Races (Fallen Supplement)

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Disclaimer: The images below are compilations of others to which I have no ownership.

Overview on the Races[edit]

Mankind[edit]

Ghazmites, Wild Men
Details
Stats
Ability Score Increase. Your ability scores each increase by 1.
Age. Ghazmites reach ceremonial adulthood at 14, fully maturing at 18 to 21, and live to be around 70, although many die earlier.
Alignment. While they do not necessarily tend toward anarchic habits, Ghazmites are not often of Lawful alignment.
Size. Ghazmites tend to be around 5'6" and 140 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak Ghaz and Khoric. Ghazmites are not literate to begin, and must spend a proficiency to do so. Ghazmites rarely learn other languages, as they are loathe to break their isolation.

Khors, Men of the North
Details
Stats
Ability Score Increase. Your ability scores each increase by 1.
Age. Khors reach ceremonial adulthood at 16, fully maturing at 18 to 21, and live to be around 80, although many die earlier.
Alignment. Despite the fact that they dwell on the fringes of civilization, Khors have a very traditional society, and thus tend toward a Lawful alignment.
Size. Khors tend to be around 6'7" and 225 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blood of the North. You have resistance to cold damage.
Languages. You can speak Thesian and Khoric. Khors are not literate to begin, and must spend a proficiency to do so. Khors occasionally pick up the tongues of other nations which they raid or trade with, but few normal Khors know such tongues.



Meres, Men of the West
Details
Stats
Ability Score Increase. Your ability scores each increase by 1.
Age. Meres reach ceremonial adulthood at 18, fully maturing from then to 21, and live to be around 95.
Alignment. Meres have a rigid traditional structure to their tribes, which are largely moral. Thus, while not at all civilized or regimented, Meres tend toward Lawful Good.
Size. Meres tend to be around 4'11" and 100 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Brave. You have advantage on saving throws against being frightened.
Languages. You can speak, read, and write Hranese. Meres often learn the Thesian tongue, as the Kingdoms are their main contact outside Hran and Gildedmere.



Thesians, Men of the Kingdom
Details
Stats
Ability Score Increase. Your ability scores each increase by 1.
Age. Thesians reach ceremonial adulthood at 16, fully maturing at 18 to 21, and live to be around 85, although many die earlier.
Alignment. Despite their level of civilization, the sheer diversity of Thesian people causes them to have no alignment tendencies whatsoever.
Size. Thesians tend to be around 6'0" and 170 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Gifted. You gain one additional proficiency.
Languages. You can speak, read, and write Thesian.



Vasferi, Men of the Wastes
Details
Stats
Ability Score Increase. Your ability scores each increase by 1.
Age. Vasferi reach ceremonial adulthood at 12, fully maturing at 17 to 19, and live to be around 45, although many die earlier.
Alignment. Vasferi live in a world where one must either kill or be killed. They are accordingly lent toward Chaotic and Evil alignments, although it is rare that they are both at once.
Size. Vasferi tend to be around 6'3" and 180 lbs. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Languages. You can speak Thesian and Wastespeak. Vasferi are not literate to begin, and must spend a proficiency to do so.

The Fae[edit]

Alfar, the Elder Race
Details
Stats
Ability Score Increase. Your Strength, Dexterity, and a dependent score* each increase by 1.
Age. Although alfar reach physical maturity at about 23, their understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 300 and can live to be over 1,000 years old.
Alignment. Alfar are structured and militaristic, making them often Lawful. They value tradition over all else, and are thus mostly Neutral.
Size. Alfar are around 5'9" and have slender builds, weighing about 130 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Cold Words. You have proficiency in the Diplomacy and Intimidation skills.
Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fighting Spirit. When reduced to one-fourth of your Hit Points, you gain resistance to physical damage.
Alfar Weapon Training. You have proficiency with the longsword, greatsword, and longbow.
Cantrip. You know one cantrip from a class's spell list. Use that class's ability to cast it. *This ability improves by 1.
Languages. You can speak, read, and write Hranese, Maininkain, and Thesian.

Dreki, the Dragontouched
Details
Stats

Dvergur, the Lost
Details
Stats

Maninkain, the Accursed
Details
Stats

Step by Step: Deciding on the Races[edit]

Each section of this setting has a step-by-step overview of how I process my thoughts while coming up with the information contained within.

... So, looking at my original race groups for the setting, I think I had way too many. I had humans, nine different kinds of animal people, four kinds of elemental warforged, and four fae races. Yikes. So I'm going to slim down the list a bit by thinking of what's necessary to the setting, without destroying all my diversity.

So to begin with, eidolons are out. They are pointless as a player race, and while there might be creatures similar to these, I honestly don't see why I need people to play spirits in a dark fantasy setting.

Speaking of which, beasts are out. No animal people.

So that leaves humans and fae. Now, the fae have four divisions: alfar (elves with a warrior culture), dreki (a kind of horned, dragon-winged person; basically someone with dragon blood), dvergur (thin, gaunt dwarves who are very uncivilized), and maninkain (goblins, but more of a reclusive, shy race than a malicious one). I'm relatively sure I can keep these without destroying the feel of the setting.

So now I have five major races - human, alfar, dreki, dvergur, and maninkain. I know that I want some isolation from the humans, but I also want there to be a few races who are almost entirely assimilated. So let's begin with the dreki. They don't have an identity of their own, since they are literally the basic planetouched of the setting, so let's stick them into the human societies. Dvergur, I think, should be partially assimilated, but only in regions where they abound, as they are not nearly so expansive as some of the other races.

Now let's move on to race relations. I'm having the feeling that the alfar's warrior culture is going to be extremely hostile to the humans - perhaps they have clashed over land since the dawn of their races. There should be a constant race war between them, in this case, and I can see the alfar as having a vast empire that rivals that of Thesia (see Regions and Nations). Perhaps they have even conquered the maninkain - who I will be reviewing next. In fact, let's say that, at one point, they conquered most of the known world, but perhaps it was the Fall of Andarioth (see Religions) that caused their decline.

The maninkain... well, all they wanted was peace. Let's say that they secluded themselves in Gildedmere for generations, living at one with the beasts of the plains, running with lions, herding gazelle, all that fun stuff. When the alfar began to seize power, though, their empire engulfed their ancestral lands. Tribes were replaced with cities. The prey of the maninkain were hunted to extinction. The goblins were forced to adapt to the harsh new reality into which the elves had thrust them, and most were taken as slaves to their imperious masters. Yes, this seems exactly how goblins should be - and why both humans and elves hate them. The elves due to a sense of superiority, and the humans because they also hate the elves.

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