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Shattered World Races

Races of Syseria include the standard six fantasy races (human, elf, dwarf, halfling, gnome, and half-elf). Syserians of these races do not differ statistically from the normal core races, with a few minor exceptions.  There are also a number of additional playable races: orcs, goblins, pop-kops, hybrids, and quicklings. Also, humans are not the dominant race in all places, but that generally is true (the primary exceptions being (as the name implies), The Dwarven Empire, as well as Sorvestedssted).

Characters who are any of the standard fantasy races are rolled up normally; their roles on Syseria are described here. Racial characteristics do differ slightly from region to region on Syseria, as do racial roles. It is not necessarily very important that the character follow all these roles to a ‘T’, but certain experience awards should be given for roleplaying a well-defined personality within these basic characteristics. 

There are three human countries in The Dwarven Empire near the southern portion of the continent. These humans are required to know the heraldry of the empire, and when leaving their own kingdoms must display a horse on its hindlegs prominently across their shield or flag, and carry with them an official permissiary parchment, or risk being arrested or even attacked (only in extreme cases would dwarves outright attack illegally located humans).

Humans tend to have a tolerance of other races, particularly those in Cirisca. While not always outrightly hateful, or even unaccepting, they do tend to be racist towards all other races, which are considered inferior. Human societies in which slavery is acceptable usually enslave demihumans, especially half-elves, or hybrids, if they can get them. Humans of Cirisca also find the humans of The Dwarven Empire to be inferior weaklings, too cowardly to claim the independence they believe I granted to them. They do not tend to be hateful of other humans, no matter what variety they are.

Infravision

Excluding spells which function normally, anywhere that darkvision or low-light vision is granted to playable races in core or expanded rules, as the DM allows, such visions are treated as Infravision. Infravision is the ability to see heat signatures in the infrared spectrum. This ability works only in total darkness. Dim light remains dim light for beings with infravision and works per the normal rules. Beings with infravision are able to identify facial characteristics, absence of life, and recent footprints or handprints under optimal conditions.

Infravision “deactivates” so to speak if any light is present. Once darkness falls, however, the landscape is still hot. Objects retain heat from the sun and radiate it slowly away, which keeps the night side of the world from freezing. With the sun gone, a creature with very good infravision could see almost normally right after full darkness falls, since the terrain will radiate light. Distant images would be fuzzier and less distinct than usual, so a far-away orc might look like an ogre or a halfling, but it beats seeing nothing at all.

Different parts of the landscape will cool off at different rates, so things will look strange. Rocks would be "brighter" than trees, because they retain heat. Water is generally cooler than land, but water also retains heat better than land; thus lakes and seas might seem "brighter" than the shoreline, especially late at night. Very hot air, such as that escaping from chimneys or fires, will glow faintly like a luminescent cloud.

In the event that all surrounding air in the environment is particularly hot, such as within an active volcano, if it is also completely dark, then the character with infravision is considered to be blinded.

Infravision also detects the lack of heat, just as normal vision detects the lack of light. Snow and ice will look very dark in infravision if seen without visual light from moons or stars. A cold-producing object like a refrigerator also will look darker than objects around it. Cold-producing creatures like brown mold or a lich (whose frosty touch causes frostbite damage) will look very "black."

Infravision does not confer the ability to see invisible creatures.

Elves

Even though the world’s mundane elves are direct distant descendants of the creators of the world, they have no knowledge of this (see history of Syseria.)

Elves have played key roles in many communities throughout history. Their versatility and adaptability has been utilized by nearly every society, including, of course, their own. They are usually not found in huge quantities anywhere but in their own cities and villages, but they do tend to aid and nurture all civilization around them, perhaps a primal instinct leftover from their ancient ancestors.

The elves of The Dwarven Empire share the region with the dwarves, as stated before. They reside throughout the land, particularly in The Empire City and Ashikira, as well as any of the numerous villages dotting the land, and in nomadic tribes that roam across the plains.

Dwarves

Dwarves of Syseria are short, stocky, hardy, and thick-skulled, but not as much so as most of their archetypical counterparts. They tend to be a bit more down to earth, comparatively.

Dwarves love nothing more than laboring for the greater good of their society. Whether their task be farming, forging, mining, trading, or fighting, it is usually approached with utmost effort and pride.

The Dwarven Empire is shared equally with the elves. It was actually the elves who first inhabited this area, but since then the Dwarves have come out of the Anvil Mountains, and, due to years of immensely helpful mining services to the elves, were given The Empire City as a gift. The empire was then effectively the dwarves’, although not officially until c.5400 PDT. The important thing to note is that the elves made this transition willingly, and the dwarves and elves live here in harmony to this day.

Elsewhere, the dwarves are not always so civilized. The Chaos Wastes in the south are home to tribes of barbarian dwarven slavers. Cirisca, in addition to its population of dwarven miners and carpenters, contains savage jungle dwarves, and evil duerger dwarves within the Meotaen Mountains.

