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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jul 2008
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    Broken Damaged Worthless

    Default [3.5 Zaaman-Rul] Races of Warfare

    In darkness, each light shines all the stronger for the darkness. In the darkest of all possible places, any light, no matter how feeble, is all the stronger for it. Zaaman-Rul is among the darkest worlds in the multiverse, a realm steeped in melancholy, draped in gray cloths. Most races are stagnating, things are hard everywhere. Each hero that rises burns all the brighter because of it, and each of them can change the world in ways that a hero from anywhere else could never dream of doing.

    The world is in shambles. Intolar is locked in a perpetual war with Khavghotan. Alykandor has internal problems and is warring with Orlyndol over borders. Orlyndol has a culture that lends itself to endless deliberation where little gets done. The only free continent in the world, Xortal, wants to kill everything that sets foot on it. There's little hope of a bright future for the common folk of the world.

    Now is the time for heroes. Now is the time for the light to burn the brightest.


    The above is shamelessly copy-pasted from here, my yet-to-be-completed magnum opus of a campaign setting. I asked if it would be helpful to my readers to give them a full detailed write-up of each of the eleven player races, and they indicated yes. Each race will have a PHB-style (perhaps not quite as long) write-up, including stats and a picture if I can swing it (some pics are tough to acquire but I'll do my best).

    I'll start with the Intolians in this post, and will reserve the following 5 posts as needed.

    Intolians (humans)

    The blessed people of the semi-mythical emperor Intolar, Intolians are an insulated and xenophobic people who are dangerous yet versatile. Humanity is a strong contender for the most vibrant race on Zaaman-Rul, but their xenophobic faith and militaristic mindset hurt their international relations.

    Personality: Intolians are a hardy and diverse bunch and capable of engaging in dozens of endeavors with a great degree of skill. Despite their flexibility, humans have a strong military culture and mindset and have a powerful army. Their xenophobic nature is evident from their countless wars against the Khavghotani goblinoids, as is their natural military prowess. Irregardless of the militaristic nature of the Intolian people, they are diverse and spread across many fields. Above everything else, they are a strongly lawful race, with a powerful respect for authoritative and religious figures.

    Physical Description: Intolians range from five feet to six and a half feet in height, as their rocky homeland has shaped them for height and reach. They tend to weigh between 125 and 200 lbs, most of that muscle. Intolians are not an overweight people. Since their bloodlines very rarely mingle with non-humans, the vast majority of Intolians are fair skinned, with small ears, relatively close set eyes, and small noses. Their hair is almost universally wiry and black, females wearing it long and tightly braided and males keeping their hair short and often wearing closely trimmed beards. Intolians reach adulthood around 16 years of age and it is rare for an Intolian to see their seventh or eighth decade.

    Relations: By nature as xenophobes, Intolians don't naturally jibe with non-humans. Goblinoids of all stripes are enemies of the state, despised and mortal enemies, to be regarded with fear and hate, killed on sight. Orlyndolians are tolerated thanks to their magical and technological skill but are indeed disliked. Alykandorians are respected for their naval skill and bravery in battle, but as non-humans have no traction with Intolians. True elves and Kelrandans are not well known enough to have clear opinions about, but aren't humans and so are hated. The only non-human race the Intolians don't despise are the trepek, who are treated with simple indifference as a simple machine might be so treated.

    Alignment: Intolians, with their strong respect for law and military, tend towards the lawful end of the spectrum, and their xenophobia pushes many towards evil.

    Lands: Intolians hail from the Most Holy Divine Empire of Humanity, Holy Intolar. Founded by the pseudo-mythical Emperor Intolar I, the empire has existed for thousands of years and shares a continent with Khavghotan, leading to the Intolian xenophobia and militaristic culture. The continuing wars have prevented Intolar from expanding but have also secured their borders.

    Religion: Intolians venerate a pantheon of deities known as the Nine-Faced Lords. Interestingly enough, there are ten gods in the pantheon. Wise Ean, the Father, heads the pantheon as the god of time, fate, and the creator of the pantheon and Donblas, god of justice is his herald and eldest son. Pyaray, god of the dead, Xiombarg, god of death, Slortar, god of peace, and Jhaelen, god of comfort and good will, are the first second wave of Ean's children, with Arioch, god of secrets, Hawkmoon, god of skill-at-arms, Scyllua, god of nature, and Elwher, god of travel are the final deities in the divine family. Faith plays a massive role in Intolian society, and is what the core of their culture is based around. Every Intolian observes at least one god's rituals on a daily basis, and many dedicate themselves entirely to their god's dogma.

    Language: Intolians speak Intolian and Common, but often learn many other languages as well, such as Low Elven, Khavghotani, Qualith, and even (rarely) Dwarven and High Elven.

    Names: An Intolian has three names, the face name used with others, the family name used with family and friends, and the faith name used with clergy and the divine. Face names are their most commonly understood and heard names and tend to be short monosyllabic names. Family names are typically hyphenated, each individual portion is similar to face names. It is worth noting that family names are often, but not always, an amalgam of an individual's parents names (ie. Qwib Jol-Gah is the child of Jol and Gah). Finally, the faith name is a name kept private between the individual and their clergyman, and is used in confession and other matters of faith. Faith names are often long compared to face and family names.

    Sample face names: Qwib, Jut, Tak, Barc, Oli, Mort
    Sample family names: Jol-Gah, Neh-Bav, Sat-Xum
    Sample faith names: Jumlith, Raghof, Visurgk
    Sample full name: Tay Gih-Pur Wednaih

    Adventurers: Intolians adventure for many reasons, such as spreading their faith, a personal crusade against non-humans, or even simple boredom with the security of Intolar. Some Intolians have begun to rebel against the xenophobic dictates of their leaders. Such individuals find themselves unwelcome in their homeland, and so are frequently found traveling, taking mercenary jobs as they can.

    Racial Traits
    • +2 to any one stat, -2 to any one stat. Intolians are versatile.
    • Medium size.
    • Humanoid (human) type.
    • Intolians gain one bonus feat at 1st level.
    • Intolians gain the Skill Focus feat at 1st level for any skill they wish. This skill is forever considered a class skill. From birth all Intolians are offered training in whatever area they wish, and so they are exceptionally adept in their area of study.
    • Intolians gain a +1 racial bonus on attacks against creatures with the goblinoid subtype. Due to the ancient blood feuds between Intolar and Khavghotan, humans are skilled at fighting goblinoids.
    • LA +0
    Last edited by arguskos; 2012-02-09 at 05:48 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Khavghotani (Goblins)

    Considered worthless trash by the other goblinoid races and as nuisances or pests by most other species, goblins are at the bottom of the totem pole in many ways. They have bred to survive in a world that despises them, and so goblins are small, sneaky, adaptable, and numerous. They have the unique ability to easily fit into almost any role as the situation dictates, and they've made the best of it. Still, the nigh-constant persecution of the goblin people by every other race has taken its toll on their psyche, leaving most goblins emotionally damaged in some way.

    Personality: The nigh-constant persecution of the goblin people by every other race has taken its toll on their psyche, leaving most goblins emotionally damaged in some way. Goblins tend to be sharp-tongued, hiding their inadequacies behind acerbic, cutting, remarks, and are frequently obsessed with proving themselves. Their clan culture is based on strength and skill, as in the frozen wastes that are their home, there's nothing else that matters. Further, goblins tend to be convinced that everyone around them secretly hates them, and frequently suffer from severe paranoia.

