Races (Blashyyrk Supplement)

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~under construction~ Blashyyrk is home to many races and cultures.

Overview: Races of Blashyyrk[edit]

Table: Races of Blashyyrk[edit]

Race Subrace
Human Sigmathr, Deliague, Eybraginn, Jotunkin (lesser)
Gnome Gnome, Dwarf (true), Dwarf (half-human), Halfling
Elf Elf, Half-elf, Halfling
Monstrous Orc, Goblin, Jotunkin (greater), Ogre, Hill Giant, Troll

Human peoples[edit]

Humanity is widely varied, they produce the most noble heroes and wicked villains, possessing a resourcefulness and adaptability far outstripping all others.
The northern peoples, who are the Sigmathr, Deliague, and Eybraginn, are all closely related and infact all offshoots from the same early human tribe.

General human traits[edit]

Humans are widely varied, even among small populations.

  • Medium size
  • Base land speed 30 ft.
  • Bonus feat at first level
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Regional common. Bonus: Any.
  • Heart: All humans recieve a heart ability as noted intheir decription. At the DM's option, players may substitute one heart ability for another since many humans are very closely related.

Sigmathr[edit]

Sigmathr hail from Sigland of the north, migrating there long ago across a land bridge from what a land that is now modern Eybrague. They are typically tall with light skin, hair, and eyes although darker hair and eye colours aren't uncommon especially due to migrants. The sigmathr are based on the vikings, and as such are great sailors( sigland means land of sails), craftsmen, bards and warriors, and produce most of the world's berzerkers, bards, and adventurers.

Sigmath racial traits[edit]

These are in addition to the standard human traits, except as noted.

  • +2 strength or charisma. This is in addition to standard human traits.
  • Heart of Battle: Once per day they may ignore an effect that would cause them to become fatigued or exhausted, and add half their character level +1 to their wound points.
  • Languages: Regional common (typically north common), Siglandrmal. Bonus: Any. This replaces the standard human languages.
  • Favoured class: Barbarian, bard, or fighter.

Eybraginn[edit]

Eybrague is a land of knights and merchants, where nobles do battle on one another and peasants are worked to the ground. Even so, the Eybraginn are a passionate people moved by bold heros, honourable knights and tragic romances. Physically they are a little smaller than the Sigmathr, and their hair and eye colours are darker more often than not. Eybraginn are based on the high medieval normans, french, and english, and as such produce much of the world's knights, clerics, and adventurers.

Eybraginn racial traits[edit]

  • +2 constitution or charisma
  • Portor: An Eybraginn may move at base land speed even while carrying a medium load or wearing medium armour. They also take no run penalty while running in heavy armour.
  • Heart of the Crowds: Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves, a +1 dodge bonus to armor class, and a +1 parry bonus to armor class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
  • Languages: Regional common (typically north common), Eybragrmal. Bonus: Any. This replaces the standard human languages.
  • Favoured class: Knight, cleric, or fighter.

Deliague[edit]

Deliand started as a small independant farming land and populated by Eybraginn and Sigmathr looking to find a new place to settle down. Since then many peoples have settled there and all have been welcomed with open arms as long as they're hard-working and respectful. Due the many cultures and peoples, the Deliague physical appearance spans the whole human appearance spectrum, however they typically resemble somewhere between Sigmathr and Eybraginn as they were the progenitor ethnic groups.

Deliague racial traits[edit]

These are in addition to the standard human traits, except as noted.

  • +2 any one ability score. Deliand has been a melting pot of human races, and they do not judge on appearances there.
  • Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
  • Languages: Regional common(typically north common). Bonus: Any. This replaces the standard human languages.
  • Favoured class: Any.

Gnomish peoples[edit]

Gnome[edit]

  • +2 Constitution, -2 Strength.
  • +2 charisma or intelligence
  • Small size
  • Speed: Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Eye for illusion:+2 racial bonus on saving throws against illusions. Gnomes can always see through disguise self spells cast by gnomes.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
  • +2 racial bonus on Listen checks and Craft (Alchemy) checks.
  • Spell-Like Abilities: A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, disguise self. Caster level equal to half HD minimum 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Favored Class: Mage.

Dwarf[edit]

Dwarves are larger cousins of gnomes, and the two peoples aren't two races but rather one in the same. It's not uncommon for gnome families to birth dwarves, and likewise for dwarves to birth gnomes. Dwarves are stronger than their smaller cousins, but tend to be more gruff.
It is also worthy to note that strangely all dwarf-human hybrids result in another dwarf. Because of this quirk, the dwarven race is much more physically diverse than other races, although dwarves of (mostly) pure dwarven lineage are generally immediately recognisable even to outsiders. These hybrid dwarves tend to produce dwarves when paired with dwarves, humans when paired with humans, and halflings when paired with halfelves.

Dwarf racial traits[edit]

  • +2 con, -2 charisma.
  • +2 wisdom or +2 charisma. Pure dwarves tend to be wise and gruff, whereas half dwarves tend to inhermit the huamn good nature and lack of foresight.
  • Medium size
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison, spells and spell-like effects.
  • Eye for illusion: Dwarves can always see through disguise self spells cast by gnomes.
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Obsessive: +2 racial bonus on a Craft or Profession skill of their choice.
  • Gnomish Blood: For all effects related to race, a dwarf is considered a gnome.
  • Languages: Regional Common, Gnomish. Bonus: Giant, Elven, Goblin, Orc, Terran, and Undercommon.