Of course, evil dwarves are not the only dwarven inhabitants of Cirisca. Many tribes roam the plains and accompany caravans for protection and gold, and the opportunity to kill some orcs and goblins. These Ciriscan dwarves have made many attempts to be diplomatic with the dominant humans, but it usually just results in another display of the humans’ disgusting arrogance. Still, the attitudes of their brothers and sisters to the east have led the dwarves to believe that these humans may someday let go of their pettiness. Human attitudes and opinions can change quickly.

Nowhere on Syseria are gully dwarves present, but savage tribes can be as filthy as any Gully—of course their fighting styles differ tremendously.

Gnomes

Gnomes often tend to be closely knit with Dwarven societies, as well as forming societies of their own in the mountainous caverns and mines.

Their chief love is equally split between invention and the baubles of the earth, especially valuable gems. They do not care so much for the monetary value of gems, but they enjoy admiring their beauty.

Gnomes tend to be ingenuitive and inventive. Being the makers of many technological advancements used widely today, they are a widely accepted, appreciated, and respected population.

Half-Elves

The half-elven race actually finds less acceptance on Syseria than on most worlds: the open-minded elves of The Dwarven Empire still are bigoted toward the half-breeds, and most of the humans of Cirisca are openly hateful towards the half-elves. Although they do exist in these places, Shin-Xiao is the only place that is remotely acceptant of half-elves.

Halflings

While not being too much different than standard halflings, the Syserian variety tend to dislike humans slightly more than normal (understandably so,) and usually will form societies of their own, or join those of other races.

Orcs

Most extensive of all goblinoid pantheons is that of the populous, fertile orc race. Their myth of pre-time, constantly re-told by shamans around the campfire in the deepest dark of night, is archetypal for most of the goblinoid races.

Traditional common orc culture is extremely warlike and when not at war the race is usually planning for it. Most orcs approach life with the belief that to survive, one must subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other races as well as themselves. This belief is spurred in part by Kynteelas and his Orcish liaison, Szikuleth, which teaches that all races are inferior to the orcs. Shaman of Szikuleth are orcs who offer sacrifices, read omens, and advise tribes of Kynteelas’ will. For millennia common orcs have plagued civilizations as raiders and pillaging hordes with orc tribes.

Orc Names

Male Orc Names: Deneh, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront, Shump, Thokk, Stunkbug, Gunkbog

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shaulha, Sulha, Vola, Volen, Yevelda

Orc Traits

A race of brutal warriors who know little of mercy or kindness.

Ability Score Increase

Your Strength score increases by 2.

Age

Orcs are short-lived, reaching adulthood at around 12 and usually only living around 50 years.

Alignment

Given their culture and religion, orcs tend towards lawful evil.

Size

Orcs are tall and burly, usually standing over 6 feet tall and weighing between 230 and 280 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Infravision

You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).

Menacing

You have proficiency with the Intimidation skill.

Languages

You can speak, read and write Common and Orc.

Ability Score Increase

Your Constitution and Strength scores increase by 1.

Aggressive

As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Savage Demise. When you are reduced to 0 hit points, before you fall unconscious, you can use your reaction to make one attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Goblins

“I'm not saying gnomes are stupid. I'm just saying they lack... creativity. Heck, anyone can make a mechanical mouse, but a bomb that can flatten a village? Now that's art!”

—Drax, goblin artificer

Goblins are an unintelligent, savage race comprised largely of miscreants and hooligans. As with any population, they have their outliers but that is the trend. 

Physical Description

Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy teeth. They have jet black hair and sometimes vary through deep brown and occasionally a deep grey or silver and skin that varies from hues of orange to hues of green. They have beady black eyes and flat faces. Besides that, goblins are very numerous and varied creatures.

History

Goblin history is rich with folklore and tall tales, ranging from hobgoblin invasions of old to the story of a young goblin once rode a chicken into an orc camp. However, it is also riddled with tales of subjugation and powerlessness as, due to their small size, they are frequently bullied into the service of other malevolent creatures. This history of groveling makes goblins dream of gaining power and strength of their own, which sometimes draws them to adventure.

Society

Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently war against their neighbors, if not attempt to annoy them. More peaceable goblins, who are fewer and far between, prefer to play practical jokes on neighbors, which sometimes can be just as bad as if they had declared war.

Some goblins believe in reincarnation, which makes them even more dangerous than normal Goblins, as, without the fear of death, they have no qualms dying or sacrificing other goblins for the greater (their own) good.

In the cities where they are accepted, most of the time begrudgingly, goblins usually live in solitary or occasionally join gangs with other races.

Goblin Names

Goblin names are not given at birth as the average goblin life expectancy is very short and they believe giving a name to be a waste. Instead, they assign them numbers until, if the goblin is lucky or resourceful enough, they reach the age of maturity (usually after 4 years). These names are given by the Mob Boss and named goblins gain great respect among their comrades. If a goblin does something incredibly daring (or stupid) and gains renown, he may also be given a title describing the deed.

