Campaign of the Month: November 2007
Varis: The Broken Land
The current player races for the campaign, more will be added as story continues.
- Kedar: The Kedar are a race of barbaric humans who live and die along the cold northern sea. They speak a strange language of clicks and guttural words called Kedaritu. Physically they are a swarthy people with dark and weathered skin. Their hair is always dark though sometimes a child is born with naturally gray or white hair.
- Breton: A hardy race of men of both civilized and Svaltish stock. The nation of Bretyn was their homeland until it was conquered by the orcs. They tend to be larger than the other races of humans and more sturdy. Their skin is usually pale and they are more likely to have blonde or red hair than the other races. Bretons are a practical people who dislike debt, Bretons more than any other word could be described as self-sufficient.
- Arranian: Tall and thin, Arranians usually look more delicate than the other races with refined features and frames. Arran was the most cosmopolitan of the human nations and Arranians delight in the finer things in life. From fine wines and clothes to beautiful companionship. Arranians, in a word, tend to be proud of and sensitive about their personal appearance. However they are also usually more accepting than most humans, hundreds of different cultures and dozens of races once traded in the capital of Arran: Brynn.
- Cumbrian: Native to the largest of human nations, Cumbria. Cumbrian humans tend to have both brown hair and eyes with olive skin. They are shorter than both Arranians and Bretons. Cumbrians are usually pleasantly humble and are the most devout of the human races, even in this new age of religious fervor. They are also some of the most foolhardy, their faith often leads them to believe in their own invulnerability.
- Ri’auni – Originally from a far-off continent, the mercantile Ri’auni inhabited the the endless deserts of Teran. They are endlessly adaptable, surviving and thriving in the most inhospitable of climates. They established a powerful trading empire and have recently arrived as permanent, though dangerous and distinctively foreign, residents of the archipelago. Ri’auni are short with bronze to brown skin with dark hair and eyes. They are cunning traders and businessmen. Known to most other people as Traders, the Ri’auni abide by their word in a far stricter sense than other human races. In Ri’auni culture, which views trade as an act of worship honoring their Chief God Aurifar. False words hurt their future sales and Ri’auni who lie are dealt with harshly.
- Svalts: The Svalts are a savage race of human who survive by raiding other cultures from their homeland: an isolated chain of rocky islands. They are physically imposing and both sexes are often taller than 6’0. Their skin is pale and criss-crossed by ritual scarring. Few races are comfortable with the blood-thirsty Svalts, the one exception are the orcs who respect what they consider the “warrior spirit” of these barbaric humans. These two races often interbreed, producing a large population of Half-orcs (and one of the only cultures where Half-orcs are accepted).
In game terms every human race has the same traits as the DnD 3.5 human. A bonus feat and extra skill points with the exception of the Kedar which do not have Common as a free language. Their racial language, Kedaritu, has no written script.
- Catfolk: History has lost the origins of the Catfolk, for countless centuries they were a slave race of human masters. For almost three centuries Catfolk have been free but their enslavement has led them to be distrusting of humankind. Physically they mix aspects of large cats (tiger, lion, leopard, etc.) with a basically humanoid body shape. Despite their long enslavement they retain an attachment to the natural world.
In game terms Catfolk have the following racial traits:
- +4 Dexterity, +2 Charisma.
- Base land speed of 40ft
- Low-light Vision
- +2 racial bonus on Listen and Move Silently
- +1 nat. armor
- Common, Feline as automatic languages.
- LA +1
- Planetouched: In the world of Edda, Planetouched are considered to be blessed (or cursed) divine, blasphemous, or elemental spirits before birth.
- Half-Elves: Extremely rare, Half-elves combine both the best and the worst aspects of their parent races. They are seen by most Ilthar as “elven maturity tempering human irresponsibility”. Half-elves are energetic and inventive and are often more in tune with the natural world than their human parent.
In game terms Half-elves keep their DnD racial traits with the following changes:
- Half-elves choose to gain EITHER the bonus feat or extra skill points of their human parent.
