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Post by Aaron Ramsby on Apr 12, 2006 13:30:24 GMT -5
Standard races have been given new and wildly different out looks on life due to the fact that all of them have forgotten their past. The longer lived races will not even begin to fathom what their long life will entail or how it will affect their social out look on life.
Elves Living enigmas, as one might say. There no longer stands the great forests they once ruled over with natures ear. In the new view of these elves who have come back from the brink of destruction during the fateful day of forgetting, nature is more wild then it once was. Always willing to learn new things, the elven race has fallen to barbarianism in the out side world.
Still hampered by their weak constitution, this has not slowed them down but given them a reason to fight harder. Proud warriors of what they call true blood, the elves have taken to a caste society. Each group of warriors take on the worship of an animal most like their current life style. Barbarians become the bear caste, the fighters pick the wolves... Alteration: The Elves favored class is now Barbarian
Dwarves Fighters by spirit and blood, this hardy people continues the traditions naturally with out needing to remember. Dwarves born outside of towns have found their own reasons to fight, namely the families they feel they were born into. Their personal wars rage across the planes as families clash for no other reason then they are of different kin. Given time, if the dwarfs can ever find a reason to come together, they will be a force to reckon with. Alteration: The Dwarves Favored class is now Cleric (normally seen as a war priest.
- Half-Orcs With the loss of memory, came a freedom all their own. No longer constrained to racial views, they have come up on their own. Prized for their strength, these giants have created moving tent cities. They have yet to find their ancestral home, but plan on moving until it is found. They trade openly with other cultures, using their tremendous strength to get items that their moving cities can not normally make on their own.
Half-Orcs in general have taken to tattooing their bodies as a sign of respect. The older and more powerful one gets, the more they present it on their bodies. Taking this in mind, scholars have found it odd that most Half-Orcs tend to cover them selves in long robes and only expose their skin to loved ones or companions. Alteration: Half-Orc Favored Class is Fighter
* Any and all races not altered in any way are either in the works and or should be treated as seen in the PHB.
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Post by Aaron Ramsby on Apr 12, 2006 16:02:40 GMT -5
Originally posted by Darkkender
The Wolvken:
This Race of Wolf-men remind many of Were-Wolves however there is a great distinction here. Unlike the Lycanthropic Were-Wolves Wolvken are born in the Half-Man/Half-Wolf state and remain so. It is known roughly that there race is relatively new to this world. There is much conjecture that there race was created by the society before the "Great Forgetting" for the purposes of war and battle. The Wolvken don't make any attempts to deny this. In fact it is the teachings of there great Dragon God that this is very much the truth.
The Wolvken as a society have thrown off the shackles of there thought breading for a life of reverence of nature. Within most Wolvken villages Rangers, Wilder's, Tote-mists, Scouts, & Druids* are almost the entirety of the makeup. However there are those present from all walks of life.
Every 20 years or so within the Wolvken society is born a silvered Haired Blue-Eyed Pup. These children are born with the purity of goodness and are always Lawful Good. These Wolvken are known as Wolvkahn within there society.
At the same time that a Wolvkahn is born another fully mature Wolvken within the society silently becomes something much more terrifying A Wolvkine. A Wolvkine is always Chaotic Evil when under the effects of a new moon. Under a new moon a Wolvkine's pelt will become jet black and his eyes blood-red until the next morning. During the phase of the new moon this Wolvkine will stop at nothing to find and destroy the newly born Wolvkahn. So full of Murderous intent are they that they will destroy entire villages and it's inhabitants within one-night. By the dawning of the new day the Wolvkine will have no recollection of what they have done the night before or that they are even a Wolvkine. However this poor soul will spend the rest of his life hunting down the Wolvkahn born when he became Wolvkine and will not rest until that Wolvkahn has perished or he has.
Wolvken as characters:
--Wolvken are agile as well as contemplative receiving a +2 DEX, & +2WIS.
--Wolvken have tough Hides granting them a +1 Natural Armor Bonus.
--Being of wolf stock Wolvken have elongated snouts and sharp teeth granting them a Bite attack of 1d6.
--Constantly spending lives among the forest has honed the Wolvkens senses. This has given them a +2 racial bonus on Listen, Move Silently, & Spot.
--Life in the great outdoors has also invited the need for a certain hardiness. This Hardiness comes in the form of the "Endurance" feat.
--Being descended from Wolves has also granted the Wolvken the "Scent" special quality.
--Favored Class: Draconic Druid
--Because of there slightly tougher nature Wolvken have a +1 Level adjustment.
Wolvkahn Special Notes:
The following are in addition to the Wolvken stats above.
--The Wolvkahn are naturally beautiful and inspiring however they are not as bright and Witty as the rest of Wolvken society. They receive a +2 CHA, & -2 INT.
--A Wolvkahn's hide is slightly tougher than a standard Wolvken. They receive an additional +1 Natural AC bonus.
--Wolvkahn have the ability to lay on hands as a Paladin of the same level. This ability stacks with any Paladin Levels the Wolvkahn may have.
--The Wolvkhan receive an additional +1 Level Adjustment over Wolvken.
Wolvkine Special Notes:
The following are in addition to the Wolvken stats above.
--Wolvkine are nothing but feral Brutes when it comes down to there transformation. They receive a +4 STR, -2 INT, & -2 CHA
--There hides are also thicker than a Wolvken's receiving an additional +1 Natural AC.
