Post by Oniryukain on May 4, 2009 12:57:54 GMT -5
Races: (All Races Understand Common, which is the default language of Humans)
Humans[/u] – The most common and numerous sentient beings on Westeros. As a race, Humans are a social creature, banding together from the smallest of unions to great kingdoms and empires, that strives to control everything they come into contact with. Often thought by other races as bloodthirsty, many Human conflicts are resolved in bloodshed instead of with words. Though Humans are not all bad, they are capable of many great works of art, wonderment, and simply love. They appear in nearly every shade of skin-tone and hair color, with tastes for many styles of clothing. Short lived by some racial standards, under a hundred years is typical, Humans have evolved to experience life to the fullest by being able to master many things that take centuries for other races to do so. Their domain has shrunk since the times of the Godswar, which has long become tale and high fantasy, into the three regions of Dragonsport, Riverrun, and New Dorne – while barbarians, who are made up of the descendants of the middle land Humans, dwell upon Gudswah Plains. They worship primarily any god they wish but usually in New Dorne it is Neeja mainly but other shrines exist (often in secret), Riverrun it is many including Tamalynn and secretly Cyrus, Dragonsport it is primarily Tamalynn and to a lesser, still hidden, extent Cyrus, and among the Barbarians is primarily Saandur the Bloodhound.
-Standard Human Features. Can select one feat options from the following three feat options: a combat related feat (dodge, weapon focus, ambidexterity, two-weapon fighting, armor proficiency, power attack, cleave, point blank shot, rapid shot, shield mastery, etc.) or a magical related feat (combat casting, spell penetration, spell school focus, arcane defense, etc.) or a Level 1 Only Feat (Artist, Blooded, Bullheaded, Luck of Heroes, Silver Palm, or Snake Blood)excluding Courteous Magocracy and Strong Soul, then can chose a skill focus, and slightly better starting gear based on origin with slightly increased starting money.
-While Humans possess no extraordinary or supernatural ability, they are the most widely accepted race in all of Westeros, and all other Races tend to be highly jealous of this fact in one way or another.
Elemental (Half)-Humans –[/u] Humans who have elemental power flowing in their blood as result of ancient pacts, deity worship, or unnatural union. Depending on the specific element their blood contains, their personalities and physical attributes differ to different degrees, such as Earth-based being fairly easy-going and possessing great upper-body strength. They live generally twice as long as the normal Human. They most commonly dwell near the Plains of Ash, the lower Gudswah Plains, or among the people of New Dorne. They pray primarily to Neeja or the elemental aspects of Ithuriel.
- Standard Human Features and the feat Resist energy in their chosen element and in one of the connecting elements but not the chosen’s opposite, a feat (chosen by the DM) that relates to their chosen element in some manner, an item hosting several spells related to their chosen element, and a handful of gems that relate to in some manner to their chosen element that are worth a good bit of money when sold to the right buyer, plus standard gear.
-Elemental (Half)-Humans also have the ability to sense other Elemental (Half)-Humans, especially their opposites, in addition to strong places of elemental energy. They are capable of speaking with other Elemental (Half)-Humans in a special tongue and are capable of speaking to elemental sources as well. Especially strong Elemental (Half)-Humans are said to be capable of merging with their chosen element for various purposes.
Near-Humans –[/u] Humanoids that are the result of Human bloodlines exposed to high amounts of magical energy over long periods of time, usually several generations, and developing unusual features, usually heavily animalistic, that mark them no longer Human. They are much like their parent race, the Humans, in the manner that they have no preset manner of appearance or attitude. Their life-spans tend to vary as well, but in general they are either as long as Humans to as long as Half-Elves. They are sometimes referred to as mutants, and most are known to primarily reside in New Dorne. Their faith selection is usually based completely on their persona.
- Standard Human Features in addition to the following: Strong Soul, Armor Skin, in addition to an item that hosts several spells that relate to them in some manner while the rest are standard.
- Near-Humans also have the ability of scent, being able to pick up many and remember most of them. They are capable of displays of extended quick movement (likely represented by Barbarian Movement Speed), occasionally being able to use bursts of speed. It is said they are able to speak to Monsters and Animals but not all seemingly share this trait. Their physical features tend to be very noticeable when exposed and sometimes serve various purposes like additional sensory appendages.