Male: Gungax, Makdox, Gizil, Bilnix Rukalog, Drax, Unkgil

Female: Tiwin, Kawli, Wort, Ib, Drolaw, Marowa, Walow

Goblin Traits

The question isn't "Why would you want to play a goblin?" The question is, "How uncomfortable are you with your character setting himself on fire?"

Ability Score Increase

Your Dexterity score increases by 2.

Age

Goblins mature faster than other races considered fully grown at the age of 3. Unfortunately, goblins are also a very short-lived race not because of the shortness or their natural lifespan but because the majority of them live brutal and short lives or do brutal and stupid things. The oldest goblin to date was a boggart elder, who had survived to the ripe old age of 43 until he fell into a patch of bog and drowned.

Alignment

Given their culture, religion, and intelligence, goblins tend toward chaotic evil.

Size

Goblins are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.

Speed

Goblins are naturally fast despite being small creatures. Your base walking speed is 30 feet.

Infravision

You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).

Nimble Escape

Goblins know when to run when things get heated. The goblin can take the Disengage or Hide action as a Bonus Action on each of its turns.

Languages

You can speak, read and write Common, and Goblin.

Pop-Kops

These strange half-breeds of dwarves and elves appeared comparatively recently, only about a millenia ago. Where they came from, no one is quite sure (or no one will own up to the responsibility,) but everyone is pretty sure that they’re not going anywhere.

Personality

Pop-kops are weird and curious. They tend to have a surreal and witty sense of humor and an insatiable thirst for adventure. Their chief love often changes from day to day, one day they may have a voracious lust for gold & silver, the next it may be adventure, and the next it may be the homeland.

Physical Description

 Pop-Kops come in all shapes, sizes, and varieties possible between dwarves and elves, which includes underdark, sylvan, mountain, and polar varieties to name a few. They normally are approximately 4 ½ to 5 feet tall.

Relations

This curiosity of a race has a tendency to be estranged no matter where they go. They’ve got the aloof personality of an elf while retaining some of the taciturn attitude of the dwarves, or at least a good streak of dry sarcasm. Their relationships with other races tends to be shaky at best.

Pop-Kop Lands: Pop-kops have no lands of their own.

Religion: They tend to be atheist.

Adventurers: Being the curious wandering race that they are, their archetypical attitudes are quite conducive to adventuring.

Pop-Kop Traits

Age

Pop-Kops mature at around 30 years of age. The average lifespan is 300 years.

Alignment

As a race, they tend toward the good alignments. The question of law vs. chaos tends to be a confounding and meaningless one to pop-kops, and they will generally take no stance at all when it comes to orderly behavior. If not, they usually tend towards chaos.

Ability Score Increases

Pop-Kops gain +1 Constitution, +1 Dexterity.

Size

Pop-Kops tend to be around 4’-5’ tall. Your size is small.

Speed

Pop-kop base walking speed is 20 feet.

Languages

Dwarven, Elven, Common.

Infravision

Pop-kops can see infrared heat spectrums in total darkness for up to 60 feet.

Quicklings

Quicklings are tiny, fast-moving creatures that can move by entering the ethereal plane, thus giving them a speed of 200’. They can only be a character class with a hit die of d8 or d6. Also, no matter what class they choose, they get only 1d6 hit points per level.

Shenanigans!

Quicklings have a deeply mischievous—even mean—streak. They are curious and inquisitive, and are fond of jokes—and particularly pranks. Larceny is innate to quicklings; regardless of skill they have a tendency to pick up anything interesting that is lying around. They talk in run-on sentences, so quickly that they frequently cannot be understood.

Physical Description & Demeanor

Quicklings are small creatures roughly the size of a gnome. They have pointed ears, long noses, and almond eyes. They favor short hair and sideburns.

Quicklings as a race don’t mind associating with other races, but this attitude is not necessarily reciprocal. They will usually be regarded as a curious child or nuisance at best. Quicklings have no lands of their own.

Being the curious wandering race that they are, their archetypical attitudes are quite conducive to adventuring.

Religion

They tend to be atheist. Faith does not compute in most quicklings’ minds.

Quickling Traits

A quickling character possesses the following traits.

Ability Score Increase

Quicklings gain a +2 bonus to Dexterity.

Age

Quicklings reach adulthood at around 30 and live to be about 200 years old.

Alignment

Alignment: As a race, they tend toward the chaotic alignments. The abstract question of morality, good vs. evil, is something they do not frequently ponder. They generally take no stance at all when it comes to moral behavior. If they do, they have an equal chance of leaning toward good or evil.

Size

Quicklings tend to be about the size of gnomes or a bit smaller. (2’6”-3’ or thereabouts). Their build is slight more often than not. Quickling size is small.

