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cerea1:players:races_of_myaasia

Races of Myaasia

The major races of myaasia are given below, along with abilities.
Not all abilities are yet actual.

* ability or subrace not implemented.
§ the description needs expanding.

Sylvans

Sylvans are a large group of intelligent races: Roughly divided into Elves, Fairies and Nymphs. Common to all sylvans is a bit of irrelevance and “free spirit”, also none of the sylvans grow old or die of old age.

Elves

(select race: elf)

Erlini

description

Or wood-elves are quite numerous and a bit “rustic” when compared to other elves. They tend to be of ruddy complexion, with sandy hair and blue or green eyes. They are slender when compared to humans, but not when compared to other elves. They are very adept at moving undetected, especially in the forests, To this end they wear green and brow garments.

They make superb rangers and fair wizards or rogues

They are more dexterous than other elves, but tend towards acting before they think.

They are good at hiding, moving silently and communicating with animals, but not as good at tasks requiring concentration. They seem more resistant to poisons and diseases, but less so to fear.

At higher levels they gain the abilities to be one with the land and then to detect animals, and eventually to detect any beings.

Abilities:

base: +2 dex -2 wis, +hide +move silent +animal empathy -concentrate -save vs fear +save vs poison +save vs disease.
Special: level 6+: cast one with the land 1/day
level 16+: detect animals usable 3/day tell them distance and direction and name of to nearest 4 animals if there are any in same area. Only works in natural aboveground places.
level 26+: Detect beings, 3/day as animals above, but any type of being

Lineari

description

Are one of the two races of the Iylari or Great Elves. They have very fair skin and light hair and they are considered the most beautiful of all elves. Contrary to the popular belief about elves, they are no more graceful then the average human. They are renowned diplomats and sages and their Bards are famous throughout Myaasia, but few among their number feel a calling to the visual performing arts.

Lineari seem to be infused with strong life force, so they are especially resistant to negative energy, and they seem to glow with an inner light.

This light combined with their for elces relative clumsiness makes it very hard for them to move anywhere unseen or unheard, but whoever faced a Lineari sorceror in battle can testify, that they have no need to creep in the shadows.

At higher levels, Lineari gain the ability to cast Aura of Glory. Some very experienced Lineari have been know to be able to sense sentient beings in their vicinity, and there have been tales of Lineari who were able to raise their presence to hights unseen anywhere else among the races of Myaasia.

Abilities:

base: +2 cha -2 dex, +persuade +lore +perform -hide -move silent +save vs negative energy, surrounded by white light Special level 6+: cast aura of glory 1/day
level 16+: Presence: Detect all sentient(INT>3) beings within 50m. Only a list of int caregory (low 4-8, mid 9-13 high 14-18 very high 19+) and the racial type.
level 26+: Fabulous Visage: 1/day 1turn/level: +4cha +4pursuade +4 intimidate +4 bluff +4 appraise a nice glowing visual effect

Loari

description

The second race of the Iylari. Like the Lineari they are fair of skin and light of hair, but the similarities end there. The Loari are the craftsmen among the elves and their works are highly prized among all the races of both elves, men and dwarves. They are also very intelligent, and so there are quite a few powerful wizards of their people. They have deep insights into all sorts of crafts, be it locks, traps or - though they are physically quite weak - armors and weapons.

They are in general a peaceful people who don’t pick fights without being provoked. Loari are also adept at the magical crafts, and near every experienced Loari can brew lesser potions. The elder of their race can also brew greater potions or even craft powerful magical wands

Abilities:

base: +2 int -2 str, +craft trap +set trap +open lock +disable trap -taunt -spellcraft +craft armor +craft weapon Special level 16+: Can brew potions at no XP cost
Special level 26+: Can create wands at no XP cost

Shuluri

description

Or sea elves usually live under the surface of oceans. They have a set of gills in addition to lungs. A [Shuluri] can manage on the surface for quite a long time without too great problems, although he will have to immerse himself in water once per day (minimum of 10 minutes) or get worse each day, usually wasting away in a few weeks. They are VERY uncomfortable in hot places and exposure to intense heat can be physically harmful to them.