Winterfell Elves –[/u] Tall and extremely beautiful Humanoids, these Elves were once known as the Children of the Forest though in these current times they are known simply as Elves or Winterfell Elves. Immortal, in age and beauty, unless slain in battle or give up the desire to live – Elves have trouble always understanding the ways of Humans and other short lived races when they rush about to do something without adequate thought. Generally liking clothing that breathes, these Elves also have skin-tones that range from light grays to more Human tones, while their hair tends to be black to gray in most cases. They are from the Winterfell Forests or dwell among Humans, and they are the “normal” type of Elves in Westeros. They worship the deity Ithuriel.
-Besides Standard Elven Features, Weapon Focus Bladed Weapon and Weapon Focus Ranged Weapon if combative, Spell Penetration and Extend Spell if mage, Skill Focus in Discipline or Animal Empathy, as well as a better starting weapon of either type (mage, bladed, or ranged) while rest of the items are standard.
-Winterfell Elves have a deep connection to the land and forest - they have the ability to communicate with all other Elves, Animals, Halflings, Gnomes, Dwarves, Satyrs , Orcs, and spirits of the land in their native tongues for free. Their hearing is next to legendary, being able to hear things they normally shouldn’t but it is all depends how/if the sound reaches their long ears. In rare cases, strong Winterfell Elves have the ability to manipulate the land to a notable degree.
Ashen Elves – [/u]Tall though very lithe and highly magical Humanoids – these Elves survive by feeding upon strong magical auras. Born forth from the destruction that caused the Plains of Ash, these beings are used to the harshness of life in both the terms of their environment and society. Generally they are quite xenophobic and fairly apathetic to Outsiders, especially to those they dislike or find their ignorance of the Ashen Elves “need” for magic annoying. They are like their northern cousins, in the manner of how long they live but without a source of magic, they will age to a degree and if without one for a long enough time, they will begin to die. Usually Ashen Elves are darker in coloration then their northern cousins due to being outside the protection canopy of the forests while their hair color tends to be lighter in general in contrast. They have several settlements near the Plains of Ash, with their main one of Ermite just within the border. Sometimes they adventure elsewhere to seek out new sources of magic to sustain them. They are generally Godless, but if they pray to any it is Neeja.
-Standard Elven Features though DEX increase is traded for INT or CHA with the CON loss remaining, two of the following: Combat Casting, Courteous Magocracy, Extend Spell, Invisibility (feat), Silent Spell, or Spell Focus if a mage, if not they can choose from Armor Proficiency, Dodge, Two Weapon Fighting, or Weapon Focus (Bladed or Ranged). In addition they start with an item that hosts a Sequencer (1 spell) and one additional slot per spell level for their mage class OR a better starting armor with a preloaded Sequencer (1 spell) if they are not a mage - while all other items are standard.
-Ashen Elves have a dire need to feed upon strong magical auras, as result they are capable of detecting magical sources and how strong they are generally and if they can easily sap it or not. In addition, they are capable of Devouring magic to a degree, but any excess cannot be stored within them and would require special methods to do so. However, before the energy dissipates, they can attempt to use it to magically craft, enchantment items or things or even ward something providing they have the skills and spells to do so. If full, they will not have to feed for upwards of a fortnight but after that it will become increasingly important they do or they will start to suffer the downsides of their race. Some stronger Ashen Elves can escape the hunger and use –all- the magic they drain for other purposes. They are capable of speaking with any other Elf, Halflings, Orcs, magical spirits, and active elemental sources in their native tongues.
Half-Elves –[/u] The result of an union between a Human and a Forest Elf. They carry features of both of their parent races, often others ostracizing them as freaks or misfits as result. This tends to make Half-Elves, when they are older, better diplomats due to having a lot of experience in it and usually having a thicker skin to insults. While not immortal in either sense like their full-blood Elven parent, they do live and stay young looking for far longer than their Human parent, usually in the excess of several hundred years. They dwell anywhere they are accepted, primarily New Dorne or the frontier. Their faith is usually depending where they live.
- Standard Half Elf Features with the ability to choose one of the following two feats: Weapon Focus or Combat Casting as well as gain a Skill Focus in Persuade and one other. They start with heirloom item from one side of the family, slightly stronger starting item – all the rest are standard.
-Half Elves are the result of Humans and Winterfell Elves joining in union, a mixture of both races and possess usually the better parts of them both. Half-Elves find Human areas less disturbing than their Elven parent. Half Elves can speak with any Elf they encounter in their native tongue. Half-Elven Heroes are said to be given a choice between three options.