Speed

Quickling base walking speed (while not moving in the ethereal plane) is 30 feet.

Infravision

You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).

Ethereal Movement

For their move action, quicklings can enter the ethereal plane for short periods of time making their move rate effectively 200’ for one round. For the movement phase they are considered ethereal. The ethereal state ends when the 200’ of movement is used up, or when the character’s movement turn is over, whichever comes first (any unused movement from the 200’ is lost at the end of the turn). They can do this a number of times per day equal to their character level.

Languages

Quicklings can automatically speak, read, and write Celestial and Common.

Hybrids

A hybrid (often referred to derogatorily as “mutant,” “half-breed,” or “jic,”) is the product of magical and alchemical experimentation, often for the purpose of slavery. Hybrids either live on the lamb, or live a sad life of servitude.

Breed Splicing

A hybrid is a fantastic humanoid creature that derives some of its characteristics from another species. This is not a half-breed in the same way that a half-elf is; a hybrid can only be created by magical means. It is typical for half of the hybrid’s being to be an animal, but can also mean other races. Any combination of human or demihuman and another creature is possible. How the PC became a hybrid is up to the DM and player, it could be a magical experiment, a curse, or whatever you like. Be creative!

Mutations are most often between a human and an animal, but it is possible to mutate two humanoids. In these cases, all racial abilities are averaged between the provider and the inheritor. So a human/dwarven hybrid would have an infravision of 30’, +1 to constitution, and +1 to two other abilities; an elven/dwarven mutation would have 60’ Infravision, +1 to Dexterity and Constitution, walking speed of 30’, etc. (Note that a human/elven hybrid is not the same thing as a half-elf.)

Racism and Slavery

Hybrids are hated and discriminated against in the extreme. An obvious hybrid will never be allowed anywhere near a civilized area, and, should any hybrid with mostly human characteristics be exposed, they are most often publicly executed or made an example of in some similar way. Conversely, lizard hybrids are always welcomed in lizardmen societies. All PC hybrids must be at least one part (demi)human.

Mutations are most often created as slaves, or sometimes experiments or as a punishment. Hybrids are created by selecting someone to inherit another creature's powers (usually a human, sometimes a demihuman,) and selecting the creature from which it will inherit. Provided everything goes as planned, the creature inherits the second creature’s powers and the second creature is killed (at which point a raise dead can be used normally.) Attempting to further splice a hybrid will invariably result in its death. Theoretically, any creature can be mutated with anything, but since the provider is destroyed, hybrid monsters tend to be very rare. Any attempts to splice the most powerful and magical of monsters, dragons, beholders, ki-rin, and so forth always result in both the provider’s and the inheritor’s death. Any attempts to mutate creatures that have completely alien or atypical anatomy such as puddings, oozes, beholders and so forth always result in both the provider’s and the inheritor’s death. Attempts to hybridize the living with anything undead results in the inheritor’s death (he does not become an undead hybrid).

A few guidelines and a relatively small selection of sample hybrids are provided here as a basis for creating a hybrid.

[#_RACES_HYBRID_POWERS]

Hybrid Powers

Hybrid powers depend on what is spliced with what. The character will begin with the inheritor’s traits as a baseline, and then the provider’s characters are generally added to it. The more common hybrids remain partially in the inheritor state combined with the provider. However, some lucky hybrids have the ability to change between their true and inherited form at will, and halfway in between. (Gear stays the same size, though!) Whether the character has the ability to switch between its 3 forms or stay in the in-between state is completely the player’s choice.

When in their true form, they cannot use any of their animal inherited powers that require part of the animal's physique to be present (flying, underwater breathing, and so on.) When halfway between their true and inherited form, they can use any power at full potency, except those that cause damage (claws, bites, etc.) which function at half potency. When in their provider’s form, if it is an animal, they cannot wield weapons, or do anything with their hands that would require the use of an opposable thumb. Other than that, no power will ever spring into existence unbidden as a result of mutation. Also, most powers tend to lose some potency when mutating. Here are just a few ideas:

Speak With Animals

Any and all hybrid animals get the ability to speak with animals of their own kind. Any monstrous hybrids do not automatically get this ability, they must expend one language slot to speak their monster language.

Flight

Without armor, the character can fly at a speed of 90. Remember that in most cases s/he always must be moving forward, with wings flapping, and at ½ his hit points, s/he must land.

With light armor, the speed reduces to 60.

With medium armor, the speed reduces to 40 and the hybrid must land at ¾ hit points instead of ½.

With heavy armor, flight is not possible.

Natural Weapons

The hybrid may have a bite, claws, or a tail lash available to use as weapons. Strength bonus applies in all cases (except in the very rare case of natural missile weapons, in which case dexterity bonus applies.).

Improved Hearing

The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the same penalties as it does on most characters.