The Shuluri tend to be quite clumsy when out of their natural element. Their powerful constitution makes it easy for them to shake off the effects of all kinds of spells, poisons and diseases.

All things mechanical are foreign to the Shuluri. They have few craftsmen, the quality of those weapons and armor they produce are inferior, and its likely a typical sea elf has never seen a trap in his life. Their dependence on imported wares combined with their inability to gauge the worth of items correctly has often led to them being betrayed by unscrupulous humans.

Most Shuluri can cast Endurance to help them move among the races of the land, and the more powerful of their race have been known to summon water elementals at will.

Abilities:

base: +2 con -2 dex, +universal saves -all 3 crafting skills(weapon,armor,trap) -appraise -lore -disarm trap -pick lock -set trap
special ability level 6+: Cast Endurance 1/day
level 16+: Summon Water Elemental (summon VII type)
level 26+: Summon Water Elemental (summon IX type)

Drow

description

Have a dark, bluish skin, usually grey eyes and white hair. A large group of them were twisted by evil long ago and thus work as assassins and commanders for the Northern Empire, but contrary to popular belief not all drow are evil.

Drow boast no special strengths or weaknesses in their abilities, though they have a natural aptitude to hide and move silently. Conversely, they are lacking discipline and the ability to concentrate on a task for any amount of time. They also seem to have lost their way with animals, and they seem to shun drow or attack them on sight.

What sets drow apart from other races is their inbred resistance to spells, which seems to get stronger the more experienced a drow is. Speculations abound on how they have gained this resistance.

Drow can make themselves invisible. And some more experienced drow are known to be able to sense enemies nearby or to cast Greater Sanctuary.

Abilities:

Base: +hide +move silent -concentrate +save vs poison +save vs disease, Spell Resistance
Special: level 6+: cast invisibilty 1/day level 16+: detect enemy 3/day: detect the type of nearest enemy creature(give name for nearest hostile creature if any in area) level 26+: cast Greater Sanctuary 1/day

Half-drow

description

Are descended from both drow and one of the other races of elves. They usually inherit the dark skin of their drow parent, but the colour of their hair can be any that is found among elves.

They inherit their drow parent’s spell resistance and their knack for moving silently and unseen as well as their inability to concentrate for long.

Half-drow are also very unlikely to be affected by Poisons and diseases.

Like their drow parent they have the ability to make themselves invisible and later to sense nearby enemies and cast Greater Sanctuary.

Abilities:

Base: +hide +move silent -concentrate +save vs poison +save vs disease, Spell Resistance
Special: level 6+: cast invisibilty 1/day level 16+: detect enemy 3/day: detect the type of nearest enemy creature(give name for nearest hostile creature if any in area) level 26+: cast Greater Sanctuary 1/day

Fairies

(select race: elf)

Pixies

description

Are small fairylike creatures with greenish hair and skin. A strong love of fun and pranks motivates the [pixie] .

They prefer bright colours and dress in garments of bright green. True malice is lacking from their practical jokes and a benevolent interest in certain mortals may lead a pixie to provide helpful guidance.

What the small pixies lack in strength, they make up for in speed and nimbleness. Also pixies are considered beautiful by most other races.

Because of their size pixies have an easy time picking locks and disarming traps. Naturally they also have no problems trying to hide from their enemies, but they can’t stop their wings from being noisy when they move about.

Like most fairies, they are flighty and not able to concentrate on any one thing for long. Sages are unheard of among the pixie…

Being highly magical creatures, pixies are very resistant to death magic.

