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Chapter 5: Characters
Races[Humans] [Dwarves]
[Elves] [Half-Elves]
[Half-Orcs]
Though several races share Feyworld with humanity, humans
are by far the most populous races. Following are descriptions of
those races available to player characters.
What’s New?
Dungeons & Dragons 3.5: No new races were
added in the 3.5 revision.
Feyworld: The gnome was removed as an
available player race, as the gnomes of Feyworld are fey
creatures and very different from the standard gnome. The orc
as added as a viable player race. |
Humans
Humans
of Feyworld are little different from those of other fantasy
campaign worlds and the interested player is encouraged to read the
entry on p. 12-14 of the Player’s Handbook. The humans of Feyworld
tend to be a bit more fearful than in other campaign settings, as
magic and other races are still a mystery to them. It is believed
that humans were originally a creation of the Triad, working
together to create a perfect being. They were the last of the High
Races to be created and many philosophers (mostly human ones),
believe that they are the pinnacle of godly creation.
Human Racial Traits
Medium-size:
As Medium-size creatures, humans have no special bonuses or
penalties due to their size
Human
base speed is 30 feet
1 extra
feat at 1st level, because humans are quick to master specialized
tasks and varied in their talents
4 extra
skill points at 1st level and 1 extra skill point at each additional
level, since humans are versatile and capable. (The 4 skill points
at first level are added on as a bonus, not multiplied in; See
Chapter 4: Skills of the Player’s Handbook)
+2 bonus
to Will saves. Humans are willful creatures and it is difficult to
control and influence them.
Automatic
Language: Native language. Bonus Languages: None (unless suggested
by locale)
Favored
class: Any. When determining whether a multiclass human suffers an
XP penalty, his highest-level class does not count (see Experience
for Multiclass characters, p. 56 of the PHB)
What’s New?
Dungeons & Dragons 3.5: Humans were unchanged
in the 3.5 revision.
Feyworld: Humans of Feyworld tend to be a bit
more willful than other races and receive a +2 racial bonus to
all Will saves. |
Dwarves
Dwarves
in Feyworld have many similarities to mainline D&D dwarves, but
there are inherent differences in society and culture, as well.
Dwarves tend to be an insular race, only recently reestablishing
contact with the humans of the surface world. They are known for the
incredible treasures they possess and for their greed, but also for
their sensibility and thoughtfulness.
Personality:
Dwarves prize intelligence and practicality over all other things,
and care not for frivolity or wasting time. They are a very logical
race, though this logic often fails them when dealing with the more
emotional races of the surface world. Even so, dwarves do appreciate
artistry, particularly when coupled with a practical design. Because
of their difficulties in dealing with other races, dwarves are often
seen as grumpy, blunt and intractable. Dwarves are slow to befriend,
but once they do befriend a person, it is rare that they will later
betray them. The fastest way to befriend a dwarf is through action,
not flowery words.
Physical
Description: Dwarves average about four feet in height, but
their average weight is about 200 pounds. Their hair tends to be
thick and dark, with browns and blacks being most common and red
appearing rarely. Blonde dwarves are almost unknown, but legend
holds that those few who are born blonde are destined to become the
greatest of smiths. Both dwarven women and men wear full beards,
often heavily braided. These braids are so formed as to tell the
story of a dwarf’s life and dwarves can immediately recognize the
importance and deeds of another dwarf by examining these woven
patterns. Dwarves tend to simple, earth toned colors. They reach
adulthood at about 45 years of age and often live to as much as 500
years of age. It is rumored that the most aged of dwarves have lived
to see 600, which is considered a holy age.
Relations:
Dwarves relate best to hobbits, which they view as having a similar
practicality to themselves, if a bit lazy for their tastes. Humans
are seen as dangerous and treacherous, though they also tend to be
loyal and brave, when the situation warrants. Dwarves have a great
deal of difficulty understanding the human need for independence and
personal freedom. Elves are viewed as flighty and irresponsible and
are often treated like children by dwarves. Orcs are hated by the
dwarven race, who consider themselves to be at war with the
beast-men. Only the most liberal minded dwarf would ever befriend an
orc. Most of the difficulties dwarves have with other races stems
from a lack of racial identity. Dwarves strongly identify with one
another and personal sacrifice for the sake of the community is more
an ingrained instinct than a choice for them.