Improved Smell

This character’s smell allows him to discern anyone’s passage, and identification if he knows that person, giving him advantage when it comes to tracking, as well as perception checks that rely on smell. Also, the hybrid may be able to detect certain poisons by smell.

Improved Sight

Simply put, the hybrid can see further, better. When consulting the “Vision and Light” (DMG p. 243) rules, all values are multiplied (rounded to the nearest convenient number,) but none can go higher than 20 miles. After about twelve miles, the horizon joins up with the earth, and there is enough accumulated air and clouds in the atmosphere, that nothing can be spotted no matter what. For example, a hawk, with 20 times better vision than humans, could discern detail at about 200 yards, and movement at 20,000 yards (instead of 30,000).

All perception checks in regards to sight are rolled with advantage.

Improved Taste

The hybrid can taste better than most characters. Other than discerning poisoned liquids, the only use for this ability is to use the tongue for tracking. Usually only snakes have it.

Improved Touch

This character has a highly advanced sense of touch, such that he could put his hand down on the floor of a cavern, and be able to tell if there are any vibrations coming from nearby walking creatures (for example.) This does not mean that the character is hurt any easier than others.

Difficult to Surprise

A hybrid character with heightened senses such as those listed above may be more difficult to surprise. In these cases, the potentially surprising enemy will have to roll surprise with disadvantage. 

Cat’s Eyes

The hybrid has low-light vision for a range of 60’.

Gills

Continuous water breathing.

Sticky Pads

Continuous spider climb.

Natural Swimming Ability

Treat as advantage to any Athletics checks for swimming.

Natural Balance

Treat as advantage for any balance related Acrobatics checks or dexterity saves.

Natural Climbing

Treat as advantage to any Athletics checks for climbing.

Natural Jump

Treat as advantage to any Athletics checks for jumping.

Specific Numbers

The actual abilities the character receives are up to the DM. A hybrid hawk’s vision is not going to be twenty times that of normal human’s, maybe only ten, and a hybrid iguana is likely to have a natural climbing ability..

Specific Abilities

Some creatures warrant more specific abilities, such as a chameleon’s power to camouflage himself instantly, and an octopus's ink spray. Also, almost all animals are going to have ability score adjustments. This, again, is up to the DM.

Hybrid Animals

Here are some animals commonly used for hybridization.

The Dog

Dogs can be, and often are, trained for use in nearly any situation, including hunting, war, and pets to name a few. They have an improved sense of smell which makes them surprised only on a roll of 1, and improves tracking by 25% (base.) They also have a naturally improved sense of hearing which imposes a -30% penalty on thieves moving silently, but it provides no further bonuses to surprise. They get a +1 bonus to Strength, and a -1 penalty to Charisma.

The Wolf

Wolves are, quite possibly, the most feared and hated of all hybrids. They are also some of the best hunters and trackers. Wolven hybrids automatically gain a free tracking feat, at a bonus of +5. They have both improved smell and hearing, as per dogs (see above). They gain a +1 to their Strength and Constitution rolls, and a -1 to Intelligence and Wisdom.

The Fox

Foxes are cunning and mischievous. They are known for their manual skill and quick-fingered arts. They make great rogues. In addition, they are quite adept at the arcane arts and are known for their wizardly skills. When tracking, fox hybrids gain a bonus of +2 to their perception or survival skill, as appropriate by the DM. They have both improved smell and hearing, as per dogs (see above). They gain a +2 to their dexterity and +2 to intelligence.

The Hawk

Hawk hybrids have 10 times better vision than their (demi)human counterparts, and of course have the ability to fly. They gain a +1 to their Dexterity and a -1 to their Strength.

The Eagle

The eagle does have better vision than humans, but hybrid eagles only get double the normal vision. They get a +1 bonus to Charisma, a +1 to Strength, a +1 to Wisdom, and a -2 to Dexterity and -1 to Intelligence.

The Falcon

Falcons are natural hunters, and are well-suited for Rangers. They have triple the normal vision limits, and gain +1 Strength, Dexterity, and Constitution bonuses.

The Crow

Crows are the symbol of death and decay. Crow hybrids are looked upon with fear and suspicion. They have double normal vision limits and low-light vision. They gain a +1 to their Constitution and Wisdom, and suffer a -1 to Intelligence and -2 to Charisma.

The Cat

Domestic cats (only) are either scavengers or pets. Cats have a natural hearing ability that imposes a -35% to rogues attempting to move silently. They get a +2 bonus to Dexterity, +1 to Charisma/Appearance, or Comeliness, -1 to Constitution and -1 to Strength. They have the Cat’s Eyes and Natural Balance abilities.

The Lion

Lions are excellent hunters and warriors. A hybrid lion that is a Singh (see Dragon #225) automatically receives an additional 10% to experience, as well as any bonus he might already have, and an improved roar. Furthermore, he is not outcast from society if he is mutated into a lion (in fact it is considered an honor, reserved for the bravest warriors.) All lion hybrids are immune to fear related spells, and they gain bonuses of +2 Strength, +1 Constitution, +1 Wisdom, and +1 Charisma, and suffer a -2 Dexterity, -2 Intelligence, and -2 Luck. They have the Cat’s Eyes ability.