Almost any pixie can turn invisible. Older pixies can even cast Improved Invisibility almost at will. It is generally not advisable to anger a pixie. There are tales where people who did this were struck by a multitude of curses all at once…

Abilities:

Base:+2 dex +2 cha -4 str, pixie shape, +pick lock +disarm trap +hide +move silent -concentration -lore -dicipline +save death
Special level 6+: cast invisibilty 1/day
level 16+: cast improved invisiblity 3/day
level 26+: 3/day pixie anger: if in outdoors and natural setting: target gets the effects of every cursing spell there is: curse, doom, blind&deaf, silence, poison,contagion, greater drain, and so on

Half-Pixies

description

Descended from the union of the mischievous pixies and elves, the [half-pixie] usually sport greenish skin and hair.

Their nimbleness is without equal, but like their pixie parent, they are wont to act rashly, without considering the consequences.

Half pixies are very adept at picking locks or disarming traps. They are also seldom seen or heard when they don’t want to be, but they lack the discipline and the concentration needed for more onerous tasks. They also are not interested in the lore of the world, as they prefer to live in the present. Half-pixies are also very resistant to death magic.

Most half-pixies have he ability to change into a pixie once a day or to make themselves invisible. Some of them are said to have mastered the art of changing their equipment along with them when they do the transformation. They can then take advantage of all the abilities of a real pixie.

Abilities:

Base:+2 dex -2 str, +pick lock +disarm trap +hide +move silent -concentration -lore -dicipline +save death
Special level 6+: turn into pixie 1/day
level 16+: cast improved invisiblity 3/day
*level 26+: Greater pixie form 1/day 1 turn/level (fully use items and such) +4 extra ac from small size +4 reflex saves -2 str +2 dex in the form

Nixies

Crystal Palaces beneath the calm ripples of mountain lakes or the foaming waves of the oceans house the beautiful nixies. Music, storytelling and poetry entertain their royal court, but the themes expressed by such amusements are frequently mournful since nixies are a solemn people.

Nymphs

*Dryad(tree spirit)

*Naid(river or lake spirit)

*Nereid(sea spirit)

Felling a dryad's tree or polluting a naid's lake brings death and disease to these nymphs. born with the first sprout to emerge from the seed or the first drops to collect in the folds of the land, nymphs rarely stray far from the ecological or geographical features that give them life. Guarding the waters, trees or hills, and engaging in dances, frollics or feats, nymphs desire little else from existence.

Half Elves

(select race: half-elf)

*Half-Erlin

: mixture of man and wood elf abilities: Base:+2 dex -2 con +hide +move silent -concentrate *Special level 6+: examine animal 3/day. return the Hitdice, hitpoints, attributes(as examiner), base attck, damage and other suitable info, most should be abdtracted llike the stats are for examiner. only works for animals
*level 16+: detect enemy 3/day: detect the type of nearest enemy creature(give name for nearest hostile creature if any in area)
*level 26+: examine creature as animal above, but any creature.

*Half-Iylar

mixture of man and lineari or loari

*Half-Drow

mixture of man and drow abilities: +hide +move silent -concentrate +save vs poison +save vs disease Special level 6+: invisibility 1/day
level 16+: detect enemy 3/day: detect the type of nearest enemy creature(give name for nearest hostile creature if any in area)
*level 26+: cast Greater Sanctuary 1/day

Men

Men are basically divided into three main groups: common men, Highmen, mixed men. The total number of different groups of men is staggering, thus only some of the groups mentioned here.

Common Men

(select race: human)

Common Man

description

Probably the most numerous of all races and the fastest breeding, except probably for orcs and goblinoids. They are passable craftsmen who produce serviceable weapons, armours and traps and there is much trade between men and other races, so they are skilled traders as well. There is not a skill they are really bad at.

Common men have a way of passing unnoticed in a crowd, especially if there are non-humans present. This knack can almost be compared to a Greater Sanctuary spell.

They are easily the most varying of all races as they live such a short time (average lifespan <40 years) and live in such varying conditions. Their adaptability is one of their strongest benefits as you find representatives of their species from arctic cold to Burning sand.

Being so widespread, it’s been said that experienced men can call others of their race to their aid almost anywhere they are.

