Races: Difference between revisions

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====Gold Dwarf====
====Gold Dwarf====
Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.
Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.


Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
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====Shield Dwarf (default)====
====Shield Dwarf (default)====
The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.
The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.


The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.
The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.
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====Rock Gnome (default)====
====Rock Gnome (default)====
Rock Gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.
Rock Gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.


Nearly all awakened gnomes are Rock Gnomes and, oddly, nearly all gnomes seen in the civilized portions of the city are awakened. Very few rock gnomes can trace their lineage back farther then a generation in the city, and none can seem to say why. For whatever reason, no rock gnome can call themselves a true native of the city.
Nearly all awakened gnomes are Rock Gnomes and, oddly, nearly all gnomes seen in the civilized portions of the city are awakened. Very few rock gnomes can trace their lineage back farther then a generation in the city, and none can seem to say why. For whatever reason, no rock gnome can call themselves a true native of the city.
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* Keywords: N/A.
* Keywords: N/A.


===Recondite (Not Yet Available)===
====Recondite====
 
The mysterious native gnomes of the city. It is said they are cursed with a fatal disease from birth that slowly consumes their body, turning them to stone. They call this the ringcallus and name it a blessing- but because of it, few recondite survive past their 30s. They are said to serve the golems of the city, and claim some strange connection to the city itself. No matter the case, they are widely known as rebels against the King and treated suspiciously by all other civilized peoples of the City.


The mysterious native gnomes of the city. It is said they are cursed with a fatal disease from birth that slowly consumes their body, turning them to stone. They call this the ringcallus and name it a blessing- but because of it, few recondite survive past their 30s. They are said to serve the golems of the city, and claim some strange connection to the city itself. No matter the case, they are widely known as rebels against the King and enemies of all civilized people of the city.
Most often, Recondite choose last names that reflect their function to the mine or city, such as Works-the-sluice.


All Non-app Recondite must be of Lawful Alignment.
'''All non-app Recondite must be of non-chaotic alignment.'''


* Removed Feats: Remove Hardiness vs Illusions, Spellfocus Illusion
* Removed Feats: Remove Hardiness vs Illusions, Spell Focus: Illusion
* Bonus Feats: Stonecunning, Skill Focus: Discipline, Toughness
* Bonus Feats: Stonecunning, Skill Focus: Discipline, Toughness
* Favored Alignment: Lawful neutral
* Favored Alignment: Lawful neutral
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