The Cheetah

The cheetah is, of course, the ultra-fast running cat from the desert. Any character who is a cheetah enjoys an automatic double their running rate—walking rate stays the same—at half the penalty. Also, cheetah hybrids get a +1 bonus to their Constitution. They have the Cat’s Eyes and Natural Jump abilities.

The Tiger

Tiger hybrids are required to be a member of a special Syserian social caste whose mission is to bring about world peace. They are generally fanatics and will not allow tiger hybrids to live if they do are not a member (usually hybrids start out here anyway as they breed their own).

The reason for this is because they are frequently confused with Rakshasae, and their secondary mission is to perpetually hunt and kill Rakshasae.

+1 Str, +1 Dex, +1 Wis. Cat’s Eyes, Natural Balance, Improved Smell. Claw or bite attack 1d8.

The Bear

Bears are naturally strong, tough, and fearsome. Hybrid bears are not particularly predisposed for any class, but they tend to make bad thieves. They get a +1 to their Strength and Constitution, and a -1 to Intelligence and Charisma.

The Badger

Badgers are small but extremely tough and ferocious creatures. Badger hybrids are somewhat ill-disposed to being wizards, but are allowed if they so desire. They gain a +3 to their Constitution, a -1 to their Wisdom and a -2 to their Intelligence.

The Horse

Horse hybrids tend to be hardy, stubborn, and thick-skulled. They make fairly good priests and warriors. Some of the more open-minded dwarven societies like to create dwarf/horse hybrids. They get a +1 Wisdom and Constitution Bonus, and a -2 Intelligence penalty.Lorem ipsum dolor sit amet, consectetur adipiscing elit. Morbi aliquet eu nunc et interdum. Maecenas non mattis libero. Pellentesque vel aliquet lorem. Mauris egestas sed dui ultricies placerat. Praesent venenatis turpis eget enim accumsan scelerisque. Proin rutrum placerat metus vitae tempor. Sed aliquam tincidunt tellus porta rutrum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Phasellus risus massa, feugiat ac blandit eget, consequat sed ipsum. Integer auctor magna risus, sit amet imperdiet justo commodo quis. Curabitur tristique ac arcu et auctor. Suspendisse potenti. Nam quis cursus sem. Aenean bibendum nulla non metus fermentum, quis facilisis ex commodo. Donec aliquam, mauris quis aliquet congue, enim leo maximus urna, in pellentesque lectus orci nec turpis.

The Rabbit

Rabbit hybrids tend to be docile and curious. While not overly strong or aggressive, they do tend to excel in the rogue category. They get a +1 bonus to Dexterity and suffer a -1 to Strength.

The Monkey

Monkey hybrids tend to be smart, agile, and aggressive. They excel in rogue skills or the arts of sorcery. They get a +2 bonus to Dexterity and +1 to Intelligence while suffering a -1 to Wisdom, Charisma, and Constitution.

The Rat

Rat hybrids have a mean, evil streak and tend to be aggressive scavengers. They operate best in the dark arts of sorcery or following the dark filthy god Koelax. They gain a +2 bonus to their wisdom and a -2 to their Charisma.

The Salmon

Salmon hybrids tend to have high strength and endurance, due to their natural instinct to migrate upstream every year. They have an automatic swimming proficiency and the natural ability to breathe water. Salmon hybrids gain a +1 to their Strength, a +2 to their Constitution, a -1 to their Wisdom and a -1 to their Intelligence.

The Dolphin

The dolphin is an intelligent and kind mammal of the sea (although a dolphin hybrid need not be helpful and kind.) Hybrids of this kind gain a +1 Intelligence and Wisdom bonus, and a -1 to their initial Strength rolls.

The Shark

Shark hybrids tend to be ferocious fighters, and hunters, although on land their hunting ability does little good. They gain a +2 bonus to Strength and +2 to Constitution, and suffer -1 to Dexterity and Wisdom.

The Alligator

Alligators are thick-headed and aggressive. They reside mainly in swamplands, bayous, or lakes. Alligator hybrids receive a +1 to their Constitution and +2 to Strength, and a -1 to Intelligence and Charisma.

The Chameleon

Chameleon hybrids are the most stealthy and dexterous of all hybrids. They can, through use of the sticky pads on their feet and hands, climb walls at 100% at will (treat as spider climb.) Also, at any time they wish, he may instantly change his skin color to blend with his surroundings at 90%. Chameleons receive a +2 Dexterity bonus, and suffer -2 to Strength.

The Ant

Ant hybrids are hard workers, and are most often created for slaves. They receive a +1 bonus to Constitution, a +2 bonus to Strength, and get a -2 to Intelligence and -1 to Charisma.