--Because they have no control over themselves they receive the Rage ability as a barbarian of the same level. There is a slight difference in the fact that the rage lasts from sundown to sunup every evening of the new moon.
--Wolkine have an additional level adjustment of +1.
*Druids in Wolvken society are composed of a mixture of true Druids and Draconic Druids described in other portions of Nightmare Dawning.
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Post by Aaron Ramsby on Apr 13, 2006 13:49:23 GMT -5
Quanthia These gliding lizard men are well known for their musical abilities, in fact music impacts their entire races history for as long as they have known it. Isolated in their flying cities, a rare few if any out side races have ever visited these flying aviaries. Built upon a matriarch, this society has never known war and is focused primary on, as they call it, the song of life.
Personality: Quanthia tend to have a wildly bases personality. Since they strive for knowledge, most would feel that this would make them bookish and introverted. This may be true for some, but with so much information coming in from wildly different sources this has caused the Quanthia to have a radical distribution of personal out looks and tastes.
Physical Description: Quanthia stand at 5'5" to 6'0" in hieght and weigh between 125lbs. to 160lbs. Tall, thin and lanky could very easily describe the race as a whole but that just scratches the surface. Small scales cover them from head to toe, that range in color from yellows, blues, reds, greens, or any other color they have decided to dye their scales using natural inks from their home town. This race of lizard people have a large crest of skin around their necks that opens up while excited or in danger, some would argue that for the Quanthia this is a little bit of both at all times.
Reasons for Adventure: The women tend to be explorers who thrive for knowledge. They can normally be seen in towns or down exploring ruins, all information is precious to them so they tend to put their life in danger getting it.
Quanthia Racial Traits STR -2 DEX +2 CON -2 CHA +2 Quanthia are a fast and charismatic people, but lack the physical power of other races.
Medium Sized Creature: As Medium creatures, Quanthia have no special bonuses or penalties due to their size.
Quanthia base land speed is 30'. Due to flaps of skin running down the sides of the arms the Quanthia have a flight speed of 20' with an Average Maneuverability. While flying the quanthia can not use medium or heavier armors, carry medium to heavy loads and items can be carried in the hands but not used in any way.
Low Light Vision: A quanthia can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Quanthia have a +2 racial bonus on Perform: Sing and Listen checks
Automatic languages: Common and Quithias.
Favored Class: For females Bards. For males Cleric. A multiclassing Quanthia does not take their preferred class does not count when determing whether he(or she) takes an experience point penalty (see XP for Multiclass Characters, page 60 in the PHB.)
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Post by masteraerethos on Apr 16, 2006 15:36:09 GMT -5
Hey, this is what I have so far on the Alfatel. I hope to finish them by the end of theis week.
Orrick and his father, Alton, drove on through the desert with their caravan, hoping not to encounter any of the Sand Devils. The wind was flailing sand in their eyes, making vision arduous at best, and the animals were whimpering, telling Orrick something was amiss. “Father, the animals are full of unrest. We should stop now and set up camp.” “We have a deadline to meet, Orrick, and we shall not stop for anything, do y’ hear?” Orrick had to agree with his father, their latest client, Maltrin, was a need, arrogant and demanding man, who would most likely have Orrick and Alton killed if they didn’t arrive on time. Even through the heavy rain of sand, Alton noticed a glare, a glare that chilled him to the bone. He knew what fate awaited him. “Hail traveler! Where are you headed?” Orrick said with inanity that surprised his father. “Orrick,” his father said with a frightful yet unwavering voice. “Ready yo-” Alton was unable to finish his thought, for he now had a large gap in his trachea. “FATH-!” Orrick was also halted from speaking; although rather than a single slit in his neck, there were four. As Orrick’s body slid quietly to the floor, a large robed figure, who was drenched in the back-splash of the blood, withdrew his four arms, along with four daggers. His comrades commandeered the caravan, and left the bodies of Orrick and Alton to rot in the next day’s sun.
The alfatel, better known by the rest of the land as sand devils, are a race that has thrived in the dessert since anyone knows. Alfatel are extremely efficient and extreme survivalists, as they must be in such an extreme climate. Generally traveling in small caravans, alfatel will attack any foreign caravans that may pose as a threat, or when they are desperate for basic necessities, since the desert has near none. The garb they wear is made to insulate the body from the scorching sun, has many layers and hidden pockets, and seems heavily reminiscent of ancient Arabic clothes. There are two distinct features which set the alfatel apart from humans: the first being their stature, since they stand from half a head to a full head taller than humans; the second being their second pair of arms, which help the alfatel in situations such as scaling cliff passes, which although uncommon, are gargantuan in size, and can hinder the travel of a caravan enormously.
CULTURE Alfatel have a mostly neutral look on life, as they must to survive. Though it is not uncommon for an alfateli tribe to help, or even take in stranded travelers, it is equally common to be attacked and left to die by the many hands of these Sand Devils. In regard to law, the alfatel have no set system, though they deliver swift and harsh punishment where it is due. No alfatel would steal from their own caravan or tribe, but if caught stealing while staying with another tribe or while in a settlement, all hands that touched the stolen item are butchered and fed to any animals that would be willing to eat an alfatel hand or two.
Any and all C&C are welcome!
Austin
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