Dwarven
lands: Dwarves tend to underground, with entrances to their
realms hidden in secret valleys among high peaks. There are six
dwarven kingdoms in Feyworld, and it is said that these kingdoms are
in constant communication. Stories suggest that dwarves once lived
above ground, but were driven below during a war with orcs and have
not yet been able to recover their ancient lands. Recently, dwarves
founded the kingdom of Valduran, in the east, which lies mostly
above ground. Valduran was established as a trading center between
dwarves and humans only a few years ago and the dwarves there are
mostly very liberal sorts (for their race) who are interested in
trade with the humans of the surface.
Religion:
Dwarves venerate Baelthor (who they call Balthor) above all other
deities and serve him with unswerving loyalty. It is believed that
some dwarves once followed Enosigaois (who they call Enos), but
these evil dwarves were wiped out in a religious civil war long
before man was around to record such things. Dwarven clerics are
extremely rare, as they do not have a strong affinity for Divine
magic.
Language:
Dwarves speak their own language and write in their own runic
script. It has been suggested that dwarves were the first to invent
writing and some remote human societies have been discovered who use
a similar script for writing. Many human languages also show
evidence of influence by dwarven.
Names:
A dwarf’s name is chosen for him by his extended family and is often
the name of a clan hero or leader. His surname is that of the clan,
with any titles and appellations attached only through approval of
his clan. A dwarf who is knighted in human lands is not allowed to
use the honorific “sir” in front of his name until he has garnered
approval from at least six members of his clan.
Male
Names: Aegir, Alaric, Bardr, Bili, Bjorn, Faraldr, Gladr,
Grimolf, Gungnir, Hrmangild, Hrothgar, Huneric, Kormac, Osulf, Scula,
Skeggi, Skorri, Thjostar, Thorismund, Thorgrim, Ulf, Vagn, Walram,
Wraghi
Female
Names: Agnis, Asdis, Besje, Borghild, Edla, Freygird, Gunnlaug,
Helga, Hlodyn, Ingerid, Langlif, Luta, Ormhild, Ragna, Sigrun, Svala,
Thura, Thrudr, Valgerdr, Yrsa
Clan Names: Schmiedhammer (Smithhammer), Intiefen (Deepdelve),
Goldenkrone (Goldencrown), Schweinerschlagener (Orcslayer)
Adventurers:
Given the dwarven loyalty to clan and his society, dwarven
adventurers are rare. However, since the return of dwarves to the
surface world, dwarven adventurers have become increasingly common.
Dwarves recognize that a long time has passed since they last dealt
with humans and much has changed that they were unaware of. Most
dwarven adventurers are from Clan Intiefen, who have traditionally
been the explorers of the dwarven nations, but Clan
Schweinerschlagener has made a few forays into orc-held territory in
the hope of finding (and subsequently liberating) their long-lost
homeland under the sun.
Dwarven Racial Traits
+2
Intelligence, -2 Charisma: Dwarves prize intelligence and logic
above all other things, but tend to have difficulties relating to
others. Dwarven women receive a –2 to Comeliness when dealing with
other races, as they tend to look very “mannish.”
Medium-size:
As Medium-size creatures, dwarves have no special bonuses or
penalties due to their size.
Dwarven
base speed is 20 feet.
Darkvision:
Dwarves can see in the dark up to 60 feet.
Stonecunning:
Stonecunning grants dwarves a +2 racial bonus on checks to notice
unusual stonework. See p. 15 of the PHB for more information.
Weapon Familiarity: Dwarves may treat dwarven waraxes and
dwarven urgroshes as martial weapons, rather than exotic weapons.
+4 dodge bonus to Armor Class against monsters of the
giant type (such as ogres, trolls and hill giants): This bonus
represents special training that dwarves undergo, during which they
learn tricks that previous generations developed in their battles
with giants. Any time a creature loses its Dexterity bonus (if any)
to Armor Class, such as when it’s caught flat-footed, it loses its
dodge bonus too. The Monster Manual has information on which
creatures are of the giant type.
+2
racial bonus to Fortitude saves.
+2
racial bonus on saving throws against Divine magic.
