Application-Only Races: Difference between revisions

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Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft and smith-oriented culture of their gold, grey, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerun's southern jungles are even aware of the existence of this barbaric dwarven sub-race, for these elusive hunters keep to the depths of their woodland homes.
Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft and smith-oriented culture of their gold, grey, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerun's southern jungles are even aware of the existence of this barbaric dwarven sub-race, for these elusive hunters keep to the depths of their woodland homes.


Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serves as adequate clothing. They plaster their hair and skin with mud to form a crude armour when going to war.
Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serves as adequate clothing. They plaster their hair and skin with mud to form a crude armor when going to war.


* Ability Adjustments: None (standard dwarf: +2 Con, -2 Cha)
* Ability Adjustments: None (standard dwarf: +2 Con, -2 Cha)
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Long ago, mind-flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.
Long ago, mind-flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.


The duergar are an evil and bitter race but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armour and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing.
The duergar are an evil and bitter race but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing.


Duergar, on the whole, are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, usually involving stealing from other duergar. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts or encourage them to leave before they are found out. To return is to die.
Duergar, on the whole, are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, usually involving stealing from other duergar. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts or encourage them to leave before they are found out. To return is to die.
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Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.
Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.


Over the years, orogs have become excellent at forging arms and armour from the many metals of the Underdark, equipment they will only rarely leave without.
Over the years, orogs have become excellent at forging arms and armor from the many metals of the Underdark, equipment they will only rarely leave without.


* Racial Type: Orc.
* Racial Type: Orc.
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====Gnoll====
====Gnoll====
Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armour made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.
Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armor made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.


* Racial Type: Goblinoid.
* Racial Type: Goblinoid.
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