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Races

Human, West End; The people of West End have endured much over the last 50 years. Through trial and tribulation they have survived. Penalties for wearing leather armor or using a longbow unprofficient are reduced by 2 (-2 instead of -4).

Human, Red Keep; The people of Redkeep had a different upbring than those of West End. Everyone in Redkeep was taught to use an axe from a young age, so those using an axe of any kind unprofficiently have their penalties reduced by 2 (-2 instead of -4).

Human, Berezin; The Berezin Members of the Tortoise Clan were magically transported to West End. After an initial integration period, they blended right into society. The Kukri, the Scimitar and the Falcion are not considered exotic weapons for the Berezin. Penalties for using these weapons unprofficiently have their penalties reduced by 2 (-2 instead of -4).

Dwarves; Dwarves of the region have been aboveground so long that they have lost their darkvision. They have kept low light vision however. These dwarves are hardier than typical dwarves however, and gain a racial +1 bonus to their strength score. Dwarven and Human society over the past 500 years has become one single entity. Ratio of Humans to dwarves is 7:4 currently. No racial prejudices against dwarves exist, and most establishments are equipped to serve either Human or Dwarven clientel.

Behind the Scenes: The Human and Dwarven populations are currently one. The Dwarven spirit however is not lost in this however, they have just completely allied themselves with humans so much that the cultures have blended. .

Elves; Elves have only quite recently domesticated. As such, they no longer are profficient with longswords. Instead, Elves have weapon focus in both spear and club as bonus feats. An elf's favored class is now Ranger. Only Elves may be Barbarians.

Behind the scenes: This Game presents a rare opportunity for Elves. The Elves of this world are tribal. While they have a connection with nature that is deep and spiritual, they are tough. They won't take the time for mourning their dead, celebrating or even loving too deeply. Their concern for too long has been pure survival. This has made them gruff and hardened. The Elf in my game Smashed her way through the burned body of a spider that blocked the tunnel with a cudgel. It was perfect.

Half-Dwarf; The half Dwarf is a Human with dwarven blood. His Dwarven bloodline gives the Half-Dwarf Several distinct advantages.

  • For Anything where being a Dwarf is a factor, a Half-Dwarf is considered a Dwarf.
  • Dwarf base lands speed is 30 feet.
  • +2 to Diplomacy and Sense motive checks. Half-Dwarves are more aware of the emotions and body language of both races and can easily see through their lies and misleading statements.
  • Low light vision: A Half-Dwarf can see twice as far as a human in moonlight, starlight, torchlight or any similar conditions.
  • Stonecutting: As Dwarves
  • +2 bonus vs. poisons
  • +2 to appraise checks related to stone or metal items, as well as Craft checks related to stone or metal.
  • Favored class: Any

Behind the Scenes: Every party should have at least one half Dwarf. I varied them from the Mul of Darksun so that they showed more of their human side. The Half-Dwarf is the perfect party member and makes an excellent bard or Rogue. They can act as a go between for any of the races, and fit in everywhere.

Half-Elves; As players handbook.

Behind the Scenes: There have been opportunities now for the Elven and Human Populations to blend. Half Elves are treated exactly like the players handbook Half Elven.

 

 
Website created and maintained by Sean manear. All references to dungeons and dragons or related games is done so with The SRD in mind.
Optional Rules found here are modifications to the SRD as allowed under the Wizards of the Coast Open Gaming Lisence .