+1
racial bonus to attack rolls against orcs and goblinoid races (but
not fey goblins)
+2
racial bonus on all Appraise checks
+2
racial bonus on a chosen Craft check
+2
racial bonus on a chosen Profession check
Free
Item Creation feat: A dwarf capable of using Arcane magic may
choose to take a bonus Item Creation feat at any time (this does not
need to be taken at first level). The other prerequisites for the
Item Creation feat must be observed. Dwarves are exceptional
creators of magic items, and many display a sudden talent for
creating a specific type of magic item, even later in life.
Automatic
languages: Dwarven. Bonus languages: Hobgoblin, Orc, any human
language.
Favored
class: Fighter. A multiclass dwarf’s fighter class does not
count when determining whether he suffers an XP penalty for
multiclassing. (see Experience for Multiclass Characters in the PHB,
page 60)
What’s New?
Dungeons & Dragons 3.5: Weapon familiarity and
the +4 dodge bonus versus giants are new with the 3.5 revision.
Feyworld: Dwarves of Feyworld receive a +2
racial bonus to all Fortitude saves instead of a bonus to poison
saves. They also receive a bonus to saves against Divine magic
instead of a general save versus magic. Dwarves in Feyworld also
receive a +2 racial bonus to Appraise, Craft and Profession
checks. The Free Item Creation Feat is also unique to the
dwarves of Feyworld. To reflect their interest in Arcane magic
and logic, dwarves of Feyworld receive a +2 modifier to
Intelligence rather than Constitution. |
Elves
Elves in
Feyworld are a mysterious, aloof race that is often distrusted
because of their secrecy and isolationism. There is only one major
elven kingdom, Elarean, though there are various locales, usually
heavily forested, which retain remnants of once-powerful elven
kingdoms. Many humans never see an elf and believe them to be
extinct or merely legend.
Personality:
Elves tend to be quiet and reserved around the shorter-lived races.
Being extremely long lived, they tend to be slow to act, believing
that the march of time corrects most wrongs. Elves are, in fact,
highly emotional creatures, though this emotion does not often show
itself outside of their hidden glades. When they feel safe, elven
emotions explode into song and celebration. They love all things,
and their isolationism is born out of that love. They often see
themselves as more mature than other races and tend to treat others
as children.
Physical
Description: Elves are extremely tall, averaging around seven
feet in height, but they rarely weigh more than 175 pounds. Their
skin tends to be pale, almost translucent and hair color tends
towards red and blonde. Hair tends to be thin and wispy and most
cannot grow beards. Their bodies are very slight, but also very
dexterous. Elven ears, of course, are taller and sharper than human
ears and they have excellent hearing.
Relations:
Elves avoid other races with an almost panicky fear. Dwarves are
often regarded with pity: as little more than machines who do not
care to feel or love. Hobbits are usually treated with respect and
when elves do relax around other races, it is often in the company
of hobbits. Orcs are avoided as much as possible, and treated with
severe distrust, though extremely unique individuals can befriend an
elf. Humans are viewed with an almost sad pity, as if the elves
themselves feel responsible for their short lifespans. Surprisingly
enough, elves tend to get along with humans the best, as long as
their human friends do not pry to hard into elven affairs.
Elven
lands: Elves most often live in small communities in vast
forests or, in the case of Elarean, an easily defended forested
vale. Elven lands are heavily guarded, and it is generally assumed
that any non-elf who attempts to enter them uninvited is an enemy.
Elarean is known to be a virtual fortress of magic, impenetrable to
all but the most powerful of non-elven mages. Inside elven lands,
there seems to be little organization to their communities. There
are no cities, only the periodic elven tree-house and walkways to
nearby houses. Elves attempt to live without harming nature and
their houses in the trees are constructed in such a fashion as to
not overly burden the tree they are in.
Religion:
Elven religion seems to be at the center of their mystery, and it is
generally rumored among the other races that an elf who is asked of
his religion is sworn to kill the inquisitive party. What is not
widely known is that, though elves were the first of the High Races
and a creation of Lord Ptharos himself, they converted to the
worship of the Tuatha de Dannan during the 1st Age of Mankind. The
Tuatha has since retired as patron of the elves and they now have
their own deities, ascended through a path of philosophy given to
them by the Tuatha.
Language:
Elven language is unique among the sentient races in that it is
sung, not spoken. Any non-elf who attempts to speak elven must have
the Perform skill to properly pronounce the various subtle pitches
and notes that indicate the meaning behind the words. Elven language
also tends to take a very long time to communicate a specific idea.