Satyrs –[/u] A roughly Humanoid shaped Fey creature that appears strong and intelligent. Both hoofed and horned, the Satyr is a humanoid goat-like being that can move quickly and hit hard when needed. They are curious beings, notably on how certain things taste or feel – especially objects made by outsiders of the Winterfell Forest. They are both immortal and mortal in terms of how long they live as it is dependent on what they chose. Generally they live about as long as Half-Elves unless they rejoin the forest to regenerate for a few centuries to become reborn with no loss of memories and in a sense are immortal. Generally they are not known to use magic unless it is divine or land-based. They are from the Winterfell Forests, though sometimes traveling in the south. They worship Ithuriel.
- Standard Elf Features, though they may chose where they take the negative stats. Weapon Proficiency Simple (if they do not otherwise have it), Weapon Focus Bow (Long or Short) and Spear or Longsword or Scimitar (providing they have the proficiency). They also have Skill Focus Animal Empathy or Heal. They begin with a slightly better armor or weapon of choice while all other gear item are standard, but their starting money is lower than others but they have handful of healing items with them.
- Satyrs also have the ability of scent, being able to pick up many and remember most of them. They are capable of displays of extended quick movement (likely represented by Barbarian Movement Speed), occasionally being able to use this to great advantage in forests. Satyrs never get lost in a forest unless foul magic is strongly at work. They can speak with other Satyrs, Elves, Orcs, Dwarves, Gnomes, Animals, and spirits of the land in their native tongues for free.
Orcs – [/u]Strong and ugly Humanoid creature that seems brutish and savage. Orcs are a race of physically strong Humanoids that are not known for their intelligent side, usually lacking any social order beyond a war band or tribe. They are generally the size of Humans, but appear at times more bulky due to their highly developed muscles. Viewed as most often ugly by other races, Orcs have a number of strange physical features like tusks, pig-faces, various green/brown/black toned skins, almost always black hair, and others. Orcs are not known for their longevity, most live only into their thirties though some seniors are in their mid to late forties. They are from the Winterfell Forests, Fyreclaw Cliffs, and Gudswah Plains, among tribes of Barbaric Humans. They pray to Saandur the Bloodhound and to a lesser extent Ithuriel, Neeja, and Cyrus.
-Standard Half-Orc Features. In addition Orcs start with Power Attack and Toughness, they also are granted a better starting two-handed weapon while their other items are standard.
-Orcs possess the ability to use scent being able to pick up many different ones and having an alright time remembering them. They are capable of ignoring most sensations of pain, fighting through it often to their early deaths, though sometimes the smallest thing might trigger an emotional outburst of pain. They require the consumption of large amounts of meat, where vegetables tend to make them have digestion problems. They are known for their bloodlust, often seeking to spread large amounts of it, throughout the many years since their rebirth, they have developed a reaction to it when it touches their skin – it causes a sensation of regeneration (likely monstrous regeneration) that can mend torn flesh and broken bones longer they remain within it. While not known for the intelligence, Orcs are a social creature and when other friendly Orcs are nearby, there is a chance they may join in to help their “brudda” out. Orcs are capable of speaking with other Orcs, Elves, Ashen Elves, Satyrs, Gnomes, and Dwarves freely as native tongues. They don’t understand much of what Halflings are saying but can detect cusses.
Half-Orcs – [/u]The result of a union between a Human and an Orc. They carry features of both of their parent races though unlike the Half-Elves, Half-Orcs are generally always accepted by their Orc parents and often only their Human one ostracizes them as freak or misfit. Usually they are large and strong, much like their Orc parent, but have softer facial features and usually display more signs of intelligence as result of their Human blood. Generally speaking, the Half-Orc lifespan is closer to that of a typical Human’s, which is to say most often twice as long as a typical Orc. They dwell anywhere they are accepted, primarily New Dorne and Gudswah Plains, among tribes of Barbaric Humans. Usually Saandur the Bloodhound but other deity worship is known sometimes.
- Standard Half-Orc Features though the negative to INT is removed. In addition they get Power Attack or Toughness, they also are granted a better starting weapon and armor, while their other items are standard.
-Half Orcs are the result of Humans and Orcs joining in union, a mixture of both races and possess usually the better parts of them both. Half-Orcs have less difficulty in Human cities then their Orcish parent. Half Orcs can speak with any Orc they encounter in their native tongue while some occasionally know Dwarven. Half-Orc Heroes are said to be given a choice between three options.
Dwarves – [/u]Short and stout Humanoids that are said to be made of the very stone of the land and to possess a burning passion to live life to its fullest. A strong race that is built for life underground and in the workshop, they are well known for their grand endurance when it comes to constantly fighting or drinking. They have ruddy to various hues of tanned flesh colored skin and a widespread range of hair-colors - though it is said that red is most common. While initially untrusting and sometimes xenophobic of outsiders, Dwarves often warm up to someone after a good deed, a show of martial power or craftsmanship, or respect is earned in some manner. They live for several hundred years, but never exceeding a thousand. They dwell within the mountains of the Fyreclaw Cliffs, Deepmine, or among Humans. They worship the deity known as Theon Ironheart.
