Player Character
Races
Dwarves
Dwarves are an ancient race, almost as ancient as the Fey. They
stand only four to five feet tall, but are compact and extremely sturdy.
They generally weigh as much as humans. Although not immortal, Dwarves
are extremely long-lived.
Dwarves are extremely hardy, and make fierce warriors when provoked.
Dwarves have adjusted well to living underground, and never become lost
if the tunnels are familiar. Their underground cities are usually
quite large and can go deep within the earth.
Dwarves regularly trade with humans, and can be found in almost any
large human city.
Physical Character
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Build: Short & stocky. Males average 140-160 lbs. Females
average 110-130 lbs.
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Coloring: Medium white skin to tan, with ruddy cheeks. Dark hair
and eyes.
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Endurance: Hardy (Can go quite a while without rest).
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Height: Both sexes tend to fall between 4’ and 5’
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Lifespan: Dwarves tend to live 350 to 500 years.
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Resistance: Exceptional resistance to toxic substances. Some dwarves
also tend to exhibit a resistance to magic.
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Scale: 0
Racial Package
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Faults: Fear of open water, greed, unable to ride standard horse, -1 when
using very large weapons.
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Gifts: 60’ Infravision, +1 vs. Poison
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Average stats: good strength, good damage class, mediocre agility, mediocre
ego
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Bonus Skills: +1 mining, smithing and appraisal
Culture
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Clothing & Decoration: Beards, sometimes braided. Even females
sport beards. Heavy garb with colorful hooded cloaks. Crenellated
trimwork is popular.
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Fears & Inabilities: Open water.
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Lifestyle: Dwarves are superb miners, smiths and unsurpassed stoneworkers.
They live in tightly knit groups and favor underground cities which are
usually cut into rugged hills or mountains. Dwarven culture uses
a klan & house system as their form of social order. This paves
the way for many political marriages.
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Marriage Pattern: Polygamous. Line traced through male.
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Demeanor: Sober, quiet, possessive, suspicious, pugnacious, introspective
and often very greedy.
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Languages: Dwarvish, Gobish (Terrible) + 1 Human Tongue (Mediocre).
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Prejudices: Goblins & Orcs. Many are wary of elves also.
Example Racial Gifts
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Magic resistance, absolute direction sense underground, detect slope, detect
stonework traps, pits and deadfalls
Elves
Elves are an ancient race, one that ages so slowly that elves are practically
immortal. Elves tend to be taller and more willowy than humans; this makes
them quicker, but weaker combatants.
Elves are divided into two sub-races: the Wood Elves and the High (sea)
Elves. Wood Elves are creatures of the forest; they travel through the
forest effortlessly and defend it fiercely. Given the activities of loggers
and human hunters, Wood Elves and humans can come into conflict. Wood Elves
are master trackers and archers, and can be found whenever men need an
expert woods-man.
High Elves are the noble elves; they tower over humans and Wood Elves
alike. High Elves are an extremely ancient race, and are actually immortal.
Having plenty of time, High Elves usually study art, and are considered
skilled song-writers or painters. They are also fearsome fighters and excellent
sailors. Most High Elves tend to live in cities near the sea or on islands.
They like to sail the seas and see the world. High Elves have no
special feelings for Wood Elves, and Wood Elves consider High Elves to
be aloof and unrealistic.
Physical Character
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Build: Elves tend to be slight of build, and all are thin by mannish standards.
Males average 150 lbs. and females about 125 lbs.
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Coloring: Ruddy of complexion, with blondish hair and blue or green eyes.
Generalizations are hard to set down because there is a wide variance.
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Endurance: Elves don’t carry much but can travel great distances with little
rest. They only need 4 hours of sleep every day.
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Height: Males around 6’, Females around 5’10” (wood elf).
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Lifespan: Very Long if not Forever
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Resistance: They do not become sick or scarred, and are totally immune
to disease.
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Scale: 0
Racial Package
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Faults: Elf aura (very hard to disguise)
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Gifts: Ultraviolet vision, Immune to disease, Light sleep, Doesn’t scar
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Average stats: Good Agility, Good Intelligence, Mediocre Damage Class
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Bonus skills: +1 Stealth, Woodlore (wood elf), “Bow” skill, Seamanship
(high elf)
Culture
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Clothing and Decoration: “Sea” elves tend to favor human adornments with
a little bit more fanciful expressions. “Wild” elves tend to like
forest green, greys and browns; and clothing that is functional.
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Fears & Inabilities: None.