Poems composed of more than 10,000 words are commonplace to them and
an entire day can be spent between two elves introducing themselves
to one another. There is a shorter version of the language, known as
the Battle-Tongue, which most non-elves who learn elven know. It is
considered rude to use the Battle-Tongue among elves unless there is
a situation of great urgency.
Names:
An elf’s name is usually very long and is more a history of their
lives and their heritage than a name in the traditional sense. Young
elves can take up to an hour reciting their names and older elves
from illustrious lineage can easily take several days of song to
convey their full name. Among other races, elves usually shorten
their names to one word, typically a plant that is significant to
their lineage or history. There is no distinction among elves
between male and female names.
Elven
Names: Asphodel, Basil, Belladonna, Cilantro, Clove, Daffodil,
Dill, Lavendar, Mandrake, Marigold, Nightshade, Periwinkle,
Rosemary, Rowan, Saffron, Saint John’s Wort (John), Violet,
Wolfsbane, Wormwood, Yarrow
Adventurers:
Elven adventurers are exceedingly rare, but they do exist. Usually,
they are driven by some need that cannot be fulfilled in their
homeland or believe that there is a need for closer contact with the
outside world. Those few elven adventurers who remain more than a
decade in non-elven lands tend to form close relationships with a
single adventuring company, often adventuring with the remote
descendants of an adventuring company centuries after the original
membership has died of old age.
Elven Racial Traits
+2
Dexterity, -4 Constitution, +2 Charisma, +4 Perception. Elves tend
to be very nimble and their ears and eyes are sharper than most
other races. To most non-elves, elves have an almost unearthly
beauty about them. Elves tend to not be as hardy as most other races
and damage easily.
Medium-size:
As Medium-size creatures, elves have no special bonuses or penalties
due to their size.
Elven
base speed is 30 feet.
Infravision:
Elves can see patterns in temperature up to 60 feet away that is not
reliant on light. This vision is magical in nature and will not
function in a non-magical area. While using Infravision, elves
cannot see normal light.
Immunity
to magic sleep spells and effects and a +2 racial saving throw bonus
against Enchantment spells or effects.
Elves do
not sleep, in the traditional sense, but fall into a state of
reverie for about 8 hours a day where they remember events of their
past. They can see and remember what happens around them, although
hazily, but they are very difficult to rouse while in this state.
For an elf to rouse early while in reverie, he must succeed in a
Will save against a DC of 20.
Elves receive the Martial Weapon Proficiency for the
rapier, longbow (including composite longbow), and shortbow
(including composite Shortbow) as bonus feats. Elves esteem the art
of archery, so all elves are familiar with these weapons.
Divine
Magic feat: All elves automatically gain the Divine Magic feat,
whether they begin play as a Divine caster or not. Elves have a
peculiar affinity for Divine Magic which is inherent from birth.
Automatic
languages: Elven, Sylvan. Bonus languages: Wyrmish, Hobbit.
Favored class: Cleric. A multiclass elf’s cleric class
does not count when determining whether he suffers an XP penalty for
multiclassing. (see Experience for Multiclass Characters, page 60).
What’s New?
Dungeons & Dragons 3.5: Elves were unchanged in
the 3.5 revision.
Feyworld: Elves of Feyworld receive bonuses to
Charisma and Perception and a greater penalty to Constitution.
Elves also receive Infravision instead of Low-Light Vision and
do not sleep in the traditional sense of the word. Because of
their highly spiritual nature, all elves are potential clerics
and receive the Divine Magic feat as a bonus feat. |
Half-Elves
Half-elves
are rare in Feyworld, but they do breed true and there are some
places, usually where ancient forests and human kingdoms meet, that
entire half-elven towns exist. Their mixed heritage makes them the
object of many racial prejudices, both from humans and even elves.
Personality:
Half-elves have the same wide range of personality as do humans, but
they often tend to be loners, unwilling to make strong bonds with
others. Half-elves who choose to live with their parent race tend to
have a personality similar to that race, but seem watered-down
versions. They are not quite as passionate as the elves, but not as
willful as most humans.