-Standard Dwarven Features. They get Dodge and Cleave, as well as an item representing their clan such as an axe or beard-belt, the chosen item is better quality gear and the rest of their gear is standard. The Dwarf will also start with some quality ore, useful for crafting if one is skilled in it or for selling if they can find a buyer.
-Dwarves are a stout and sturdy race that are always capable of finding their way out of any cave or mine with ease unless there is foul magic about. They are capable of recognizing nearly any metal ore or gem by merely looking at it, being only unable to identify those that are “new” or altered somehow. Typically strong metal and stone workers, if the path is chosen. In rare cases, strong Dwarves have the ability to manipulate their flesh to form stone while their passionate soul goes ablaze, but only if their faith in Theon Ironheart is strong, giving life to the stone shell, creating a type of siege-capable body for short periods of time. Dwarves are able to speak with any other Dwarves, Orcs, Elves, Satyrs, Gnomes, Halflings, land spirits.
Gnomes – [/u]Small Humanoids that are from the same origin as the Dwarves but went north to dwell within the Winterfell Forest and the Lands of Ice. Curious about most things, Gnomes are also known to create tools and similar items to get a job done, especially if it has to do about learning something. Generally they are adept at magically related tasks and projects. Their skin-tone ranges widely, including the unusualness of snowy blues. They like to wear very comfortable clothing and only the finest in glasswork, if they have the need for glasses. Usually Gnomes live for several hundred years, generally never exceeding a thousand. They dwell in the Winterfell Forests and the Lands of Ice to the north of it, primarily from the Ice Castle. Gnomes worship Theon Ironheart or Neeja or a cold aspect of Ithuriel.
-Standard Gnome Features. They get two of the following: Combat Casting, Courteous Magocracy, Extend Spell, Invisibility (feat), Silent Spell, or Spell Penetration if a mage, if not they can choose from Armor Proficiency, Dodge, Toughness, or Weapon Focus. Gnomes get a slightly better starting weapon or staff along with a magical rod, all other gear is standard with slightly increased starting money.
-Gnomes are a short magically inclined race that is absolutely curious about nearly everything and are one of the few races to be known to actively work with constructs. They are able to recognize any problems to a construct or a magical item and are often able to fix the issue if they have the skills and spells to do so. They can also create constructs if they have the supplies and the time to do so, usually being small at first but master craftsmen can make larger and more useful types. They can also hinder an attacking golem or construct, it is said stronger Gnomes can destroy or even take over enemy ones. They can speak fluently in Gnome, Dwarf, Halfling, Orcs, Satyrs, Elven, and magical spirit.
Halflings – [/u]Small Humanoids that are very nimble and quick. A race that enjoys peace highly, often preferring the normal repetition of a normal day to adventure, these small beings generally do not enter the realm of adventuring by choice. Those that do tend to be highly curious and do not fit in that well among their own kind, outcasts or even outlaws in some cases. Usually they stand about half the height of a typical Human and generally are not too large in terms of width, with rare exceptions. Those that do adventure seemingly take full advantage of their race’s nimble attributes, usually sticking to the way of the rogue or ranger but Halfling Knights in the waning years of the Age of Kingdoms was not unheard of. Their physical appearance differs as much as Humans, as well as their clothing tastes. They dwell in both the Gudswah Plains, mainly in the settlement of Wyne, and in Human controlled lands.
-Standard Halfling Features. Strong Soul, Dodge, Skill Focus in Heal or Appraise, and either Weapon Focus or Extend Spell. In addition the Halfling will receive an item that enhances their natural dexterity with Cat’s Grace and a luck-increasing stone, their other gear is standard with a slightly increased amount of starting gold.
-Halflings are a peaceful of folk and are capable at growing nearly anything that will take to the ground they work in - they are especially fond of healing herbs and pipeweed. The Halflings are very skilled at creation healing supplies, be it potions brewed from sweet honey, healing herbs, and spring water to kits that are made to be used in a jiffy. Though while most enjoy that, so are quite capable and are master acrobats capable of doing amazing leaps and climbs as if they were using more hands and feet then they possessed. They are also –very- shrewd when it comes to bartering with anyone over anything, they are very thorough in their inspection of an item to know its exact worth and value and will nearly endlessly argue to get the price adjusted to the value they desire. Halflings can speak easily with any other Halfling, Gnome, Dwarf, Elf, and land spirits. They can really understand Orcish save its cusses.