    Physical Description: Goblins are short, dirty, unattractive creatures. They range from between 2 1/2 and 3 feet on average, and (as they are frequently malnourished) weigh around 20-25 lbs. A healthy goblin's proper weight is more appropriately between 30-35 lbs. Goblin skin is a ruddy reddish-brown color, and their (frequently) waist-length hair comes in colors such as black, brown, red, orange, and even grey. Goblins do not frequently grow facial hair, but when they do it is sparse and scratchy. Goblins wear light loose clothing underneath their thick fur and hide coats (worn against the cold of their homeland) and dislike the feel of constricting metallic armors, much preferring something more natural, such as hide or leather armor. Goblins live short but active lives, with a goblin reaching adulthood at the age of 8 and living a rough maximum of 50 years.

    Relations: Goblins are pretty much looked down on by everyone else around. Intolians hate them, hobgoblins and ogres boss them around, kobolds ignore them, orogs treat them as expendable labor, Orlyndolians view them with contempt if at all, and even Kelrandans tend to treat them poorly. Only the elves don't seem to mind them, the pale elves treating them like anyone else, and the true elves considering them another facet of nature's splendor. Trepek don't seem to realize that goblins exist, or if they do, they aren't interested in them yet, as very few (ie >10) trepek have bothered with the goblin clans.

    Alignment: Goblins tend somewhat towards the chaotic end of the spectrum, as their native culture is not very orderly. Still, goblins run the gamut.

    Lands: Goblins inhabit the empty frozen wastes of Khavghotan, where only whipgrass and snow rothe flourish. Everything else must be strong to survive and so the goblins have adapted. The weather is constantly below freezing, and snow falls much of the solar year. Most clans make their living one of three ways: farming snow rothe, harvesting whipgrass for various purposes, or mercenary work. The first two are relatively successful and without danger, but the third is both insanely lucrative and equally dangerous.

    Religion: Goblins, like all of their cousin races, worship Vghotan, a warrior god of strength. Vghotan preaches that the law of nature is supreme, that the weak are not to be tolerated. Anyone who can't survive a little bit of cold or a dagger to the gut weren't worthy of power to begin with, and the goblinoids are better off without them. However, Vghotan is not a monster, and understands that strength comes in many forms, magical, physical, spiritual, social, and many other forms besides. It is this worship that drives the goblin culture of the strong.

    Language: Goblins, as the oldest of the goblinoid races, calls their tongue High Goblin. Everyone else calls it Khavghotani, not realizing there are at least 8 dialects of the language. Goblin Khavghotani is a guttural and sharp language, has few words for "soft" emotions, and actually is incapable of expressing certain ideas. For example, there is no word in Goblin Khavghotani for love, but there are 33 words for murder. Goblins claim their race invented the language, back when goblins were the only goblinoid race and were powerful, but the actual evidence is inconclusive on this point. Goblins speak Goblin Khavghotani fantastically well, often achieving fluency by the age of 3.

    Names: Most Khavghotani have a single name they go by and then a clan or tribe designation. Their names, like their language, are guttural and harsh. Clan names are descriptions of the clan, thematic markers that describe the nature of the clan.

    Sample names: Grakk, Kerrn, Rrarg, Verrz, Torlg, Tazok
    Sample clan names: Bloodspill, Render, Harvester, Gutter, Fireholder, Steelspitter
    Sample full name: Jerr Burnsword

    Note: This section is shared by all the Khavghotani races except the orogs, who are a special case in many ways. See their entry below.

    Adventurers: Goblins adventure as an escape and as a way to prove their strength and prowess to their clan. Many don't bother returning, once they realize that the adventuring life can afford them privileges that even the most powerful clans might not be able to achieve. Goblins make good adventurers due to their adaptability and are often quite well liked by their comrades, who can appreciate their skills.

    Racial Traits
    • +6 Dex, -2 Str, -2 Con, -2 Cha, -2 Int. Goblins are absurdly agile, but lack in almost every other area.
    • Small size.
    • Goblins are Humanoids with the (Goblinoid) subtype.
    • Goblins have a base land speed of 40 ft and a Climb speed of 10 ft. Goblins have learned to move fast and scale rocks and walls with speed to evade their larger cousins.
    • Goblins gain a +1 racial bonus on attacks against humans. Due to the ancient blood feuds between Intolar and Khavghotan, goblins are skilled at fighting humans.
    • Goblins gain a floating bonus feat. At the beginning of each day, the goblin chooses one of the following feats to gain for that day. This feat cannot be used for qualification purposes for anything else. The feats available for selection are Great Fortitude, Iron Will, and Lightning Reflexes.
    • Goblins have low-light vision.
    • LA +0


    Khavghotani (Hobgoblins)

    One of the so-called "enlightened" goblinoid subraces, hobgoblins are many things, but enlightened isn't one of them. A cruel, harsh, brutal race, hobgoblins are the living embodiment of what a society of paranoia can produce. Hobgoblins are distrusting as a matter of course, to the point that they distrust their own family members and even their mates. However, hobgoblins also have incredible work ethics, since they believe they have to do everything themselves. Additionally, they have highly regimented armies built on fear that transmute their racial paranoia into drive to succeed on the battlefield. A hobgoblin's trust is among the rarest prizes one can win, and never breaks once given. Hobgoblins are perhaps the best example of their home nation, proud, strong, enduring, but fundamentally fractured.

    Personality: Hobgoblins are fiercely independent, owing to their societal paranoia. In the cavern cities of their birth, resources and space are scarce, and so hobgoblins are forced to jockey with one another constantly for supremacy. Many of those situations turn violent quickly, and so hobgoblins are now trigger-happy and prone to fighting over everything. Sharing is an alien concept, and often hobgoblins will demand that they alone be permitted access to a resource. However, this is not to say that this is an all-consuming emotion. Indeed, hobgoblins are capable of putting their selfishness aside, showing their better traits. Hobgoblins are proud, brave, and capable. Hobgoblins will to go nigh-absurd lengths to secure an objective or cement a relationship.

    Physical Description: Hobgoblins, unlike their lesser brethren, are fairly tall and broad creatures. They average 5 1/2 to 6 feet in height, weighing around 150-200 lbs, and are mostly hairless, with only their thick and coarse black facial hair ever growing past a light fuzz (notably, hobgoblin women grow beards as well). They have large triangular ears that spread from the sides of their heads, framing their face. A hobgoblin's mood can frequently be told from how their ears are held (similar to a cat). They are well-muscled, as befits their lives in the harsh Khavghotani caverns that comprise their homes. Hobgoblins prefer loose fitting clothing to permit movement, and frequently do not wear shirts, instead preferring just a bandoleer or two for carrying tools. They are fine armorsmiths and create spectacular suits of armor, serving as one of their only real pieces of decoration (earrings are the other). They have clawed hands and feet, but their claws are frequently kept well-groomed (along with the rest of them), as grooming is an indication of status in their society. Hobgoblins have average length life-spans, maturing at 16 and living a rough maximum of 80 years.