Physical
Description: Half-elves carry the tall, thin features of their
elven heritage, but it is mixed to varying degrees with the muscular
features of humans. Their ears tend to be shorter than elfs, though
they still come to a noticeable point with most. Deformed ears are
not uncommon among half-elves, and it is often an object of shame
for them to have completely non-elven or misshapen ears. Half-elves
tend to be about six feet tall and weigh around 180 pounds. Their
hair tends to be red and blonde, though brown and even black haired
examples exist. They have some difficulty growing beards, and often
do not grow anything more than “peach fuzz.” Half-elves reach
maturity at age 25 and live for about 200 years.
Relations:
Half-elves, being both human and elven, yet neither, tend to have
strong, if strained, relations with their parent races. Their
relationship with other races tends to be the same as the society in
which they grew up.
Half-elven
lands: There are few lands that half-elves can claim for their
own, but there are a few cities and even a nation, Anclea, that are
dominated by half-elves. Half-elven lands tend to be a strange
mixture of industry and respect for nature, with crowded streets
bordering on wide, open parks. Other races often feel unwelcome in
half-elven lands, except hobbits, who could care less about their
mixed heritage.
Religion:
Half-elves worship the normal range of human deities in their own
lands, though they tend towards the few nature-oriented deities. In
elven lands, they tend to askew religion, as attaining the same
level of understanding as true elves is nigh impossible for
half-elves.
Language:
There is no half-elven language. They either use the language of
their human or elven heritage. It is said that elven spoken with a
half-elven tongue has a distinct accent.
Names:
Half-elven names mirror the society in which they were born, but in
half-elven societies they tend towards having plant names, like
their elven ancestors, as well as surnames.
Adventurers:
Half-elves often become adventurers due to the fact that adventurers
often accept each other based on deeds, not heritage. Being loners,
they make excellent survivalists and tend to be very loyal to any
group that accepts them for who they are.
Half-elven Racial Traits
+2 Perception.
Half-elves retain some of the keen senses of their elven heritage.
Infravision:
Half-elves can see patterns in temperature up to 60 feet away that
is not reliant on light. This vision is magical in nature and will
not function in a non-magical area. While using Infravision,
half-elves cannot see normal light.
+2 to
saves against Sleep and other Enchantments.
Medium-size:
As Medium-size creatures, humans have no special bonuses or
penalties due to their size.
Half-Elven
base speed is 30 feet.
+2 to
Diplomacy checks.
+2 to
Wilderness Lore checks
Automatic
Language: Native language. Bonus Languages: None (unless suggested
by locale)
Favored
class: Any. When determining whether a multiclass human suffers an
XP penalty, his highest-level class does not count (see Experience
for Multiclass characters, p. 60 of the PHB).
What’s New?
Dungeons & Dragons 3.5: Half-elves receive
bonuses to Diplomacy and Gather Information (the latter of which
was dropped in Feyworld) in the 3.5 revision.
Feyworld: Half-elves receive a bonus to
Perception and have Infravision instead of Low-Light Vision.
They also receive a bonus to Wilderness Lore checks, as they
often live on the fringes of both elven and human civilizations. |
Half-orcs
Half-orcs
are generally hated and reviled in their parent cultures. Orcs view
them as weak and impure, while humans view them as violent and
untrustworthy. Most half-orcs live up to this reputation, though
when they find someone who does accept them for who they are, they
will often maintain a steadfast loyalty to that individual for life.
Personality:
Half-orcs tend to be aggressive and violent, though some have
overcome these tendencies through a careful philosophical regimen.
They often tend to be extreme, taking hold of whatever regional
opinion or belief exists and attempting to champion it. Though they
rarely gain acceptance through this attempt, there is the periodic
hero of half-orc descent.
Physical
Description: Half-orcs stand around 6’ tall and tend to be very
bulky, averaging around 200 pounds. They often appear human, though
they have a greenish cast to their skin and their hair tends to be
oily and black. They wear whatever clothing is appropriate to the
region they live in.
Relations:
Half-orcs are hated and distrusted by most other races due to their
orcish heritage, though individual half-orcs have been able to
befriend individuals of other races. Humans are most likely to
accept a half-orc, and dwarves are sometimes able to see a kindred
spirit under the face of their enemy.
Half-orcish
lands: As half-orcs do not breed true, there no half-orcish
lands.