Humans[/u] – The most common and numerous sentient beings on Westeros. As a race, Humans are a social creature, banding together from the smallest of unions to great kingdoms and empires, that strives to control everything they come into contact with. Often thought by other races as bloodthirsty, many Human conflicts are resolved in bloodshed instead of with words. Though Humans are not all bad, they are capable of many great works of art, wonderment, and simply love. They appear in nearly every shade of skin-tone and hair color, with tastes for many styles of clothing. Short lived by some racial standards, under a hundred years is typical, Humans have evolved to experience life to the fullest by being able to master many things that take centuries for other races to do so. Their domain has shrunk since the times of the Godswar, which has long become tale and high fantasy, into the three regions of Dragonsport, Riverrun, and New Dorne – while barbarians, who are made up of the descendants of the middle land Humans, dwell upon Gudswah Plains. They worship primarily any god they wish but usually in New Dorne it is Neeja mainly but other shrines exist (often in secret), Riverrun it is many including Tamalynn and secretly Cyrus, Dragonsport it is primarily Tamalynn and to a lesser, still hidden, extent Cyrus, and among the Barbarians is primarily Saandur the Bloodhound.
-Standard Human Features. Can select one feat options from the following three feat options: a combat related feat (dodge, weapon focus, ambidexterity, two-weapon fighting, armor proficiency, power attack, cleave, point blank shot, rapid shot, shield mastery, etc.) or a magical related feat (combat casting, spell penetration, spell school focus, arcane defense, etc.) or a Level 1 Only Feat (Artist, Blooded, Bullheaded, Luck of Heroes, Silver Palm, or Snake Blood)excluding Courteous Magocracy and Strong Soul, then can chose a skill focus, and slightly better starting gear based on origin with slightly increased starting money.
-While Humans possess no extraordinary or supernatural ability, they are the most widely accepted race in all of Westeros, and all other Races tend to be highly jealous of this fact in one way or another.
Elemental (Half)-Humans –[/u] Humans who have elemental power flowing in their blood as result of ancient pacts, deity worship, or unnatural union. Depending on the specific element their blood contains, their personalities and physical attributes differ to different degrees, such as Earth-based being fairly easy-going and possessing great upper-body strength. They live generally twice as long as the normal Human. They most commonly dwell near the Plains of Ash, the lower Gudswah Plains, or among the people of New Dorne. They pray primarily to Neeja or the elemental aspects of Ithuriel.
- Standard Human Features and the feat Resist energy in their chosen element and in one of the connecting elements but not the chosen’s opposite, a feat (chosen by the DM) that relates to their chosen element in some manner, an item hosting several spells related to their chosen element, and a handful of gems that relate to in some manner to their chosen element that are worth a good bit of money when sold to the right buyer, plus standard gear.
-Elemental (Half)-Humans also have the ability to sense other Elemental (Half)-Humans, especially their opposites, in addition to strong places of elemental energy. They are capable of speaking with other Elemental (Half)-Humans in a special tongue and are capable of speaking to elemental sources as well. Especially strong Elemental (Half)-Humans are said to be capable of merging with their chosen element for various purposes.
Near-Humans –[/u] Humanoids that are the result of Human bloodlines exposed to high amounts of magical energy over long periods of time, usually several generations, and developing unusual features, usually heavily animalistic, that mark them no longer Human. They are much like their parent race, the Humans, in the manner that they have no preset manner of appearance or attitude. Their life-spans tend to vary as well, but in general they are either as long as Humans to as long as Half-Elves. They are sometimes referred to as mutants, and most are known to primarily reside in New Dorne. Their faith selection is usually based completely on their persona.
- Standard Human Features in addition to the following: Strong Soul, Armor Skin, in addition to an item that hosts several spells that relate to them in some manner while the rest are standard.
- Near-Humans also have the ability of scent, being able to pick up many and remember most of them. They are capable of displays of extended quick movement (likely represented by Barbarian Movement Speed), occasionally being able to use bursts of speed. It is said they are able to speak to Monsters and Animals but not all seemingly share this trait. Their physical features tend to be very noticeable when exposed and sometimes serve various purposes like additional sensory appendages.
Winterfell Elves –[/u] Tall and extremely beautiful Humanoids, these Elves were once known as the Children of the Forest though in these current times they are known simply as Elves or Winterfell Elves. Immortal, in age and beauty, unless slain in battle or give up the desire to live – Elves have trouble always understanding the ways of Humans and other short lived races when they rush about to do something without adequate thought. Generally liking clothing that breathes, these Elves also have skin-tones that range from light grays to more Human tones, while their hair tends to be black to gray in most cases. They are from the Winterfell Forests or dwell among Humans, and they are the “normal” type of Elves in Westeros. They worship the deity Ithuriel.