- Half-Orcs: Often the end result of violence, Half-Orcs have a difficult time fitting into most societies. Their orcish blood makes them more brutish than their human neighbors but they lack the strength of their orc brethren. Because their origins they often lack supportive family and friends and many live on the fringes of society, desperately desiring acceptance but often embittered by the way they have been treated.
In game terms Half-ocs keep their DnD racial traits with the following changes:
- Half-Orcs choose to gain EITHER the bonus feat or extra skill points of their human parent.
- Ilthar: Kind and patient, most Ilthar see non-elves as wayward students who will make the right choices given time and education. They are extremely close to the natural world and they are perhaps the world’s most irrepressible optimists and also possibly the most accidentally arrogant. Most see all races as “innately good but misguided” and “sadly lacking the grace and wisdom of the elves”. Physically Ilthar are slender with a delicate and androgynous, otherworldly beauty.
In game terms Ilthar are identical to the PHB 3.5 Elf with the following changes:
- Spell-like Abilities: 2/day Speak with Animals or Animal Messenger. (Caster Level = to Character level). They must commune with nature for an hour each day or lose their gifts until they do.
- Daemar: For many the Daemar are fear incarnate: shrouded in mystery, hateful of all non-elves, and ruthlessly efficient. From their homeland, the dark jungles of Daelas, they have expanded their territory since the Cataclysm and waged devastating war against the human inhabitants of Varis. To them, all non-elves are invaders on Holy Land, and the only answer to their presence is to exterminate them. Daemar are physically similar to their Ilthar cousins. Despite this similarity few have trouble telling Ilthar from Daemar, there is a quality about Daemar that makes non-elves frightened as prey instinctively senses a predator.
In game terms Daemar are identical to the PHB 3.5 Elf with the following changes:
- Spell-like Abilities: 2/day Speak with Animals or Animal Messenger. They must commune with nature for an hour each day or lose their gifts until they do.
- 1/day Cure Minor Wounds (Caster level = to Character level). All Daemar are taught basic healing magic at an early age.
- +2 Intelligence
- Daemar take -4 to charisma-based checks and interactions with other races almost always start at Unfriendly. They tend to be arrogant and almost every race on Varis fears and loathes them.
- Dwarves: The short of stature but tenacious Dwarves are suspicious of strangers but loyal to friends. Neither reckless nor timid they are courageous and unrelenting in battle. They put their families and clans before themselves and prefer to lead orderly lives.
In game terms the Dwarves are identical to the PHB 3.5 Dwarves.
- Gnomes: Created by the Key of Making thousands of years ago, Gnomes still have that inherent magic within them. Like their dwarven cousins they have a love of precious objects and an understanding of mechanical devices.
In game terms Gnomes are identical to the PHB 3.5 Gnome with the following changes:
- Gnomes choose between two lists of cantrips at first level: 1/day Dancing lights, Ghost sound, Prestidigitation OR 1/day Light, Mending and Mage Hand. (Caster level = Character level)
- Goblins: Puny and admittedly ugly, goblins are orcish slaves who serve as “battle fodder”. They have no sense of hygiene and educational opportunities are close to zero. Those few bands and tribes of goblins who have broken free of their orcish masters are adrift in a world without much understanding on how to interact peacefully with others.
In game terms Goblins are identical to the example in the Monster Manual.
- Orcs: Savage and bloodthirsty, Orcs burst from the Underdark to ravage and conquer vast territories in the Highlands. Now, rulers of the nation of Garvelloch they have begun eyeing the fractured southern lands and the remnants of human civilization. Their hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is over 6 feet tall and weighs about 250-300 pounds.
In game terms Orcs are identical to the example in the Monster Manual with the following exceptions:
- Orc stats are +4 Str -2 Int and -2 Will. Orcs are physically powerful but their minds are weaker than average.
- Orcs are not vulnerable to prolonged bright light, years of living above the surface have helped them adapt. In Darkness however sudden bright light still dazzles them for 1 round.
Other Races if discussed and it won’t be overpowered and will fit in with the rest of the group and the story.