    Relations: Hobgoblins have cordial, but cold, relations with all the other Khavghotani races, excepting the motramr, with whom the hobgoblins are quite enamored (a philosopher once quipped, "the motramr are everything the hobgoblins wish they were and can never be"). Hobgoblins obviously hate Intolians, regarding them as genocidal scum. Illithids get a wide berth, as the strongly ordered hobgoblins fear their mental prowess and free spirit. Trepek are ignored or considered walking resource piles. Elves (of both kinds, the hobgoblins don't differentiate between them) are considered weaklings who are unaware of what strength and self-sufficiency is. Finally, the dwarves are considered distant brethren, for their highly ordered natures, underground dwelling places, and racial addiction to paranoia (despite dwarven paranoia being far less severe).

    Alignment: Hobgoblins, predictably, are highly lawful in nature. They tend strongly towards law, but like most races, can be found across the spectrum.

    Lands: The hobgoblins mainly inhabit the sinkhole-infested western region of Intolar. Overmining and a variety of natural processes have perforated the Lattice in this region of the country, creating massive pits, canyons, and crevasses. In the walls of these rifts, the hobgoblins build their cities. They use the caves to grow underground fungi and deep rothe (a rothe breed adapted for caves) and mine the various gems and metals that they proceed to trade out to other nations. There is a great deal of speculation as to how the hobgoblins came to originally settle in these caverns, but there remains a dearth of hard data on that point. There are three hobgoblin khas (city-states), Khathijis, Khajukaiw, and Khavebthor. Thijis, capital of Khathijis, is the largest.

    Religion: Like almost all Khavghotani, hobgoblins venerate Vghotan. However, where the goblins consider Vghotan as a filter for the weak, the hobgoblins consider Vghotan to be a great teacher, educating his faithful as to how to life and act with temperance. Hobgoblins believe that Vghotan's strength came from his patience, always wearing down his foes with superior endurance.

    Language: Like the other goblinoids, hobgoblins speak Khavghotani. Hobgoblin Khavghotani is a highly precise language, not quite as harsh as Goblin Khavghotani, but still not a flowery tongue by any means. Hobgoblins quite frequently learn Intolian along with Orog, Common, and Low Elven, the most common languages they hear outside their own.

    Names: Most Khavghotani have a single name they go by and then a clan or tribe designation. Their names, like their language, are guttural and harsh. Clan names are descriptions of the clan, thematic markers that describe the nature of the clan.

    Sample names: Grakk, Kerrn, Rrarg, Verrz, Torlg, Tazok
    Sample clan names: Bloodspill, Render, Harvester, Gutter, Fireholder, Steelspitter
    Sample full name: Jerr Burnsword

    Note: This section is shared by all the Khavghotani races except the orogs, who are a special case in many ways. See their entry below.

    Adventurers: Hobgoblins adventure for many of the same reasons as anyone else. Many want to find a freedom that they cannot achieve at home. Some want to bring war to their enemies. Still others want to simply make their fortune with a blade or barrel. Most notably though, a growing segment of the population (small, but growing) is calling for a reevaluation of the paranoia of the khas, and is attempting to rally political support in favor of allowing non-hobgoblins to become permanent residents (as they are currently not permitted).

    Racial Traits
    • +2 Str, +2 Int, -4 Wis. Hobgoblins are strong and smart, but are not very clever creatures.
    • Medium size.
    • Hobgoblins are Humanoids with the (Goblinoid) subtype.
    • Hobgoblins are automatically proficient with one simple or martial weapon of their choice. In the rift fortresses of their birth, hobgoblins are trained in the ways of combat.
    • Enduring Spirit (Ex): Hobgoblins never give up, never surrender. When faced with overwhelming stress, they somehow endure. When a hobgoblin saves against any mind-affecting effect, a hobgoblin rolls twice and picks whatever roll is best.
    • Paranoia: The crushing paranoia and brutal environment of the hobgoblin cities has bred a lack of social skills into hobgoblin stock. Hobgoblins suffer a -4 racial bonus to Diplomacy, Sense Motive, and Bluff checks
    • LA +0
    Last edited by arguskos; 2012-02-07 at 04:32 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  3. - Top - End - #3
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Khavghotani (Ogres)

    Often considered the hulking imbeciles of the goblinoid family, ogres are in fact a complex and deep race, with a rich spiritual life and a strong societal bond with one another. Ogres are contemplative, wise, slow to anger, and quick to forgive. On the battlefield or in defense of family and friends though, ogres reveal their furious inner beast. Their powerful forms combined with the an endless rage that only their better natures keep in check makes for an effective combat combination, and give ogres their reputation as fearless battle-crazed berserkers. This dual nature makes ogres fascinating travel companions, excellent generals, and perhaps the most interesting of the goblinoid races.

    Personality: At peace or rest, ogres are calm and contemplative. They tend towards spirituality and love to discuss intellectual matters. Ogres are known for producing a great number of poets and philosophers. However, this is only half of their nature. When threatened or angered, ogres fly into what they call kulat, or bloodrage. In a bloodrage, ogres lose their intellectual tendencies, forget their philosophies, and proceed to simply crush or rend their targets with raw strength. Oddly, this is where the ogre fascination with Vghotan comes from. Ogres claim that Vghotan values their fury and violence, but doesn't want his children to rage constantly, and so gave them a peaceful and quiet nature by default.

    Physical Description: Ogres are big, standing almost 7 feet high on average and weighing in around 250-300 lbs. Their skin is a greenish-yellow color and their copious hair varies in color from matte black and dark brown to light red and even bright white. The hair of an ogre is both on the head and body (though ogres rarely grow facial hair), but interestingly enough, extends (ie. grows) from the scalp all the way to the waist along the spine. Ogres frequently keep this spinal hair well groomed (so that it doesn't catch on armor or objects), but some ogre mystics believe that their hair is their link to Vghotan, and never cut it, keeping it long. Ogres do have claws but they are not sharp enough to cut, and ogres consider long claws a mark of shame. Ogres are prone to heavy armors (mystics obviously differ on this point) and clothing, befitting their environment. Ogres mature at 19 and live until about 80 years. Of all the goblinoids, the ogres are one of the only races with a substantial population of elders (the motramr are the other).

    Relations: Ogres deal well with other races, with only two exceptions. Of the Khavghotani, ogres are well regarded, often serving in the role of spiritual adviser. Trepek are regarded by ogres as untrustworthy, given that they work for another and not themselves. Kelrandans are not well-perceived, but are better off than Orlyndolians. Alykandorians and their dark brethren are respected for their skills both on and off the battlefield, but are otherwise neutrally regarded. Of the two disliked races, Intolians obviously are derided by ogres, often provoking kulat. The other race is are the Orlyndolians, who are hated by ogres because they violate mental sanctity, which Vghotan has a strict commandment about. Ogres love their mental privacy, and despise illithids for their telepathy.

    Alignment: Ogres tend towards centralized neutrality, with no leaning on either axis.

    Lands: Ogres have no specific "lands" persay, instead existing as a loose collection of semi-nomadic tribes. Ogre tribes roam around the countryside, serving as mobile churches to Vghotan. Since ogres have no lands, it stands to reason that ogres have no food sources. However, ogres often sell their services as both chaplains and captains, frequently sending money back to their tribes. Combined with the varag trade routes (along which ogre tribes move), ogres have access to a dependable food source.