-Besides Standard Elven Features, Weapon Focus Bladed Weapon and Weapon Focus Ranged Weapon if combative, Spell Penetration and Extend Spell if mage, Skill Focus in Discipline or Animal Empathy, as well as a better starting weapon of either type (mage, bladed, or ranged) while rest of the items are standard.
-Winterfell Elves have a deep connection to the land and forest - they have the ability to communicate with all other Elves, Animals, Halflings, Gnomes, Dwarves, Satyrs , Orcs, and spirits of the land in their native tongues for free. Their hearing is next to legendary, being able to hear things they normally shouldn’t but it is all depends how/if the sound reaches their long ears. In rare cases, strong Winterfell Elves have the ability to manipulate the land to a notable degree.
Ashen Elves – [/u]Tall though very lithe and highly magical Humanoids – these Elves survive by feeding upon strong magical auras. Born forth from the destruction that caused the Plains of Ash, these beings are used to the harshness of life in both the terms of their environment and society. Generally they are quite xenophobic and fairly apathetic to Outsiders, especially to those they dislike or find their ignorance of the Ashen Elves “need” for magic annoying. They are like their northern cousins, in the manner of how long they live but without a source of magic, they will age to a degree and if without one for a long enough time, they will begin to die. Usually Ashen Elves are darker in coloration then their northern cousins due to being outside the protection canopy of the forests while their hair color tends to be lighter in general in contrast. They have several settlements near the Plains of Ash, with their main one of Ermite just within the border. Sometimes they adventure elsewhere to seek out new sources of magic to sustain them. They are generally Godless, but if they pray to any it is Neeja.
-Standard Elven Features though DEX increase is traded for INT or CHA with the CON loss remaining, two of the following: Combat Casting, Courteous Magocracy, Extend Spell, Invisibility (feat), Silent Spell, or Spell Focus if a mage, if not they can choose from Armor Proficiency, Dodge, Two Weapon Fighting, or Weapon Focus (Bladed or Ranged). In addition they start with an item that hosts a Sequencer (1 spell) and one additional slot per spell level for their mage class OR a better starting armor with a preloaded Sequencer (1 spell) if they are not a mage - while all other items are standard.
-Ashen Elves have a dire need to feed upon strong magical auras, as result they are capable of detecting magical sources and how strong they are generally and if they can easily sap it or not. In addition, they are capable of Devouring magic to a degree, but any excess cannot be stored within them and would require special methods to do so. However, before the energy dissipates, they can attempt to use it to magically craft, enchantment items or things or even ward something providing they have the skills and spells to do so. If full, they will not have to feed for upwards of a fortnight but after that it will become increasingly important they do or they will start to suffer the downsides of their race. Some stronger Ashen Elves can escape the hunger and use –all- the magic they drain for other purposes. They are capable of speaking with any other Elf, Halflings, Orcs, magical spirits, and active elemental sources in their native tongues.
Half-Elves –[/u] The result of an union between a Human and a Forest Elf. They carry features of both of their parent races, often others ostracizing them as freaks or misfits as result. This tends to make Half-Elves, when they are older, better diplomats due to having a lot of experience in it and usually having a thicker skin to insults. While not immortal in either sense like their full-blood Elven parent, they do live and stay young looking for far longer than their Human parent, usually in the excess of several hundred years. They dwell anywhere they are accepted, primarily New Dorne or the frontier. Their faith is usually depending where they live.
- Standard Half Elf Features with the ability to choose one of the following two feats: Weapon Focus or Combat Casting as well as gain a Skill Focus in Persuade and one other. They start with heirloom item from one side of the family, slightly stronger starting item – all the rest are standard.
-Half Elves are the result of Humans and Winterfell Elves joining in union, a mixture of both races and possess usually the better parts of them both. Half-Elves find Human areas less disturbing than their Elven parent. Half Elves can speak with any Elf they encounter in their native tongue. Half-Elven Heroes are said to be given a choice between three options.
Satyrs –[/u] A roughly Humanoid shaped Fey creature that appears strong and intelligent. Both hoofed and horned, the Satyr is a humanoid goat-like being that can move quickly and hit hard when needed. They are curious beings, notably on how certain things taste or feel – especially objects made by outsiders of the Winterfell Forest. They are both immortal and mortal in terms of how long they live as it is dependent on what they chose. Generally they live about as long as Half-Elves unless they rejoin the forest to regenerate for a few centuries to become reborn with no loss of memories and in a sense are immortal. Generally they are not known to use magic unless it is divine or land-based. They are from the Winterfell Forests, though sometimes traveling in the south. They worship Ithuriel.