Religion:
Orcish religion is based on the religion of the region they live in,
but those orcs who are of a religious bent tend to be even more
fervent in their beliefs than others of their religion, often taking
things to extremes in the hope of being accepted by their peers.
Language:
Half-orcs speak whatever language they were raised with.
Names:
Half-orcs rarely survive in orcish society, so half-orc names tend
to be based on human names. Rarely, a half-orc raised in human lands
later chooses an orcish name out of pride for his heritage.
Adventurers:
Because half-orcs are not often accepted by mainstream society, they
often join adventuring bands and guilds. Once they have overcome
their innate embarrassment over their mixed heritage, they become
extremely inquisitive adventurers, taking on any challenge that is
thrown in their path.
Half-orc Racial Traits
+2
Strength, +2 Constitution, -2 Charisma, -2 Comeliness. Orcs are
still stronger and healthier than most humans, but their manners
tend to be lacking and green skin is rarely viewed with affection by
anyone but a half-orc’s mother.
Medium-size:
As Medium-size creatures, half-orcs have no special bonuses or
penalties due to their size
Half-orcish
base speed is 30 feet
Infravision:
Half-orcs can see patterns in temperature up to 60 feet away that is
not reliant on light. This vision is magical in nature and will not
function in a non-magical area. While using Infravision, half-orcs
cannot see normal light.
Orc Blood: For all effects related to race, a half-orc is
considered an orc. Half-orcs, for example, are just as vulnerable to
special effects that affect orcs as their orc ancestors are, and
they can use magic items that are only usable by orcs.
+1
racial bonus on Ride checks
+1
racial bonus to Craft checks that relate to weapons and armor
+2
racial bonus on Fortitude saves related to poison
+2
morale bonus on saving throws against fear
Automatic
languages: Same as human.
Favored
class: Any. When determining whether a multiclass human suffers an
XP penalty, his highest-level class does not count (see Experience
for Multiclass characters, p. 60 of the PHB).
What’s New?
Dungeons & Dragons 3.5: Half-orcs are unchanged
in the 3.5 revision.
Feyworld: Half-orcs receive an additional bonus
to Constitution, as they tend to be hardier than standard D&D
orcs. They also have Infravision instead of Darkvision and
receive racial bonuses to Ride and Craft checks relating to
weapons and armor. They are also more resistant to poison and
are less susceptible to fear-based attacks. The favored
class for a Half-Orc is any, due to their human heritage. |
Hobbits
Hobbits
are the forgotten people of Feyworld, though they are almost as
prolific and wide-spread as humans. Hobbits can be found living in
any human land, usually in a small village or hamlet just out of
sight of the nearest human city and well away from any trouble. They
are farmers and craftsmen and prefer to live out their lives without
interruption or discomfort. As such, they are usually viewed as lazy
and unsophisticated and are generally ignored. When they are forced
into confrontation, however, few are as resolute and tireless in
their endeavors.
Personality:
Hobbits are a very practical people, but they enjoy the creature
comforts of life. They tend to prefer uncomplicated lives, so they
tend to be farmers and craftsmen; this outlook is maintained even
when thrust into complicated situations. Hobbits are usually happy,
friendly people, even when faced with bigotry and hatred, and always
seem to have a saying or local colloquialism hidden in their back
pocket for just such situations. Hobbits make friends easily and
have a difficult time understanding deception and distrust. Rarely
do they own anything of import that would make such an attitude
dangerous.
Physical
Description: Hobbits are very short, rarely topping three feet
tall. They have round, human-like faces and slightly pointed ears.
Hobbits are extremely hirsute everywhere but on their lips and
chins, even growing long hair on the tops of their feet. Their feet
tend to be a bit large for their size, but they are very tough,
usually forming calluses as hard as leather early in life. Hobbits
do not wear shoes, as they are extremely uncomfortable for them, but
they are not treated as being barefoot due to their thick calluses.
Hobbits tend to wear simple clothes in the same fashion as simple
folk of the region they live in. Hobbits love to eat and tend to be
a bit pudgy, usually weighing around 150 pounds.
Relations:
Hobbits, themselves, get along with anyone, whether they be a grumpy
dwarf or a slavering orc. They treat everyone they meet as they
would want to be treated, which is welcome to share in their food
and company. To a hobbit, the other races tend to take things
entirely too seriously and humans are constantly running around on
some over-important errand or such. The other races tend to regard
hobbits as a bit lazy, if excellent craftsmen, when they regard them
at all. They do not make good slaves or good leaders and do not have
a need for expensive things or power and, thus, are generally
ignored by the other races.