    Religion: Religion dominates ogre life. Oral legend says that ogres were chosen by Vghotan to be his favored priests and that it was they who would shoulder the heavy burden of recruiting new members into the priesthood, along with ministering to the faithful. Ogres took to this charge with gusto, and have remained firmly in charge of Vghotan's faith ever since. As with all the Khavghotani goblinoids, ogres put their own spin on Vghotan, seeing him as a dual god of calm contemplation and excessive violence. They believe that Vghotan made ogres in his image and chose them to spread his faith because they are the closest to him. No matter the truth of the situation, ogres are wedded to this concept, and savage any who would argue it. Sadly, their missionary endeavors haven't proven as successful as they might like, but such is the heavy burden the faithful carry.

    Language: Ogre Khavghotani, as one of the many dialects of Khavghotani, is nearly identical to Hobgoblin Khavghotani. The main difference is in the vocabulary, as Ogre Khavghotani has far more words for the trappings of faith than Hobgoblin Khavghotani does. Otherwise, the language is similar in most ways.

    Names: Most Khavghotani have a single name they go by and then a clan or tribe designation. Their names, like their language, are guttural and harsh. Clan names are descriptions of the clan, thematic markers that describe the nature of the clan.

    Sample names: Grakk, Kerrn, Rrarg, Verrz, Torlg, Tazok
    Sample clan names: Bloodspill, Render, Harvester, Gutter, Fireholder, Steelspitter
    Sample full name: Jerr Burnsword

    Note: This section is shared by all the Khavghotani races except the orogs, who are a special case in many ways. See their entry below.

    Adventurers: Ogres adventure for two primary reasons. First, they are missionaries on a holy quest to spread their faith. These ogres are known for being the most duality ruled of their kind, switching between philosophical musings and over-the-top violence at a whim. Second, ogres who are not particularly given to matters of spirituality are, while not as common as their more godly brethren, not rare either. These ogres, finding little at home to be enamored of, often set out into the wider world to seek their fortunes.

    Racial Traits
    • +2 Str, +2 Con, +2 Wis, -4 Dex, -4 Cha. Ogres are strong, tough, and wise, but very clumsy and very abrasive and harsh.
    • Medium size.
    • Ogres have a base land speed of 20 ft.
    • Ogres are Monstrous Humanoids with the (Goblinoid) subtype.
    • Powerful Build: The physical stature of an ogre lets him function in many ways as if he were one size category larger. Whenever an ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ogre is treated as one size larger if doing so is advantageous to him. An ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Extended Magics (Su): Whenever an ogre is targeted by a spell that increases their Str, Dex, Con, or AC by any amount, the duration of the spell doubles. If the spell effects multiple creatures, this increased duration only applies to the ogres. Ogres are mauling brutes on the battlefield; they are normally forced to participate in long battles as shock troopers. As such, if beneficial magic failed, ogres would lose most of their protection and resilience against enemy attacks. Ogres, over long periods of time, have adapted their bodies to absorb and retain magic longer than other creatures. However, as their bodies are keen to absorb and retain magic, they suffer a -2 penalty to all saving throws against spells and spell-like effects as their bodies subconsciously attempt to absorb even harmful effects.
    • LA +0


    Khavghotani (Kobolds)

    Of all the myriad goblinoid races, the kobolds are among the least understood. Of course, this is by their choice, not by some fluke or twist of fate. The kobolds believe quite firmly that other races are scum and to be hated and feared. If the Intolians are xenophobic and the hobgoblins are paranoid, the kobolds are their metaphorical children. Kobold society is xenophobic to the extreme, so lost in their racial hatreds that they are in danger of losing their seat on the Khavghotani Council and even their status as true goblinoids. However, it's not all doom and gloom for kobolds. If they can see past the hate and fear, they prove to be brilliant inventors, powerful spellcasters, and excellent companions. Getting past the hate is rare, but worth the struggle.

    Personality: As if it was not clear enough, kobolds are racially prejudiced towards xenophobia. In fact, they are so deeply xenophobic that it manifests as isolationism and severe distrust in the best of situations, more frequently appearing as violence or subtle machinations for the worse. When kobolds somehow put their racial hatreds aside though, their inner natures come out. Kobolds are inquisitive and brilliant, with fantastic intellects and keen insights. They are quite enamored with philosophy, metaphysics, arcane studies, and even art. Kobolds rarely trust, but when the do, it is always for life. Kobolds are quick to anger, slow to calm down, and frequently hold life-long grudges. They don't like others, don't rely on anyone, and always take the lengthy way to do something, on the off-chance they're being cheated.

    Physical Description: Kobolds share more with the newly-discovered tasloi than they do with their own cousin races. They are short and light, standing only 2 to 2 1/2 feet high and weighing no more than 15-20 lbs. Kobold skin resembles cracked and worn leather and is almost always a ruddy brown color (on rare occasion, a bright red kobold is born, which is taken as a sign of greatness). Their teeth and claws are sharp, but not enough to be used as weapons, merely enough to be used as tools. Perhaps the most interesting physical features of kobolds are their double-jointed legs and their tails. Kobold legs have two major joints, much like lizards and other reptiles. This gives them extraordinary stability, critical in the mountains and caves of their dwelling. Additionally, they possess tails. Kobold tails serve as additional support during movement. They are not prehensile, though they can be actively moved and positioned by the kobold. Kobolds have short lives, maturing at 6 and living until their 40s.

    Relations: Kobolds are violent xenophobes, and hate everyone accordingly. Even between kobold clans there is a strong quantity of distrust. However, kobolds put up with their fellow goblinoids just enough to participate in the Khavghotani Council, though in recent years the kobold presence has been slipping at Council meetings, calling into question their right to be on the Council. It is worth noting, in terms of racial relations, that kobolds and dwarves share a special enmity for one another, due to competition for living spaces.

    Alignment: Kobolds tend towards evil, simply because of racial pressures and prejudices. They are rarely good, but outliers are not unheard of.

    Lands: Kobolds have no "lands" persay, instead inhabiting warrens carved all along the Irontooth Peaks. A warren is a system of caves, each hand-cleared by the clan for habitation. Kobolds never simply claim caverns if they can help it, always preferring to carve out their own. These caverns are linked by tight passages, made for kobolds and no one else, making the rare visit by non-kobolds difficult at best. Warrens are often small, rarely holding more than 40 or so individuals, and are frequently heavily trapped in case of attack or invasion.

    Religion: Like the other goblinoids, kobolds venerate Vghotan. However, they believe that he was a kobold sorcerer who gave to them the secrets of evocation and necromancy, that they might prosper. It is from this legend that kobold culture developed a fierce love of fire and death magics, such that all adult kobolds have access to magical powers. Religious fervor to kobolds is to research and practice new forms of fiery and dangerous magic. Kobolds are, as could be guessed, a very religious people.

    Language: Like all other forms of Khavghotani, Kobold Khavghotani is quite reminiscent of the others. However, it has multiple loanwords from Arcanic mixed into the language in place of certain basic terms, making understanding it a difficult proposition at best. However, it, unlike all the other dialects, can be understood by anyone with a passing knowledge of both Common Khavghotani and Arcanic.