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Lifestyle: “Sea” elves live much like men only with more grace. “Wild”
elves lives tend to be relatively unstructured, but rich & lively when
compared to men. Elves are masters of song and dance, and woodlore.
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Marriage Pattern: Monogamous and for life. Some elves marry humans
which produce Half-elves.
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Demeanor: Fun loving but guarded folk. Outward mirth often hides
grim intentions.
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Languages: Low Elven (Easy), High Elven, + 1 Human Tongue (Mediocre).
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Prejudices: They hate Goblin-kind and dislike Dwarves. “Wild” elves
distrust men, unless shown otherwise.
Example Racial Gifts
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Affinity for magic (+1 magic skills)
Fey
Fey refers to Fairy Kin, a magic race that doesn’t conform to natural
laws. There are many “fairy races”, elves, brownies, satyr, pixies,
gnomes and trolls are some examples and most of the time they breed true,
but not always. Once in a blue moon a gnome with a tail is born or
a child of pixies grows into what would be called an elf.
While unknown to the mundane races, humans, halflings, dwarves, hobgoblins
etc. this fact is given little significance to elves and the other fey.
Many of their race see the Fay influenced as “special needs”, most have
a knack for some odd ability, and many respect them for that.
For game purposes you will probably be the child of Elven or Gnomic
parents. You would have to have a really good concept for the GM
to think otherwise.
Physical Character
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Build: Varies according to racial norms. But not all the time.
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Coloring: Generalizations are hard to set down because there is a wide
variance.
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Endurance: Depends on your parents.
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Height: Varies according to racial norms. But not all the time.
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Lifespan: Follow your parent’s norms.
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Resistance: Use your parent default.
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Scale: Varies -3 to +2
Racial Package
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Faults: Oversized Hands/Feet, Bearded, Oversized Nose, Hooves, Horns, Stout,
Tall, Wings, Diminished Strength (-1 scale). You must have one of
these.
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Gifts: Immunity to Cold or Fire, Great Speed, Magic Resistance or Susceptibility,
Great Strength (+ 1 scale), Ultraviolet vision, +1 MP that can only be
used to effect yourself or is harmless (e.g. regenerate, change shape,
cause sleep) this of course is subject to GM approval., Immune to disease,
Light sleep, Doesn’t scar. You must choose one of these or have a
good (GM approved) substitution.
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Average stats: Use parent default.
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Bonus skills: Use parent default.
Culture
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Clothing and Decoration: Usually whatever your parents wear.
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Fears & Inabilities: None.
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Lifestyle: Depends on parent race.
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Marriage Pattern: Monogamous and for life.
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Demeanor: Usually affected by your parents race.
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Languages: Parents default.
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Prejudices: What ever your parents don’t like usually you don’t like.
Example Racial Gifts
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Affinity for magic (+1 magic skills)
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Susceptibility to Magic (-1 to EGO vs. Magic)
Gnomes
Gnomes prefer to live in areas of rolling, rocky hills, wooded and uninhabited
by humans. They are sly and furtive with those they do not know or
trust, and somewhat reserved even under the best of circumstances.
Gnomes tend to live in above ground structures, though those that live
in the woods may live in a burrow, usually these tend to be elaborate.
Many also live with or in proximity to Dwarves. They also have a
great love for all living things. But they are most well known for
their ability to invent. They love contraptions and the inventiveness
and the problem solving that comes with it.
The gnomic culture is going through a realignment currently (the last
500 years), it used to be the norm to live like and with the Dwarves but
there currently is a move away from this lifestyle and back to their Fay
roots. The transition isn’t a easy one; many have gone into farming
nearby Halfling settlements. Halflings have been most generous to
the newcomers and have done a great service to the emigrating Gnomes by
teaching them how to till the land.
Physical Character
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Build: Gnomes are considerably short and stocky, Males and females average
50-65 lbs.
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Coloring: Variations of tan to brown skin, all have white hair and large
rounded noses. Eye colors tend to be light. Most men sport short
beards or goatees.
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Endurance: Rugged, but they don’t carry a lot.
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Height: Both male & female: Around 3’
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Lifespan: 400-600 years.
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Resistance: Animal venom/poison.
Racial Package
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Faults: -2 scale, overly inquisitive, -1 medium or bigger weapons, unable
to ride animal bigger than a dog (German Shepherd size).
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Gifts: 60’ Infravision, earth walking (use 1 ego to walk through earth,
each time), +1 to resist animal venom/poisons.
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Average stats: good intelligence, good perception, mediocre damage class
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Bonus skills: +1 to Inventor (tinkering), Sky Watching and hiding (self).