- Standard Elf Features, though they may chose where they take the negative stats. Weapon Proficiency Simple (if they do not otherwise have it), Weapon Focus Bow (Long or Short) and Spear or Longsword or Scimitar (providing they have the proficiency). They also have Skill Focus Animal Empathy or Heal. They begin with a slightly better armor or weapon of choice while all other gear item are standard, but their starting money is lower than others but they have handful of healing items with them.
- Satyrs also have the ability of scent, being able to pick up many and remember most of them. They are capable of displays of extended quick movement (likely represented by Barbarian Movement Speed), occasionally being able to use this to great advantage in forests. Satyrs never get lost in a forest unless foul magic is strongly at work. They can speak with other Satyrs, Elves, Orcs, Dwarves, Gnomes, Animals, and spirits of the land in their native tongues for free.
Orcs – [/u]Strong and ugly Humanoid creature that seems brutish and savage. Orcs are a race of physically strong Humanoids that are not known for their intelligent side, usually lacking any social order beyond a war band or tribe. They are generally the size of Humans, but appear at times more bulky due to their highly developed muscles. Viewed as most often ugly by other races, Orcs have a number of strange physical features like tusks, pig-faces, various green/brown/black toned skins, almost always black hair, and others. Orcs are not known for their longevity, most live only into their thirties though some seniors are in their mid to late forties. They are from the Winterfell Forests, Fyreclaw Cliffs, and Gudswah Plains, among tribes of Barbaric Humans. They pray to Saandur the Bloodhound and to a lesser extent Ithuriel, Neeja, and Cyrus.
-Standard Half-Orc Features. In addition Orcs start with Power Attack and Toughness, they also are granted a better starting two-handed weapon while their other items are standard.
-Orcs possess the ability to use scent being able to pick up many different ones and having an alright time remembering them. They are capable of ignoring most sensations of pain, fighting through it often to their early deaths, though sometimes the smallest thing might trigger an emotional outburst of pain. They require the consumption of large amounts of meat, where vegetables tend to make them have digestion problems. They are known for their bloodlust, often seeking to spread large amounts of it, throughout the many years since their rebirth, they have developed a reaction to it when it touches their skin – it causes a sensation of regeneration (likely monstrous regeneration) that can mend torn flesh and broken bones longer they remain within it. While not known for the intelligence, Orcs are a social creature and when other friendly Orcs are nearby, there is a chance they may join in to help their “brudda” out. Orcs are capable of speaking with other Orcs, Elves, Ashen Elves, Satyrs, Gnomes, and Dwarves freely as native tongues. They don’t understand much of what Halflings are saying but can detect cusses.
Half-Orcs – [/u]The result of a union between a Human and an Orc. They carry features of both of their parent races though unlike the Half-Elves, Half-Orcs are generally always accepted by their Orc parents and often only their Human one ostracizes them as freak or misfit. Usually they are large and strong, much like their Orc parent, but have softer facial features and usually display more signs of intelligence as result of their Human blood. Generally speaking, the Half-Orc lifespan is closer to that of a typical Human’s, which is to say most often twice as long as a typical Orc. They dwell anywhere they are accepted, primarily New Dorne and Gudswah Plains, among tribes of Barbaric Humans. Usually Saandur the Bloodhound but other deity worship is known sometimes.
- Standard Half-Orc Features though the negative to INT is removed. In addition they get Power Attack or Toughness, they also are granted a better starting weapon and armor, while their other items are standard.
-Half Orcs are the result of Humans and Orcs joining in union, a mixture of both races and possess usually the better parts of them both. Half-Orcs have less difficulty in Human cities then their Orcish parent. Half Orcs can speak with any Orc they encounter in their native tongue while some occasionally know Dwarven. Half-Orc Heroes are said to be given a choice between three options.
Dwarves – [/u]Short and stout Humanoids that are said to be made of the very stone of the land and to possess a burning passion to live life to its fullest. A strong race that is built for life underground and in the workshop, they are well known for their grand endurance when it comes to constantly fighting or drinking. They have ruddy to various hues of tanned flesh colored skin and a widespread range of hair-colors - though it is said that red is most common. While initially untrusting and sometimes xenophobic of outsiders, Dwarves often warm up to someone after a good deed, a show of martial power or craftsmanship, or respect is earned in some manner. They live for several hundred years, but never exceeding a thousand. They dwell within the mountains of the Fyreclaw Cliffs, Deepmine, or among Humans. They worship the deity known as Theon Ironheart.