    Names: Most Khavghotani have a single name they go by and then a clan or tribe designation. Their names, like their language, are guttural and harsh. Clan names are descriptions of the clan, thematic markers that describe the nature of the clan.

    Sample names: Grakk, Kerrn, Rrarg, Verrz, Torlg, Tazok
    Sample clan names: Bloodspill, Render, Harvester, Gutter, Fireholder, Steelspitter
    Sample full name: Jerr Burnsword

    Note: This section is shared by all the Khavghotani races except the orogs, who are a special case in many ways. See their entry below.

    Adventurers: On rare occasion, a kobold will hear the call of adventure and will leave their warren. These kobolds are frequently somewhat more open-minded (or at least better at hiding their hatreds) than their brethren tend towards.

    Racial Traits
    • +2 Dex, +2 Int, -2 Str, -2 Con, -4 Cha. Kobolds are lithe and brilliant, but frail, physically weak, and socially stunted.
    • Small size.
    • Kobolds have a base land speed of 20 ft.
    • Kobolds are Monstrous Humanoids with the (Goblinoid) subtype.
    • Spell Affinity: Kobolds are masters of both death and fire magic, and as such gain a +1 racial caster level bonus on all necromancy and fire spells. As a result of this specialty, they suffer a -1 racial caster level bonus on illusion and cold spells.
    • Through Fire and Death (Su): Over the centuries, the kobold fascination with death and fire magics has seeped into their very bones. A kobold gains access to two supernatural abilities, each usable 1/day as a standard action. The first is called sh'tula, or "death armor". Using sh'tula creates a black field of energy around the kobold that grants them a +1/4 hit dice racial bonus on saves against necromancy spells and also deals attacking creatures 1/4 hit dice negative energy damage upon a successful hit. Sh'tula lasts for 1 round per 4 hit dice. The second is called the vijba. The vijba is a ranged touch attack that deals 1d6 fire damage per 4 hit dice and also sets the target on fire (a Reflex save with DC 10+1/2 hit dice+Int mod negates the catching on fire).
    • Kobolds gain a +4 racial bonus to Stealthy and Survival checks. Living in cramped underground warrens has forced them to learn to adapt to anything.
    • Xenophobia: Kobolds suffer from severe xenophobia, and so gain a -10 racial bonus to Bluff, Diplomacy, and Intimidate checks. However, because of their maddening culture, they gain a +2 racial bonus to Sense Motive checks.
    • Kobolds have Darkvision 60 ft.
    • LA +0
    Last edited by arguskos; 2012-02-08 at 10:09 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Khavghotani (Orogs)

    Unlike the other Khavghotani races, orogs are not goblinoids. Indeed, orogs aren't even native to the livable half of Zaaman-Rul, instead having been created as slaves to the qualnargan millennia ago. After the conclusion of the Shadowstar Wars, the surviving orog warbands were abandoned by their infernal masters. With nowhere to go, the orogs were adrift, eventually being granted their freedom and right to self-governance by the Shadowstar Treaty. Endowed with purpose, the orog race set out to determine its own future and to set aside their enslaved past. Today, they are a thriving culture and are reveling in their freedom. They are connecting with the once-persecuted shamanistic culture of their forefathers and are discovering what it means to be truly free.

    Personality: Orogs are curious. They lived for so long in an environment where thought and creativity were suppressed that, upon being given unlimited freedom, their innate creative souls exploded forth. Orogs question everything, always seek alternative solutions, never say that something cannot be done, and are ever eager to learn and experience more. Despite this overwhelming energy, orogs are also keenly aware of their status in the world and that they have much to answer for (during the Wars, they were used as soldiers and were responsible for many atrocities). Orogs often find themselves apologizing for their ancestors actions and struggling with their past in a world that rarely forgives past misdeeds.

    Physical Description: Orogs are sizable creatures, averaging 6 to 6 1/2 feet in height and weighing 140-180 lbs. Their skin is a mottled green color and they sport well-defined muscles. Their hair is uniformly matte black and grows long. Males wear facial hair and females wear their hair somewhat longer than males. Both genders have relatively long tusks that are used for tearing food (originally, orogs were hunters who ate their meat raw; those days are long past, but the tusks remain). Orogs affect light dress, the better for the physical exertions that most occupy themselves with. When it comes to battle, orogs dress lightly again, most of them considering too much armor to be a sign of cowardice. They wear scars with pride and use them as signs of social status, each scar indicating a battle the wearer survived. Orogs mature at 13 and live until about 65.

    Relations: Orogs get on well with others, in most situations. However, there is the omnipresent specter of the Shadowstar Wars and the orog-fueled atrocities that took place in those dark days. Barring a reminder of those events though, orogs are generally affable and well-liked. Intolians get along well with orogs, at least for non-humans. Orogs treat the Orlyndolians with respect and awe for their knowledge and skill in so many fields. They respect Alykandorians for their abilities as sailors, and praise the true elves as kindred shamanistic spirits. Kelrandans are mostly ignored, not from fear or dislike, but from a lack of understanding. Trepek are curiosities, nothing more. The goblinoids are considered another kind of kindred spirits, forged in battle. Kobolds get a special pass though, and are the only race the orogs cannot abide, for the kobolds never let go of a grudge and constantly assault orogs over the Wars.

    Alignment: Orogs are all across the spectrum. They come in all colors of the alignment rainbow.

    Lands: When they were left in Zaaman-Rul in the wake of the Shadowstar Wars, the majority of orogs were stationed in the island chain of Jor'koth, off the south-east coast of Khavghotan. Later granted that land as an officially recognized state by the Shadowstar Treaty and then eventually annexed by Khavghotan, Jor'koth has functionally been an independent state since its formation. The islands are harsh and not welcoming of civilization, but the orogs have worked hard to shape them into something livable. From Jor'koth the orogs run their fantastically successful skyship services and run their society. In return for cheap access to the skyships, Khavghotan protects the island from Intolian aggression and Alykandorian pressure (the orog naval skill is a threat to them).

    Religion: Orogs originally had no deity. The godless qualnargan forbade worship and severely punished any orog who dared venerate any but the qualnargan. However, a shamanistic cult focused around ancestor worship endured and still survives to this day in the form of Kor'tel'ress. During the Shadowstar Wars, it was revealed that orog souls had nowhere to go upon death and were drifting in the divine conduit that ferries souls to their eternal reward. This conduit, called the Spirit Wind, was getting clogged with the immense number of homeless orog souls, and eventually those souls coalesced into a composite being. That being gave itself the name Kor'tel'ress and achieved godhood, claiming that it was the incarnate soul of all orogs everywhere. Now, the orogs pray fervently to Kor'tel'ress, knowing that their ancestors do in fact listen to and aid them, and that they will one day join with Kor'tel'ress in the afterlife.

    Language: Orogs speak their own language, called Orog. Orog is a similar language to High Elven in many ways, a fluid-sounding language with few loan words. Orog is not a very useful language outside of Jor'koth, though it has the benefit of being rare and not well-known, making it the preferred language for quick encryption of simple messages (since Orog has few loan words, it cannot communicate certain concepts and is an imperfect cipher).