Culture
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Clothing & Decoration: all wear large pointed hats, mostly red, remainder
of clothing is simple and in whites and earth tones.
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Fears and inabilities: none
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Lifestyle: Gnomes are inquisitive by nature and love to tinker with “stuff.”
They prefer to live in small communities uninhabited by “bigger folk”
usually in small communities of mated couples but they can be found in
cities and towns. Those gnomes that live near dwarves mine also.
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Marriage Pattern: monogamous and for life.
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Demeanor: inquisitive, reserved around “bigger folk”
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Languages: Gnomic, Fay (mediocre), Dwarvish (mediocre), +1 human tongue
(mediocre)
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Prejudices: They don’t seem to hold any bad feelings, but many are wary
of goblin kind.
Example Racial Gifts
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Absolute directional sense underground, magic resistance,
detect traps
Half Elves
Half elves are derived from the mating of elf and human. Half
elves are usually like their elven parent in appearance and of the same
gender. They mingle freely with either race. Half elves do
not form communities among themselves, rather they can be found living
in both human and elf communities.
Half elf males have facial and body hair, half elven females also have
body hair.
Physical Character
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Build: Most are of elvish build, but not all. Males average 160 lbs.,
Females average 125 lbs.
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Coloring: Generally much like elves.
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Endurance: Average
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Height: Males around 6’, Females about 5’10”
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Lifespan: approximately 700 years
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Resistance: Normal
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Scale: 0
Racial Package
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Faults: None
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Gifts: Ultraviolet vision
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Average stats: Normal
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Bonus skills: None
Culture
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Clothing and Decoration: Dress similar to the society in which they reside.
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Fears and Inabilities: None
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Lifestyle: Blend in with the society in which they reside.
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Marriage Pattern: As their parents.
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Demeanor: Most half-elves tend to get both of their parents good qualities.
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Languages: Low Elvish, many will know High Elvish , +1 Human Tongue (fair)
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Prejudices: Whatever or whoever their parents harbored ill feelings for.
Example Racial Gifts
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Half-elves can choose from their elvish parents gifts
Halflings
Halflings are a small folk, smaller even than the Dwarves. Unlike the
Dwarves, Halflings are not very combative, and usually prefer a quiet life
to one of strife and warfare. This peaceful nature should not be taken
as a sign of cowardice, and Halflings fiercely defend anything they hold
dear. They have exceptionally keen senses, and are usually very accurate
with thrown weapons.
Halflings typically live in pastoral villages that may or may not be
organized into a larger government. Many halflings farm the land and are
fairly common in human cities, where they work as innkeepers, craftsmen,
and the like.
Physical Character
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Build: Small, Males average 50-60 lbs. Females average 40-55 lbs.
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Coloring: Medium white skin to tan, dark hair and eyes
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Endurance: Relatively tough for such a soft exterior.
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Height: Both genders fall between 2.5’ to 4’
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Lifespan: approximately 150 years
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Resistance: Halflings seem to have a resistance to magic spells.
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Special Abilities: None
Racial Package
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Faults: -2 Scale, can’t ride standard horses, very cautious.
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Gifts: Hands & Feet are resistant to extremes of temperature, magic
resistance (+1 to resist spells.
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Average Stats: Good Agility, Good Health & Mediocre Ego.
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Bonus Skills: +1 to Plant Lore, Stealth, Slight of Hand and Hiding (self).
Culture
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Clothing and Decoration: Halflings tend to dress much like men, they enjoy
a little more color though. They very rarely wear much jewelry.
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Fears and Inabilites: They tend to shy away from the bizarre & unusual.
Most don’t swim.
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Lifestyle: Capable craftsmen, but are not friends to complex machine and
magic. They usually eat six meals a day. Regardless, halflings
steady approach to life has proven successful in the face of wars, plague
and famine. Halflings tend to live in underearth dwellings (smails),
but do build above ground just not above the first story. All halflings
enjoy the simple life of farmers, millers and craftsmen.
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Marriage Pattern: Monogamous, line traced through the male.
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Demeanor: They basically are cheery, conservative, unassuming, and peaceful
folk. Ambition is not part of their make up. Most are conformists
who avoid the unknown and shun adventure, preferring to stay within
the comforts of neat, humble villages.
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Languages: Halfling, +1 Human Tongue (Hard-Mediocre).
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Prejudices: Halflings tend to be wary of the “big folk”.
Example Racial Gifts
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Infravision, Green Thumb.
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