelia: Friendly and Trusting
Civilized Gnolls: Friendly and Curious
Misc. Most of the minor races find that these beings are far more varied than they would seem at first, and thus judge them on an individual basis.

Average Personality: depends on the elemental type:
Air: Flighty, Hyperactive, and Cool
Earth: Stoic, Understanding, and Stubborn
Fire: Active, Eager, and Happy
Water: Calm, Collected, and Ambitious
Ice: Stoic, Cold, and Calculating

Lesser Elemental statblock: here (http://bit.ly/2CrLkVU)

nonsi
2018-03-06, 07:00 AM
.
Haqz: Given the highly defensive nature of this race's abilities, I think that LA +4 should suffice (maybe +5, but definitely not more than that).

Aniikinis
2018-03-06, 08:47 AM
.
Haqz: Given the highly defensive nature of this race's abilities, I think that LA +4 should suffice (maybe +5, but definitely not more than that).

Yeah, I'm fairly bad at ballparking LA. Will adjust accordingly.

Ranged Ranger
2018-03-17, 11:17 PM
Slime Child Bard!! :smallbiggrin:


So umm... do they normally go around naked... or?
Glass gowns? chainmail bikinis?


I'm thinking interspecies mating would be a very bad idea... ...Please tell me these were created by the Tempest, and not some sort of intentional cross between humans and oozes (however that would work - shudder)...

Aniikinis
2018-03-17, 11:25 PM
Slime Child Bard!! :smallbiggrin:

Oh yes :elan:


So umm... do they normally go around naked... or?
Glass gowns? chainmail bikinis?

Well, given that they don't actually have any naughty bits they can go naked if they wish, but most wear small waterproof ponchos or light leather/waterproof clothing.


I'm thinking interspecies mating would be a very bad idea... ...Please tell me these were created by the Tempest, and not some sort of intentional cross between humans and oozes (however that would work - shudder)...

Actually, it's weird. They started as a separate group of humans that were within the kingdoms. When The Tempest hit, half of them vaporized, a quarter were transformed into the haqz, and the last bit fled into the underdark before degenerating into a sentient slime that over time became the slime children.

Edit: Also, while interspecies relationships and mating can rarely happen due to the free will within sapient creatures and the various races of Elga, there are no half-breeds. This is different in Rethan(stereotypical fantasyland ala normal dnd and on the other side of the Sky Splitters) due to the races that inhabit that land, but in Elga and Maolun(stereotypical Far Eastern Wulin fantasyland ala Oriental Adventures, the large island archipelago that leads to an australia-sized continent off the coast of Rethan) the races are only able to breed with their own.