    Names: Orog naming is a core part of their society, and is central to their mental makeup. When an orog reaches adulthood, they go through a ceremony called the Naming (before this period, they are referred to as their father's son or daughter, not by their own name; this instills a sense of family connection in orog youths). During the Naming ceremony, they undergo a series of spiritual journeys in which they commune with Kor'tel'ress and their ancestors. At the end of these inner journeys, the orog chooses their own name. Orog names are highly personal and reflect the results of the individual's spirit journey.

    Sample chosen names: Jel'kat, Chu'mar, Yat'ila, Wadd'leng, Po'neih

    Adventurers: Orog adventurers adventure to experience the world, plain and simple. Some orogs adventure for wealth or power, same as any race, but the majority of orog youths enter adventuring in order to experience the world and revel in their freedom to choose the path their life takes.

    Racial Traits
    • +2 Str, +2 Cha, -2 Dex, -2 Int. Orogs are strong and very charismatic, but they are not very flexible or bright.
    • Medium size.
    • Orogs are naturally ferocious, and as such do not lose consciousness when they are reduced to below zero hp. Instead, they remain active with no penalties until reduced to enough hp to be killed. If a spell or effect would render an orog disabled, they simply ignore it.
    • Orogs automatically fail saving throws against qualnargan spells, spell-like abilities, powers, mysteries, vestige powers, and everything similar. As orogs were slaves for thousands of years, they still retain their vulnerabilities.
    • Infinite Adaptation (Ex): Orogs, having been genetically designed by the qualnargan to be physically durable, have incredible resilience and are capable of surviving in dangerous environments, such as a vacuum and underwater. Orogs, when subjected to a hazardous environment, naturally adapt to that environment over the course of 5 rounds and thereafter ignore its hazards. After they leave that environment, the adaptation fades in another 5 rounds. Environments that this adaptation functions in include, but are not limited to, vacuum (no longer needs to breathe, skin hardens to prevent decompression), underwater (lungs function as gills), deserts (body conserves fluids), and, tundras (skin resists freezing).
    • LA +0


    Alykandorians (Pale Elves)

    Of all the myriad races on Zaaman-Rul, the Alykandorians have perhaps the most unfortunate history. Though other races have had worse luck or been more badly wounded, so rarely has a race been completely divided forever, yet bound together by tradition and inertia. The pale elves (named for their exile to the surface almost 5000 years ago) have long been divided by the racial shame they carry from those ancient days. Their culture has always been at war with itself over the role of technology as juxtaposed with nature. To an outsider, none of this is obvious, but live among them for a time and it becomes apparent that theirs is a society with a great unhealed wound over their heart, one that may never heal.

    Personality: The pale elves are clever, charming, attentive, witty, and really quite a joy to be around. Their nature is that of jollity and welcoming warm friendship. However, Alykandorians are not afraid of a fight, and rarely back down once challenged (at least until they've said their piece). Though hospitality and happiness are important for the pale elves, being right is equally important.

    Physical Description: The pale elves are slender but tall. They stand around 6 to 6 1/2 feet in height but weigh only 130-150 lbs. Alykandorians are a fair folk. Their skin color ranges from pale creme to dark brown, and their hair is equally flexible, naturally coming in shades ranging from shock white to jet black (and frequently being dyed into exotic colors such as electric blue, flame red, and leaf green). Their hair grows long and thick, with men and women both wearing it long. Alykandorians affect light and loose dress (as befits their tropical environment), but are notable for wearing a large amount of jewelry and other decorative widgets.

    Relations: The pale elves get along decently with other races, though hardly perfectly. They have a (mostly) friendly rivalry with the orogs over their naval prowess. The elves generally distrust/dislike the other goblinoid races though, considering them somewhat less-than-noble savages. Under normal circumstances, Alykandorians would be friendly with Orlyndolians, but at the moment those two nations are at war, so their relations are cool (at best). Humanity and elvendom don't get along well either, but that's no fault of the elves, who make every effort. Trepek are alternately given a wide berth (by Traditionalists) or obsessed over (by Technologists). Dwarves are well-liked, if not well understood. Finally, the pale elves are struggling with the rediscovery of their deep cousins, the true elves. The long and difficult reconciation process has begun, but it may be centuries before the two races are truly brethren again.

    Alignment: The pale elves tend towards chaos, as fits their free-spirited nature.

    Lands: The pale elves live on the triplicate island of Alykandor. These three islands, linked by massive bridges, have housed the elven offshoot for thousands of years, ever since their exile. The islands are tropical in nature, and feature supernatural weather and geography, such as flying chunks of hollowed-out stone and iridescent rain backed by colorless lightning.

    Religion: Elven religion comes in three flavors. The majority of the race now worships the Techlord, a newly ascended divinity with a heavy bias towards technological development, even at the expense of the environment or social order. However, a large minority of the race still venerates their ancestral guardian deity, the Leaf King, a god of tranquility, harmony, and nature. Finally, the progenitor god of the elves, the Dark Prince, has been reintroduced into elven society with the return of the true elves.

    Language: The pale elves speak Low Elven. Despite the name, Low Elven is the tongue of the pale elves of Alykandor, and is so named due to the schism of the elves in ancient times, with Low Elven being the language spoken by the losing side in that war. Low Elven is a flowing and fluid language, with many loanwords from other tongues.

    Names: The elves are much more poetic than other races when it comes to their name, showcasing their racial bias towards artistic expression. Alykandorian naming conventions include an individual's given name (first name and family name) and at the age of adulthood the personal name is selected. The first name is the name used to identify a specific individual and the family name is shared among the family. The personal name is chosen by the individual and is highly personal. In Alykandorian culture, sharing the personal name is a sign of great trust and respect. Personal names are as varied as the weather, and cannot be generalized in any way.

    Sample first names: Seltor, Liliet, Felcar, Muykan, Poissir, Culu, Harssih
    Sample family names: Weaill, Jaeiu, Hazieu, Koaef, Malion
    Sample full name: Jefaf Gultian Moonflower

    Adventurers: Pale elves adventure mostly to escape the schism tearing their homeland apart. Additionally, Alykandorians are quite fond of adventuring, simply as a method of experiencing the world.

    Racial Traits
    • +2 Int, +2 Wis, -2 Con, -2 Cha. The pale elves are brilliant and clever due to their work with technological devices, but they are not very durable and lack social graces.
    • Medium size.
    • Canny Technologists (Ex): Like it or not, pale elves have a natural affinity with technology. Once/encounter as a free action, they can extort a steamtech device to use one less round worth of steam.
    • Silver Tongue (Ex): Pale elves may turn disadvantage to advantage. They may treat penalties as bonuses on Bluff, Intimidate, Diplomacy, and Charisma-based ability checks.
    • LA: +0
    Last edited by arguskos; 2012-02-09 at 06:54 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Orlyndolians (Illithids)

    Separated from the world by their intellect and by their isolationist policies, the illithids of Orlyndol long ago turned to the studies of science and magic in an effort to decipher the riddles of their universe. From an outside perspective, Orlyndolians would seem to have it all figured out. They are brilliant, respected, cultured, and technologically advanced. However, from an interior perspective, they have some troubles. Illithids are stagnant, their culture restricting progress. They are struggling in their own society to escape the nigh-tyrannical grip of the Elder Brains that rule the spire-cities of Orlyndol and they are drowning in the bureaucratic nightmare of their own making.