Abilities

Base: +to all crafting skills(trap,armor,weapon) +appraise
Special level 6+: lore 1/day
*level 16+: “ignore” 1/day things tend to ignore you and home on other races instead
level 26+: the might of humans: 1/day: summon own (lv-20) lv 20 human fighters to help for 1 turn/level

Duranaki

Description

A race of humans located in the great forest north of Carse on the mainland. They have a quite advanced culture, being in many ways advanced over most other groups. The Duranaki are small of body, compared to other men. Their skin is of a darker hue and most of them have black hair. They are not as strong as other men, but make up for it with their lithe bodies. They are a very cautious people, some even call them timid, but that is mostly because they seem very susceptible to fear spells. Their senses are very keen, eye as well as ears, but they have difficulties concentrating for long. Duranaki are very adept at hiding and moving silently and at night or when underground, they seemingly meld with the shadows surrounding them. According to the experience of the Durunaki in question the effect of this can range from part concealment to the effect of a Greater Sanctuary Spell. Some Durunaki have been known to master this skill to a degree, that the seem to be able to teleport for short distances!

abilities:

base: +2 dex -2 str +hide +move silent -concentrate -save vs fear +spot +search +listen at 6+: lesser meld with shadows: underground allways and 4pm to 8am aboveground: get 25% concealment. 1/day for 1 round/level only at 16+: greater meld with shadows: underground allways and 4pm to 8am aboveground: cast greater sanctuary. 1/day for 1 round/level only

*Fishermen

description

Descendants of a race of humans known to have lived at the eastern seacoast at least for 2000 years, since one of the few surviving documents from the first era tells about them. They have since spread to much of the eastern coast and some even live on the island chains in mid-ocean. They are usually fair skinned and -haired and small of body.

abilities

base: +2 CON -2 STR +save vs fear +acid save +diciline +concentrate -lore -spellcraft
*at 6+: brave storms: fear immune 1 turn/level
*at 16+: 3/day throw harpoon(long range): if have a weapon of basetype spear in hand can throw it at a target that will have to make an opposed str roll of be pulled to the char. Each difference in size category doubles str bonus for this purpose.
*at 26+: 1/day summon sea: summon 4 elder water (summon type IX) elementals to help

*Sagath

Or the riders as the word means are a folk of “yellow” skinned horse people. They are in a constant conflict with the rohir and slowly winning it because of sheer numbers, as there are 60+ tribes with 100+ riders. They routinely use poison in their weapons and use ambushes and similar tactics. This has made the rohir call them evil, and although some of the tribes are really followers of the evil, most are just influenced by the evil forces' tactics. Sagath sport a brownish skin, that is often covered with large tattoos.

base: +hide +move silent -concentrate -save vs fear +dicipline +intimidate *at 6+: 1/day poison weapon: as lesser poison. *at 16+: 1/day disengage: force all enemies to reaquire targets. *at 26+: 1/day greater disengage: 10 seconds: cutscene invulnerable, cutscene ghost, ethereal, autocontrolled and running away from the nearest enemy.

High Men

(select race: human; bodytype large)

§High Man

The elite of men, produced from a mixture of some Elvish blood in Northerning Stock. Highmen are tall, muscular and blonde. Highmen have most of the important positions in the kingdom and rarely intermix with their lesser kindred. High Men are very strong and charismatic, but lacking in Dexterity and Wisdom. Their great frames can be intimidating to the lesser races, and they are in fact fearless, if somewhat indisciplined fighters. Due to their size, they have a hard time hiding and moving silently, but most of them would scoff at even trying. High Men often cast glamours to enhance their already considerable Charisma. More experienced High Men have learned techniques of shielding themselves from mindspells and to partly avoid physical damage in battle. Some even gain the ability to partly conceal themselves along the way.