-Standard Dwarven Features. They get Dodge and Cleave, as well as an item representing their clan such as an axe or beard-belt, the chosen item is better quality gear and the rest of their gear is standard. The Dwarf will also start with some quality ore, useful for crafting if one is skilled in it or for selling if they can find a buyer.
-Dwarves are a stout and sturdy race that are always capable of finding their way out of any cave or mine with ease unless there is foul magic about. They are capable of recognizing nearly any metal ore or gem by merely looking at it, being only unable to identify those that are “new” or altered somehow. Typically strong metal and stone workers, if the path is chosen. In rare cases, strong Dwarves have the ability to manipulate their flesh to form stone while their passionate soul goes ablaze, but only if their faith in Theon Ironheart is strong, giving life to the stone shell, creating a type of siege-capable body for short periods of time. Dwarves are able to speak with any other Dwarves, Orcs, Elves, Satyrs, Gnomes, Halflings, land spirits.
Gnomes – [/u]Small Humanoids that are from the same origin as the Dwarves but went north to dwell within the Winterfell Forest and the Lands of Ice. Curious about most things, Gnomes are also known to create tools and similar items to get a job done, especially if it has to do about learning something. Generally they are adept at magically related tasks and projects. Their skin-tone ranges widely, including the unusualness of snowy blues. They like to wear very comfortable clothing and only the finest in glasswork, if they have the need for glasses. Usually Gnomes live for several hundred years, generally never exceeding a thousand. They dwell in the Winterfell Forests and the Lands of Ice to the north of it, primarily from the Ice Castle. Gnomes worship Theon Ironheart or Neeja or a cold aspect of Ithuriel.
-Standard Gnome Features. They get two of the following: Combat Casting, Courteous Magocracy, Extend Spell, Invisibility (feat), Silent Spell, or Spell Penetration if a mage, if not they can choose from Armor Proficiency, Dodge, Toughness, or Weapon Focus. Gnomes get a slightly better starting weapon or staff along with a magical rod, all other gear is standard with slightly increased starting money.
-Gnomes are a short magically inclined race that is absolutely curious about nearly everything and are one of the few races to be known to actively work with constructs. They are able to recognize any problems to a construct or a magical item and are often able to fix the issue if they have the skills and spells to do so. They can also create constructs if they have the supplies and the time to do so, usually being small at first but master craftsmen can make larger and more useful types. They can also hinder an attacking golem or construct, it is said stronger Gnomes can destroy or even take over enemy ones. They can speak fluently in Gnome, Dwarf, Halfling, Orcs, Satyrs, Elven, and magical spirit.
Halflings – [/u]Small Humanoids that are very nimble and quick. A race that enjoys peace highly, often preferring the normal repetition of a normal day to adventure, these small beings generally do not enter the realm of adventuring by choice. Those that do tend to be highly curious and do not fit in that well among their own kind, outcasts or even outlaws in some cases. Usually they stand about half the height of a typical Human and generally are not too large in terms of width, with rare exceptions. Those that do adventure seemingly take full advantage of their race’s nimble attributes, usually sticking to the way of the rogue or ranger but Halfling Knights in the waning years of the Age of Kingdoms was not unheard of. Their physical appearance differs as much as Humans, as well as their clothing tastes. They dwell in both the Gudswah Plains, mainly in the settlement of Wyne, and in Human controlled lands.
-Standard Halfling Features. Strong Soul, Dodge, Skill Focus in Heal or Appraise, and either Weapon Focus or Extend Spell. In addition the Halfling will receive an item that enhances their natural dexterity with Cat’s Grace and a luck-increasing stone, their other gear is standard with a slightly increased amount of starting gold.
-Halflings are a peaceful of folk and are capable at growing nearly anything that will take to the ground they work in - they are especially fond of healing herbs and pipeweed. The Halflings are very skilled at creation healing supplies, be it potions brewed from sweet honey, healing herbs, and spring water to kits that are made to be used in a jiffy. Though while most enjoy that, so are quite capable and are master acrobats capable of doing amazing leaps and climbs as if they were using more hands and feet then they possessed. They are also –very- shrewd when it comes to bartering with anyone over anything, they are very thorough in their inspection of an item to know its exact worth and value and will nearly endlessly argue to get the price adjusted to the value they desire. Halflings can speak easily with any other Halfling, Gnome, Dwarf, Elf, and land spirits. They can really understand Orcish save its cusses.