    Personality: Illithids are brilliant. This single quality is the most critical thing about them, shaping everything they do, everything they say, all that they are. Everything revolves around their intellects, which are truly incredible. Illithids are somewhat withdrawn due to their mental prowess, since they find it hard to empathize with other races that cannot simply logic through their troubles.

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Religion:

    Language:

    Names:

    Adventurers:

    Racial Traits
    • +4 Int, -2 Con, -2 Dex. Illithids are utterly brilliant, but frail and clumsy.
    • Medium size.
    • Illithids have telepathy out to 100 ft. They also gain the benefit of the Mindsight feat, but only for other illithids, and they may telepathically speak with any illithid found in this fashion, regardless if they can see one another or not.
    • Illithids have four natural tentacle attacks. Each deals 1d4+1/2 Str modifier bludgeoning damage.
    • Illithids can daze an opponent with a successful grapple check with their tentacles. On a successful grapple check, the opponent must make a Will save (DC=10+1/2 illithid's hit dice+Int mod) or be dazed for 1 round. The illithid can only use this power once every 1d4 rounds.
    • Illithids gain 2 power points at 1st level. They gain no powers known however, so they must take levels in a psionic class to gain powers.
    • LA +0


    Trepeks (Image)

    (basic)

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Religion:

    Language:

    Names:

    Adventurers:

    Racial Traits
    • +2 Dex, +2 Con, -2 Wis, -4 Cha; Trepek are agile and tough, thanks to their unusual construction. However, they are shut-ins with no knowledge of the outside world, and the way they perceive things turns off other creatures.
    • Trepek have the Construct [living] type. They are made from semi-organic metallic components.
    • Trepek have a move speed of 30 ft, along with a Climb speed of 10 ft.
    • A trepek gains Multi-Weapon Fighting as a bonus feat. They may fight with up to three limbs at once in normal circumstances, more if they are somehow prevented from collapsing.
    • Trepek gain a +2 racial bonus on Craft (any two) checks. They were created to be builders and workers, and their skill shows.
    • Trepek have a racial +8 bonus on Climb checks, and can take 10 even when rushed or threatened.
    • Trepek also gain a +4 racial bonus on Search checks and +2 racial bonus on Spot checks. They have impressive visual acuity, as any true craftsman should.
    • Adaptability (Su): Trepek always have the right tool for the job, whether that job is laying bricks, washing dishes, or slaying goblins. A trepek may create, as per minor creation, a tool or non-magical simple weapon of their choice. This object lasts exactly as long as the task it is needed for lasts. For example, if a trepek is presented with a pile of dishes, and told to clean them, it may create a sponge and a bucket full of warm soapy water with which to clean said dishes. Once the dishes are clean, the bucket, water, and sponge all vanish. This ability may be used at will, and can not be used to create poisons, alchemical items, or magical objects.
    • Groupthink (Ex): Trepek, being the ultimate tool users, may use one another as a tool. As a full-round action, a trepek may link with up to five other silentium for the purpose of completing a large-scale non-combat task, such as constructing a building, or digging a mine shaft. For each trepek in the link, each trepek participating in the task gains a +2 bonus to the check. For example, 5 trepek link together to dig a trench. They each gain a +8 to their Craft checks to dig the trench (+2 for each other trepek).
    • Equipment Restrictions: Due to the unusual construction of their bodies, trepek have severe restrictions on what items they may use. They may only wear rings and belts. They may wear a single belt, strapped across their torso, and they may wear up to 5 rings on their tendrils (one each). They may use any item they can hold in one or two tendrils, such as weapons, shields, wands, staves, and rods. They may not use potions, wear armor, use most wondrous items, and so on.
    • LA +0.
    Last edited by arguskos; 2012-02-11 at 03:28 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    True Elves (Image)

    (basic)

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Religion:

    Language:

    Names:

    Adventurers:

    Racial Traits
    • +2 Con, +2 Wis, -2 Int, -2 Cha. The true elves are tough and sharp, due to living in their harsh underground environment, but they lack higher education and many of the social graces of the surface races.
    • Medium size.
    • True elves gain Darkvision 60 ft.
    • True elves gain a +2 racial bonus to Stealthy checks. Long centuries living underground in the dark and still environment of their birth have taught true elves to move quietly, lest foes arrive.
    • Cantrips (Sp): True elves have been infused with magic from countless millennia in the Lattice. They have the ability to cast create water and know direction at-will as spell-like abilities.
    • Touch of the Prince (Su): True elves, due to their long history in the Lattice, have developed a special connection to the natural world. Once per day as a full-round action, a true elf may infuse the natural world around them with a massive dose of positive energy. This duplicates the effect of a plant growth spell. Using this ability is draining however. The true elf takes 1 Con damage for using Touch of the Prince.
    • LA: +0


    Kelrandans (Dwarves)

    (basic)

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Religion:

    Language:

    Names:

    Adventurers:

    Racial Traits
    • +2 Str, +2 Con, -2 Int, -2 Cha. Dwarves are strong and tough, perfectly suited to the caves they inhabit, but due to their hive mind link, they are insular and crass.
    • Medium size. Though called “dwarves”, they are not dwarfs. The name stems from a human insult, not stature, though they tend towards the short end of the spectrum.
    • Dwarves have Darkvision 60 ft.
    • Hive Mind: Dwarves possess the ability to create and share in a hive-mind. While in a dwarven hivecity, all dwarves gain a number of benefits. They automatically sense the location and surface thoughts of all dwarves within 100 feet. They may communicate telepathically with dwarves within 50 feet of themselves. Lastly, the dwarves gain a +4 bonus to Int-based skill checks. While outside of a hivecity, a dwarf can build a weaker hivemind between itself and up to 10 others individuals so long as none of them have traveled further than a mile away from any others for at least one consecutive week. In such a hivemind, all members can sense the location and surface thoughts of each other within 50 feet, can communicate telepathically within 25 feet, and gain a +2 bonus on Int-based skill checks. These bonuses remain until at least one member of the hivemind dies or travels at least one mild away from another member.
    • Dwarves gain a +2 racial bonus on Strength checks. Dwarves are stocky and can bring quite a lot of strength to bear.
    • Tunnel Fighting: You take no penalty to AC or attack rolls while squeezing into or through a tight place. When fighting in a 5-foot square that is next to at least two walls (ceilings do not count) dwarves gain a +1 bonus to attacks and AC. They are trained to fight in cramped quarters.
    • Weapon Familiarity: Dwarves treat all weapons with “dwarven” in the name as martial weapons.
    • LA: +0
    Last edited by arguskos; 2012-02-11 at 02:40 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Ok, people are gonna be free to post now. I estimate I'll be able to get one of these up a day, give or take. I *am* starting at a new college in a few days, so it'll be slightly slow for a bit here.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Do you have images for most/all of them? What races are you missing? I would really love to see some graphic representations of the races. I know Humans, Trepek, Illithids, Elves, True Elves, and most of the Khavghotani races won't necessarily be hard to find, but I haven't seen many pictures.

    Other than that, can't wait to see some fluff/racial statistics. Not that we don't already have access to racial statistics.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by unosarta View Post
    Do you have images for most/all of them? What races are you missing? I would really love to see some graphic representations of the races. I know Humans, Trepek, Illithids, Elves, True Elves, and most of the Khavghotani races won't necessarily be hard to find, but I haven't seen many pictures.