Hobbit
lands: Hobbits prefer hilly country and often build their homes
in hillsides. In some areas, particularly where hills are uncommon,
hobbits construct low, simple houses that are easy to maintain. In
these lands, a house is not just a house…it is a hobbit house, and
that means comfort.
Religion: Hobbits are not particularly religious creatures, though
they have several traditions which venerate Podalirius, who they
simply call Podal (when they’re not using some affectionate
nickname, like “Old Man” or “the Green”).
Language:
The hobbit language is very, very old and has remained relatively
unchanged for centuries. It is remarkably similar to Gaelish and
many historians are curious as to the reason. In many areas, the
hobbit tongue is dying as the local human tongue slowly replaces it.
Names:
Hobbit names tend to be simple and practical, though they often
chose a name more for the sound it makes than any serious tradition,
assuming they do not use a human name appropriate to the region.
Family names are much more important than given names and a hobbit
will often make assumptions about another hobbit’s personality based
on his family name and heritage.
Male
Names: Dunstan, John, Milo, Odo, Ossig, Trumstan, Wellsby
Female
Names: Begilda, Billa, Biona, Dunna, Gwen, Mary, Merideth
Hobbit
Surnames: Burrum, Fusyard, Tutt, Ryeward, Wilshire
Adventurers:
Hobbit adventurers are rare, but not so rare as elven adventurers.
Some hobbits are simply taken with an unusual need to wander or an
inquisitive nature, both traits that are discouraged in hobbit
lands. Unlike in most societies, hobbit adventurers are often viewed
as embarrassments to their families and will be treated with
hesitation and apprehension if they return home.
Hobbit Racial Traits
-2
Strength, +2 Dexterity, +2 Charisma. Hobbits are often weaker than
the other races, though they are surprisingly nimble for such
complacent people. Their generous nature and good-willed attitude
tends to express itself well to most other races.
Small:
As small creatures, hobbits gain a +1 size bonus to Armor Class, a
+1 size bonus on attack rolls and a +4 size bonus on Hide checks,
but they must use smaller weapons than humans use and their lifting
and carrying limits are three-quarters of those of Medium-sized
characters.
Hobbit
base speed is 20 feet.
+2
racial bonus on Climb and Move Silently checks. Hobbits’ tough feet
give them great advantage in certain situations and they are
surprisingly nimble.
+1
racial bonus on all saving throws.
+2
morale bonus on saving throws against fear (this bonus stacks with
their +1 racial bonus to all saving throws)
+2 to
all Craft checks
Automatic
languages: Hobbit, one human language. Bonus Languages: Dwarven,
Elven.
Favored
class: Rogue. A multiclass hobbit’s rogue class does not count when
determining whether he suffers an XP penalty for multiclassing. (see
Experience for Multiclass Characters, page 60).
What’s New?
Dungeons & Dragons 3.5: Hobbits are unchanged
in the 3.5 revision.
Feyworld: Hobbits of Feyworld receive a bonus
to Charisma. Feyworld Hobbits do not receive a racial bonus to
Jump, nor do they receive a bonus on attack rolls with thrown
weapons. |
Orcs
Orcs are
the ravagers, bandits and slavers of Feyworld and are viewed as an
enemy to all but the most depraved non-orc. They are also brave
beyond belief and able warriors. Most people do not realize,
however, that orcs are highly intelligent, even cultured beings who
believe that they are fighting for their very survival as a race.
Personality:
Orcs tend to be blunt, honest and more than a bit aggressive. They
are also highly honorable and consider personal honor to be the
definition of their being. Orcs believe in a structured,
hierarchical cycle where the strong and cunning are most fit to
rule. They seem to live for combat, but know when to avoid an
impossible situation.
Physical
Description: Orcs stand about 6’ tall on average and weigh
around 200 to 250 pounds. They are of a very muscular stature and
often wear ritual scars with pride. Their hair is almost unerringly
black and oily, though it is often braided in complex designs and
held in place with colored rope and war trophies. Their skin ranges
from deep olive to pitch black, with black skin being the most
honored. Their noses are upturned, with wide nostrils, and their
foreheads are thick. Clothes tend to be dark, with black most common
and wearing armor, even in relatively peaceful times, is
commonplace.