Halfling[edit]

These are gnomes born to elves, and sometimes are also born to half-elves but these share the same basic racial traits. It is not known why elves sometimes give birth to halflings however it is speculated that the gnomish and the elvish races are somehow linked magically. Strangely, gnomes never give birth to elves. Halflings are very diverse in appearance, with those born to elves typically resembling elves and those with human blood in the mix can look like anything their human ancestors looked like. One thing they all share in common is their small size of about 3'6".

Halfling racial traits[edit]

  • +2 Dexterity, -2 Strength.
  • +2 charisma or constitution.
  • Small size
  • Base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • Eye for illusion: Halflings can always see through disguise self spells cast by gnomes.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • Gnomish Blood: For all effects related to race, a halfling is considered a gnome.
  • Automatic Languages: Regional Common and Gnomish. Bonus Languages: Human(any), Elven, Goblin, Orc, and Sylvan.
  • Favored Class: Rogue.

Elven peoples[edit]

Elf[edit]

Elf racial traits[edit]

  • +2 Dexterity, -2 Constitution, +2 Intelligence
  • Medium size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Regional Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard.

Half-elf[edit]

Half-Elf racial traits[edit]

  • +2 to dexterity, or charisma. Half elves possess the grace of elves but the charm and toughness of humans.
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Regional Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any.

Monstrous peoples[edit]

Jotunkin[edit]

These guys are basically the half orcs of the setting. While the above table notes 'lesser' and 'greater' Jotunkin, this is purely based upon appearance and public opinion; more human-like will typically pass for humans, with the more visably brutish thought to be monstrous.

"Jotunkin are those thought to be descended from giants. They have the potential to become great heroes and wicked villains."
Physical description: Young Jotunkin or those of a lesser bloodline can pass for tall, burly half-orcs with long arms and legs, though their skin tends more towards dull yellow and dull brown. Hair colour typically range from dark brown to black, though blonds and reds aren't unheard of especially during their youth. Older Jotunkin of a greater bloodline start to tower above humans, generally up to 8 feet tall.
Personality: Varies widely, some are good natured but crude, others are ignorant and obnoxious. They typically love simple pleasures, such as feasting, drinking, boasting, wresting, drumming and wild dancing. Many of them possess a wild wanderlust that drives them to exploring and adventure which finds many of them an ill-repute.
Relations: Because of their obviously beastial heritage, Jotunkin get a rough time and are poorly greeted by most folk. Jotunkin have an especially tough time getting along with dwarves and gnomes who view them as little better than giants. Each Jotunkin finds a way to gain acceptance from those who hate or fear them, most simply be so tough that tohers have no choice but accept them.
Alignment: Like their monstrous kin, they favour chaotic alignments but they favour neither good nor evil. Raised among monstrous humanoids and giants however turn most towards evil.
Names: Like the halforc, if choosing a name to be intimidating they pick a harsh gutteral name often of orc or giant origin. While fitting in to human lands they typically adopt a name suited to the area, often derived from a previous name modified to fit local colour.

Jotunkin racial traits[edit]

  • +2str, -2 int, -2 cha
  • +2 constitution or charisma.
  • Size: medium
  • Darkvision: 60 feet
  • Intimidating stature: +4 bonus to intimidate
  • Vigor: +2 bonus to fortitude saves against cold weather, poison, fatigue, exhaustion, ill effects from running, forced marches, starvation, thirst and disease. Jotunkin are very tough.
  • Wyrd: +1 bonus on all saving throws.
  • Ferocity: The first time in the encounter a Jotunkin takes wound point damage he does not become fatigued, and gains a +2 bonus to resist being stunned any time wound damage is taken. Once per day when brought below 0 hit points but not killed, he can fight as if disabled for a number of rounds equal to one + half HD, and at the end of his next turn unless, brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Orc blood: For all effects related to race a Jotunkin is treated as humanoid(orc).
  • Automatic languages: Regional Common. Bonus languages: orc, gnoll, giant, goblin, gnome, elf, dragonic, abyssal, human(any).
  • Favoured class: Barbarian.

Orc[edit]

Orcs live in tribal bands, typically in the north, and generally staying in the mountains although they do sometimes come down for a raid. They are usually migratory, but almost always stick to the mountains while migrating so most humanoids give them no notice.
The orcish armour is typically studded leather made of a thick leather vest with metal plates riveted or sewn on. Sometimes coins are used as plates, a style very popular and is used as a status symbol and as adornment within practising tribes. Orcish weapons are strangely of a decent quality, even sometimes used by mercenaries and poor infantry of other humanoids.
Interestingly, orcs have been known to mint coins on occasion. Even more fascinating, these coins are of a purity close enough to standardised coins that they're usually accepted by moneychangers as being of approximately equal value to civilised coins. Orcish coins universally have holes in the middle to facilitate use as armour studds, a coin style sometimes adopted by civilised nations for mint runs, and as often strung together with knots every 5 coins to make lump sum payments.

Orc racial traits[edit]

These are the same as the monster manual.

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