Editing Telkarion Races

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'''Dwarves''' - (+2 Con, +2 Str, -2 Dex) Of all the races, the dwarves have the longest and most productive relationship with humans. It was through dwarven traders that humans first learned of these lands, and dwarves continue to dominate the river trade from the coast to the ancient mountain citadels in the east. As a result, dwarves have developed a reputation akin to the Jews in historic Europe, for hoarding gold and trading without scruples. The dwarves don't much care. Their merchant ships, caravans, and guildhalls are always well-protected by the best guards that money can buy. And their mountain domain has flourished as a result of trade with the humans. The dwarves of Telkarion do not benefit from a +1 attack bonus against orcs and goblinoids. Their appraise bonus applies to all items, not just stone or metal ones.
 
'''Dwarves''' - (+2 Con, +2 Str, -2 Dex) Of all the races, the dwarves have the longest and most productive relationship with humans. It was through dwarven traders that humans first learned of these lands, and dwarves continue to dominate the river trade from the coast to the ancient mountain citadels in the east. As a result, dwarves have developed a reputation akin to the Jews in historic Europe, for hoarding gold and trading without scruples. The dwarves don't much care. Their merchant ships, caravans, and guildhalls are always well-protected by the best guards that money can buy. And their mountain domain has flourished as a result of trade with the humans. The dwarves of Telkarion do not benefit from a +1 attack bonus against orcs and goblinoids. Their appraise bonus applies to all items, not just stone or metal ones.
  
'''Half-Dwarves''' - (+1 Con, +1 Str, -1 Dex, +1 to any inc Con/Str/Dex) Shunned by dwarven society and unwelcome in most human communities, these offspring of dwarf and human are the rarest of races. Never gathering in communities of their own, these lone individuals possess the stocky build and hirsuteness of a dwarf, but are typically as tall as a shorter human (5' to 5 1/2' tall). They have a base land speed of 30' in light or medium armour, but their speed is reduced to 20' by  heavy armour. They possess low-light vision, gain a +2 bonus to stability and a +2 bonus on saving throws against poison and to saves against spells and spell-like effects. Their favoured class is fighter.
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'''Half-Dwarves''' - (+1 Con, +1 Str, -1 Dex) Shunned by dwarven society and unwelcome in most human communities, these offspring of dwarf and human are the rarest of races. Never gathering in communities of their own, these lone individuals possess the stocky build and hirsuteness of a dwarf, but are typically as tall as a shorter human (5' to 5 1/2' tall). They have a base land speed of 30' in light or medium armour, but their speed is reduced to 20' by  heavy armour. They possess low-light vision, gain a +2 bonus to stability and a +2 bonus on saving throws against poison and to saves against spells and spell-like effects. Their favoured class is fighter.
  
 
'''Gena-Descended Humans''' (attributes vary by elemental affinity) - Most of the homelands of the Gena mages were destroyed in the [[Gena Disaster]]. However, many inhabitants of the outlaying towns and hamlets survived. Some of these peoples became tainted with strange elemental energies that have since passed on their descendants. Any human character may choose to have inherited an elemental-tainted bloodline, acquiring advantages and weaknesses associated with one of the elements. The surviving Gena humans tend to lead secretive lives, doing all that they can to hide their nature. Gena clerics and Gena mages can sometimes be found in borderland communities, continuing on the traditions of their predecessors but fearing punishment if found out by the Empire.   
 
'''Gena-Descended Humans''' (attributes vary by elemental affinity) - Most of the homelands of the Gena mages were destroyed in the [[Gena Disaster]]. However, many inhabitants of the outlaying towns and hamlets survived. Some of these peoples became tainted with strange elemental energies that have since passed on their descendants. Any human character may choose to have inherited an elemental-tainted bloodline, acquiring advantages and weaknesses associated with one of the elements. The surviving Gena humans tend to lead secretive lives, doing all that they can to hide their nature. Gena clerics and Gena mages can sometimes be found in borderland communities, continuing on the traditions of their predecessors but fearing punishment if found out by the Empire.   
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'''Orc''' (+4 Str, -2 Int, -2 Wis, -2 Cha) – Orcs are the barbarians of the goblinoid lands. In contrast to the order and discipline of the other societies, they are undisciplined and almost feral. For this reason, they have never had a significant presence in the Goblinoid Legion – they would be too much of a liability.
 
'''Orc''' (+4 Str, -2 Int, -2 Wis, -2 Cha) – Orcs are the barbarians of the goblinoid lands. In contrast to the order and discipline of the other societies, they are undisciplined and almost feral. For this reason, they have never had a significant presence in the Goblinoid Legion – they would be too much of a liability.
  
'''Humans''' – (+2 to any one ability) Humans are the most common race in Telkarion, accounting for roughly 85% of the population. The human struggle for dominance in this land has been a successful one, though not without its challenges. As a result, they tend to be wary of the unknown and very protective of their communities, and treat the fey and goblinoid races that used to inhabit this region with a special degree of suspicion. Humans are also the predominant race in the [[Barony of Lietvev]], the [[Haeloran Kingdom]], and in the lands of the [[Knights of the Wall]], as well as in the distant coast and the continent of [[Berek]] beyond the [[Golden Sea]] where the race originated.
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'''Humans''' – Humans are the most common race in Telkarion, accounting for roughly 85% of the population. The human struggle for dominance in this land has been a successful one, though not without its challenges. As a result, they tend to be wary of the unknown and very protective of their communities, and treat the fey and goblinoid races that used to inhabit this region with a special degree of suspicion. Humans are also the predominant race in the [[Barony of Lietvev]], the [[Haeloran Kingdom]], and in the lands of the [[Knights of the Wall]], as well as in the distant coast and the continent of [[Berek]] beyond the [[Golden Sea]] where the race originated.
  
 
'''Other Races''' - Other races may be permitted, with the caveats that the race must be found locally when the new character is created, and the player must provide a compelling argument for how that particular race could fit into the story line.  
 
'''Other Races''' - Other races may be permitted, with the caveats that the race must be found locally when the new character is created, and the player must provide a compelling argument for how that particular race could fit into the story line.  
  
 
Return to [[Telkarion]] main page.
 
Return to [[Telkarion]] main page.

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