Relations:
It could be argued that orcs get along with no one. Elves are viewed
as dishonorable and weak-boned. Humans are weak-bodied and
disorganized. Hobbits are fat and lazy. Dwarves, surprisingly
enough, are viewed with respect and are seen as their most dangerous
enemies because of their strength and honor. Orcish opinion of other
races are usually given in Epicurean terms: elves are gamey, humans
take to spice well, hobbits are a tender delicacy and dwarves are
tough and slow to cook.
Orcish
lands: Orcs do not often organize in groups larger than a clan,
though periodically a great leader will arise that can unite the
clans and lay waste to the surrounding countryside. Orcs are
practically born in the saddle and many orcish “nations” are merely
roaming grounds for nomadic clans. There are orcish cities, however,
often dark, dank stone cities filled with smoke and grime. Some
orcish clans even take to the seas, and they are the most fearsome
pirates that ride the waves.
Religion:
Orcish religion is a mystery to most scholars. In truth, it is
dominated by Darcingetorix, an ancient dragon who has taught the
orcs that, one day, the Great War will sweep across the world and
only the strongest race will survive to dominate. The orcish
propensity towards warfare is merely practice for them, in the hopes
that this War will take place in their lifetime and they will stand
ready. Orcs are assured by their dragon-deity that when they have
defeated all other races, there will no longer be a need for weapons
and they can live in peace and harmony in the world. Most scholars
would be shocked into silence to learn that the closest thing to an
orc’s heart is an impassioned yearning for peace.
Language:
The orcish language is harsh and gutteral but is short and to the
point. They do not have words that they have no need for (for
example, the word for foreigner, non-orc, dishonored orc and slave
is the same). They only rarely learn another language, and then only
if it provides them with a tactical advantage.
Names:
Orcish names are given at birth, though they may change at any point
in an orc’s life. Honorifics are common. The orc’s clan name is most
significant, but they can be their actual family name or the name of
a clan that has adopted him.
Male
Names: Bor’kal’, Cho’dan, Kal’gor, Kegrin, Kurg’al, Grum.
Female
Names: Dim’ra, Ker’ga, Kol’ga, Mak’la, Pern’la,
Surnames:
Blackskull, Bloodgore, Deepreaver, Goretooth, Treebiter
Adventurers:
Because orcs do not get along with other races well, orcs rarely
adventure in mixed parties. Those few who do tend to be those who
have been somehow dishonored and have fled orcish lands to avoid
harsh punishment. Orcs love a challenge of any sort, particularly
from beyond the grave, and orcs tend to make the most enthusiastic
dungeon-delvers.
Orc Racial Traits
+2
Strength, +4 Constitution, -2 Wisdom, -2 Charisma, -4 Comeliness.
Orcs train for warfare from birth and let the weak die; this
tradition has bred strong, healthy specimens. They tend to be a bit
rasher than other races and their behavior is crude at best.
Medium-size:
As Medium-size creatures, orcs have no special bonuses or penalties
due to their size
Orcish
base speed is 30 feet
Infravision:
Orcs can see patterns in temperature up to 60 feet away that is not
reliant on light. This vision is magical in nature and will not
function in a non-magical area. While using Infravision, orcs cannot
see normal light.
+1
racial bonus on all attack rolls. Orcs train to fight from birth.
+2
racial bonus on Ride checks
+2
racial bonus to Craft checks that relate to weapons and armor
+4
racial bonus on Fortitude saves related to poison
+2
morale bonus on saving throws against fear
Automatic
languages: Orcish. Bonus Languages: None.
Favored
class: Fighter. A multiclass orc’s fighter class does not count when
determining whether he suffers an XP penalty for multiclassing. (see
Experience for Multiclass Characters, page 60).
What’s New?
Dungeons & Dragons 3.5: Orcs are not an
available player race in a standard Dungeons & Dragons game.
Feyworld: Orcs in Feyworld tend to be stronger
and more healthy than standard D&D orcs. They are also
consummate riders and receive bonuses to craft checks relating
to the creation of arms and armor. Feyworld Orcs can use
Infravision instead of Darklight. |
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