Lizardmen

Deep within the steaming Bhanga jungle, the hissing and snapping teeth of the feral lizardmen are heard by those brave—or foolish—enough to venture that deep. Lizardmen may be the product of hybridization or some form of magic, or may just be a naturally occurring sentient species. It’s difficult to say, as their race is ancient. In fact, they claim to be the first thinking race on the face of Syseria. Lizardmen are actually several different races mixed in to one culture.

Personality: The empire that is the lizard folk has a rich and vibrant history, and they are a proud species, more impressed with themselves than with any other Syserian race. Lizard folk have no sense of humor and never laugh. They do not value gems and baubles, or platinum, but a high regard for gold is common throughout all lizardman societies as it is used to make their holy plaques. Other things that are considered valuables is regional; for example jungle lizardmen use a great deal of Jade and consider it very valuable, desert lizardmen will gladly trade in ivory, and so forth.

Physical Description: Lizardman civilization is populated by 3 main races, and is overseen by Slaadi. The most common race are the Saurupeds. Usually referred to as “Lizardmen”, these are the most frequently encountered of the reptilian races, and do not generally bother to explain that there are other races involved with their culture. The average person assumes that this is all there is to Lizardmen, an anthology of typical stereotypes and racist misconceptions. These individuals range from 6 to 7 feet tall, sporting a long, monitor-like scaly tail, and they have fin-crests on the backs of their heads.

Skinks are small, about the size of a halfling, agile, quick, and cunning. Their role in Lizardman society is typically as scouts, rogues, shamans, and as representatives and interpreters between the Slaadi and the rest of the Lizardmen. They play a very important role as beast-tamers and captors, as the rest of the lizardmen are too dull-witted to act so deliberately and deftly. They have a crested fin on their head and webbed feet and hands.

Behemoths are big lumbering beasts of lizardmen, barely able to formulate anything that could be thought of as sentient, but their ability with swinging their massive axes and warclubs is legendary. They are always on the front line of any battle important to the Lizardmen as a whole. Lizardman behemoths can also be utilized for raw muscle and construction purposes.

Relations: Lizardmen do not necessarily put forth effort into getting along with the world of mens (the human misconceptions of Lizardmen being one race is reciprocal), nor do they make it a point to antagonize. The values and morals of mens confound and annoy the average Lizardman, and he is not likely to want to deal with the race.

Adventurers, on the other hand, are commonly found wandering into humanoid settlements, attempting to procure gold for their religious creations. Lizardman traders are very common. The outside world is relatively accepting of this.

Although not seeking to create conflicts, Lizardman gold is frequently sought by greedy conquerors. So frequently, in fact, that Lizardmen are well-versed in the ways of human warfare, and know how to exploit weak points and inflict startling amounts of damage as a team to any such threats. Many people have the mistaken view that Lizardmen are evil because of this fact, and they are actually not. Some areas experience raids with a frequency that cause Lizardmen to simply kill any humanoid on sight, for their own protection.

Alignment: Lizardmen almost always tend toward neutrality. They are not comfortable with change and have no value for personal freedom and the violence of opinion-thoughts. They excel at fighting in organized groups, indicating some remarkable tendencies toward lawfulness.

Lizardman Lands: Lizardmen are said to have originated millennia ago in the Bhanga Jungles. They are most likely to occupy any tropical jungle type of climate, but have cities all over the world. They can be found in swamps, forests, the underdark, and deserts (excepting skinks, whom need moisture to survive). You will never find Lizardmen occupying tundra areas, as they are cold-blooded.

Religion: Lizardman religious beliefs are complex, ancient, pragmatic, and clever. It works through distributing information, for which each Slaadi is a receptacle, relayed to the Skinks whom carve out a golden, jade, and/or ivory plaque bearing divine information, usually instructions.

The religion revolves around the Slaadi, a race of huge, toadlike sloths which oversee the underlings in an intransigent hierarchy which has remained in place for many millenia. These Slaadi are psuedo-immortal, they will never die but can be killed (although this is a feat that only a handful of people on the planet could pull off). They have been alive for millenia and were present through the ages of Aasimar, the Dark Times, and throughout all other ages of Syserian history.

All Slaadi have an innate psychic ability, and all are aware of each other’s thoughts throughout the world of Syseria, at all times. Each Slaadi on the planet knows about it when another is slain. They have immense abilities with the usage of magic, and use an ancient form of the arcane arts that have long been forgotten, but so powerful they can easily level or raise an army, move mountains, teleport to anywhere in the material universe, as well as many places in the non-material planes of existence, and move through time, just to name a few of their mammoth powers.

These Slaadi sit for eons atop Lizardman pyramid structures pondering the mysteries of the universe, and relinquish cryptic puzzle pieces of their astronomical knowledge using bizarre language and roundabout puns to the skinks. It is the clever skink’s duty to form this into a glyph that the Saurupeds and Behemoths can understand and act on. This information is considered divine and to steal these valuable gold glyphs is considered the unholiest of blasphemies, punishable by ritual sacrifice.