    Other than that, can't wait to see some fluff/racial statistics. Not that we don't already have access to racial statistics.
    Honestly, *any* images would be welcome. I don't have any currently for the races, but that's not my biggest concern at the moment. Anything you can provide, uno, is welcome.

    Also, the Intolian section will be up tonight.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by arguskos View Post
    Honestly, *any* images would be welcome. I don't have any currently for the races, but that's not my biggest concern at the moment. Anything you can provide, uno, is welcome.

    Also, the Intolian section will be up tonight.
    A good point. Yeah, searching images isn't necessarily the best use of your time, considering.

    *runs off to search for images*
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Bam! Intolians are up!

    Goblins should be up tomorrow, likely quite late.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    How do these images strike your fancy?
    (Feel free to tell me they are ridiculous and not what you were thinking of)
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    Goblins
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    Hobgoblins
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    Hobgoblins are ****ing hard to find pictures for.


    Ogres
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    I actually found this image for my own ogre race in a setting I am working on, similarly religious.











    Kobolds
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    Almost look like Goblins, don't they? Probably would make more sense, since kobolds have no need for such large animals in cramped caverns.


    Anacrhonistic equipment aside, perfect.


    I almost like this one the most. A different take, but very, very cool.





    Varags
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    You already have an image for this.


    Gnolls
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    Stylistically, these are my favorite. Not sure if they fit your image, though.





    Ibixians
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    Another fricking hard race to find pictures for.


    Orogs
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    There is no description for Orogs, so I have no idea what they are, what they look like, or what they do. *shrug*
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    What is the overall idea of this setting and it's difference vs. others like Eberon and Forgotten realms.

    So the first thing I read is that humans are once again the biggest, most diverse and versatile.
    But then again, their description shows a rather specific people and I'm left thinking: "And the other human people?"
    (I guess I rather want other races to get more inner diversity and spotlight but not necessarily at the cost of having just one human people).

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by Maraxus1 View Post
    What is the overall idea of this setting and it's difference vs. others like Eberon and Forgotten realms.

    So the first thing I read is that humans are once again the biggest, most diverse and versatile.
    But then again, their description shows a rather specific people and I'm left thinking: "And the other human people?"
    (I guess I rather want other races to get more inner diversity and spotlight but not necessarily at the cost of having just one human people).
    This is not the thread for that. I have literally 20+ pages of setting information in the link given in the first post, also here. If you wish to understand the nature of the setting (which is beyond the scope of this thread), please direct your queries there (in fact, please please please go read it and tell me what you think/ask questions!). This is for discussion of the races, nothing more.

    Also, the Intolians are neither the most diverse, versatile, or numerous race in the setting. Those awards would fall to the Khavghotani races, the trepek, and the Khavghotani races again, respectively. Humanity by default easily slots into many roles, but their mental straight-jackets are tough to break.

    Finally, concerning the "where's the other humans", if you read the racial descriptions in the PHB, you'll notice it's talking in broad strokes about the race, not about corner cases or specific individuals, and so am I. Intolians, as a generalized whole, are as portrayed above. There are of course those who stepped away from that way of life and thinking, and they are specific individuals who can do as they please. Just like reality.

    In other news, Goblins will be up tonight.
    Last edited by arguskos; 2011-08-18 at 08:02 PM.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Goblins are up.

    Hobgoblins will be up tomorrow sometime.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Goblins are supposed to be clever and cunning. Why do they have an intelligence penalty? And give them 20 ft climb speed, 10 ft is slow.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by Swiftmongoose View Post
    Goblins are supposed to be clever and cunning. Why do they have an intelligence penalty?
    Says who? Nothing in the description Arguskos provided mentions anything like them being clever, and even makes them out to be sort of stupid.

    Quote Originally Posted by Swiftmongoose View Post
    And give them 20 ft climb speed, 10 ft is slow.
    Considering they don't actually live on the highest part of the mountains, or anywhere near there from what I had thought, I don't get why they have a Climb speed in the first place. Although the description certainly does seem convincing, so a Climb speed seems to work. However, having it be 20 feet is just ridiculous.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by unosarta View Post
    Says who? Nothing in the description Arguskos provided mentions anything like them being clever, and even makes them out to be sort of stupid.
    That makes more sense as a wisdom penalty. Emotional damage seems more suited to that. Plus, it's not like you can completely ignore the MM goblin text, these guys just inhabit a different area.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by Swiftmongoose View Post
    That makes more sense as a wisdom penalty. Emotional damage seems more suited to that. Plus, it's not like you can completely ignore the MM goblin text, these guys just inhabit a different area.
    What makes sense as a Wisdom penalty? Emotional damage seems more suited to what?

    And yes, when making a new setting, you can ignore the MM text. All of it. Especially when making a playable race.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by unosarta View Post
    Although the description certainly does seem convincing, so a Climb speed seems to work. However, having it be 20 feet is just ridiculous.
    What's ridiculous about having climb speed of half your land speed? That's pretty much the default.
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Honestly, I've been considering axing the climb speed. It doesn't fit anymore, IMO. Hobgoblins will likely acquire that instead, at 15 ft speed (as Greenish notes, half land speed seems to be default).

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Actually, giving them +6 Dex and minuses on everything else will mean, that they will only appear in very stereotypical rogue roles. Maybe +4 Dex and +2 to choose instead.

    Since usually small races get a base land speed of 20 only, 30 would already mean, that they are quite fast.
    Maybe 30 plus bonus feat "Run".

    And why the floating bonus save bonuses? *check* I see that you cut the bonuses on Dwarves and Elves, too. But it still seams unnecessarily complicated for such a minor aspect.

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by Maraxus1 View Post
    Actually, giving them +6 Dex and minuses on everything else will mean, that they will only appear in very stereotypical rogue roles. Maybe +4 Dex and +2 to choose instead.
    That's true. I may change that as well.

    Since usually small races get a base land speed of 20 only, 30 would already mean, that they are quite fast.
    Maybe 30 plus bonus feat "Run".
    I like 40 ft. They're small and get bullied on a lot. Like any victim of bullying, they learn to escape their tormentors.

    And why the floating bonus save bonuses? *check* I see that you cut the bonuses on Dwarves and Elves, too. But it still seams unnecessarily complicated for such a minor aspect.
    Because that represents their ability to fill in places, without being brokenly powerful (such as "any one feat" or something similar).

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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Will we be seeing any races with Slight/Powerful Build?
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    Default Re: [3.5 Zaaman-Rul] Races of Warfare

    Quote Originally Posted by Greenish View Post
    Will we be seeing any races with Slight/Powerful Build?
    I think ogres have powerful. I've considered giving kobolds slight build, but honestly, I don't really like slight build. There may well be a racial feat in the future for goblins or kobolds that gives slight build. Dunno yet. Actually, if I bother to stat up varags, tasloi, and gnolls at some point, one of them might have slight/powerful build. Not sure.

    Also, hobgoblins will NOT be up tonight. I was up at 7 after like four hours of sleep and just spent 17 hours outside on my feet at college orientation, so I'm wiped the hell out. Sorry folks.

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