Their gods include a serpentine, feathered, winged couatl, adorned in the headdresses of the ancient and long-dead Quetzolcouatl. He spits lightning and swallows all the Lizardmen’s ritual sacrifice, eternally growing. Lizardmen (except Slaadi) believe him to exist in the belly of Syseria; he actually exists in the planes of the Beastlands. Another of their gods is a sea god, Yaznnalleyan, once again serpentine in nature and controlling their passages to the different continents of Syseria. They do not fear him, for there is no reason to; if they get swallowed en route, it was only because Yaznnalleyan has willed it to be so, and they will simply be taken to Nirvana anyway.

Adventurers: Lizardmen frequently adventure to new lands in search of glory for their mysterious reptilian gods. Their legends tell of lizardmen swimming across oceans, burrowing through the planet, and swallowing up lesser civilizations in the interests of obtaining newer, fertile lands for their “people” and to appease the will of their gods.

Sauruped Racial Traits: +3 Strength, +2 Constitution

Medium-size: As Medium-size creatures, Saurupeds have no special bonuses or penalties due to their size.

Sauruped base speed is 30 feet.

Infravision: Saurupeds can see infrared heat spectrums in total darkness for up to 60 feet.

Saurupeds gain a +2 bonus to their AC for having a naturally tough, scaly hide.

Automatic Languages: Saurian, Draconic. All lizardmen must make it a point to learn common before adventuring out of Lizardmen territory.

All lizardmen gain a +4 racial bonus on their Swim checks.

All lizardmen are naturally cold-blooded and immune to fear and fear-causing effects. Morale of NPC lizardmen is effectively +8. Lizardmen cannot travel to areas where the temperature drops to freezing or lower without magical aid.

Favored Class: Ranger. A multiclass sauruped’s ranger class does not count when determining whether or not he suffers an XP penalty for multiclassing.

Saurupeds have a natural affinity for hunting and wilderness survival.

Skink Racial Traits: +2 Dexterity, +1 Intelligence

Small-size: As Small-size creatures, skinks gain a + 1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are limited to three quarters of those of Medium size creatures.

Skink base speed is 40 feet.

Infravision: Skinks can see infrared heat spectrums in total darkness for up to 60 feet.

Automatic Languages: Saurian, Draconic. All lizardmen must make it a point to learn common before adventuring out of Lizardmen territory.

All lizardmen gain a +4 racial bonus on their Swim checks. Skinks in particular are amphibious and can hold their breath twice as long as a normal human can.

All lizardmen are naturally cold-blooded and immune to fear and fear-causing effects. Morale of NPC lizardmen is effectively +8. Lizardmen cannot travel to areas where the temperature drops to freezing or lower without magical aid. Skinks in particular are amphibious and cannot travel to excessively dry areas (deserts) as they need moisture to survive.

Skinks have sticky pads on their hands and feet. This operates as if the skink had a continuous spider climb.

Skinks can choose to take 10 on their hide checks when in any thick foliage or vegetation that is taller than they are. This is instantaneous and can be done even if there is a penalty for failure.

Favored Class: Druid. A multiclass skink’s druid class does not count when determining whether or not he suffers an XP penalty for multiclassing. Skinks are attuned to nature and magic, affording them greater adeptness in a druidic class than what they would have in others.

Behemoth Racial Traits: +4 Strength, +4 Constitution, -4 Dexterity, -4 Charisma, -4 Wisdom, -4 Intelligence

Large-size: As Large-size creatures, Behemoths have a -1 size penalty to their AC, a -1 size penalty to their attacks, and a -4 penalty on Hide checks, but they can use larger weapons than humans use, and their lifting and carrying limits are increased by one and one quarter times than those of Medium size creatures.

Behemoth base speed is 20 feet.

Infravision: Behemoths can see infrared heat spectrums in total darkness for up to 60 feet.

Behemoths gain a +4 bonus to their AC for having a naturally tough, scaly hide.

Automatic Languages: Saurian, Draconic. All lizardmen must make it a point to learn common before adventuring out of Lizardmen territory. Behemoths usually just emit grunts and shrieks but can choose to speak slow, guttural, broken sentences.

All lizardmen are naturally cold-blooded and immune to fear and fear-causing effects. Morale of NPC lizardmen is effectively +8. Lizardmen cannot travel to areas where the temperature drops to freezing or lower without magical aid.

All lizardmen gain a +4 racial bonus on their Swim checks.

Favored Class: Barbarian. A multiclass Behemoth’s barbarian class does not count when determining whether or not he suffers an XP penalty for multiclassing. Behemoths are huge, dumb, but with mammoth strength, affording them greater adeptness in a barbarous class than what they would have in others.

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Rap Session with Rogue Baptist 11/15/2024

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