*Northmen

Are of high mannish stock living in the Northeast corner of Myaasia. Their culture is a very martial one and therefore they are often called barbarians (although not usually to their face, since they tend to be very tall and muscular). Like other High Men, Northerlings - as they are also called - are very charismatic. Besides that they have no special strengths weaknesses or skills, that set them apart form other men, except for their high tolerance of frigid temperatures. They feel not at home in hot places though and tend to avoid large fires. Most northmen can cast minor spells that will protect them from the blast of the elements. More experienced northmen can extend the range of those spells to include companions, and some few have been known to bestow the effects of an Energy buffer upon all they travel with

*Rohim

The Rohim are of Northman stock. They are organised into 6 Tribes, with each subdivided into 5-10 clans. They are ruled by a council of 12 that are appointed for a nonfixed time period by the Fathing, The yearly meeting that is the highest deciding body for rohim. Each clan sends 6 men to represent it to the fathing, where each man has 1 vote and anyone can bring up any matter to a discussion and decision. Tribe Framsberges Located in and around the wading town of Ilianin, where the great western road crosses from the rohir plains to the Bogardis Barony of Carse. of the 6 clans, 5 are located in the town, Hos, Huv, Kau, Rof, Arin. The clan of Nif is located about 10 miles southwest of town. The Framsberges fight with javelins instead of bows. The tribal army is about 480 riders. Tribe Gramuz The Gramuzare located in the north around The old castle of Hornsburg. The castle and the valley behind is the shelter for the tribe. Of the 6 clans the Daier:s occupy the castle and the immediate surrounding, The clans of Inar and Nerevidi occupy the valley, and the clan Dukie is just outside the wall. Clan Kuzuk is about 8 miles south of castle and the clan of Herti is about 12 miles to west of it. Almost all of the Gramuz use composite long bows. Each clan can raise about 100 riders, making the total about 600. Tribe Aulgarthas The Aulgarthas are the biggest of the rohir tribes and consist of 10 clans situated at the city of Baldemar. All the tribes are located at the city at winter, but they disperse for summer, making Baldemar nearly a Ghost-town. Each clan can field around 120 fighters, making the grand total around 1200 Riders. The Aulgarthas have constantly 60 men to Baron Bogardis as his elite guard. Some Forces are driving a split, claiming that the Aulgathas are too big for their own good. They use composite shortows Tribe Aligartha Tribe Alighartha has 7 clans located around the Village of Zerim. Each clan can field around 100 fighters making the total to 700 fighters. They use composite shortbows as ranged weapons Tribe Padavsky Tribe Padavsky is located in the northern plains. They consist of 5 clans, being the smallest of the rohir tribes. Each clan fielding about 75 Riders, making the total around 375. Once the second in size, this clan has been really decimated by the frequent conflicts with the Sagath and some members are very critical about the decision to remain in the northern parts of plains. They use composite shortbows as ranged weapons Tribe Ciriothas Tribe Ciriothas is located at the Town of Berville. They consist of 5 clans, being the next smallest and the newest of tribes, having split from the Aligartha. Each clan can Field about 100 men giving a total of around 500. They use composite shortows as ranged weapons

Mixed Men

(select race: human) Mixed Men are a group of men with some attributes from common men and others from highmen.

*Myri

The Myri are descendants of a mixed mannish stock. They live in several small villages, loosely organised to a kind of tribal structure.

Burrows

The Burrows are roughly divided into Dwarves, Gnomes, Halflings, and chauns

Dwarves

(select race: dwarf)

Legend and song assert the dwarves to have been born of stone, naming them as sons and daughters of earth. They are a stalwart people, comfortable below ground, where they delve labyrinthine mines and palatial dwellings. The Dwarves are usually very trustworthy and keeping their word, many being overly sensitive to any implication of not being trustworthy.

There are four main groups of dwarves

Mountain dwarf

are stalwart people that live in deep mines and caves building magnificent cities underground. These are the best smiths and mechanics of all dwarves.

§Hill dwarf

are usually living on surface or in shallow caves in hill country, the ones most likely to find their way above ground and into adventuring.

*Duegar

a darkskinned group of dwarves, being probably the most warlike of all dwarves, this tendency for war has been used by evil on many occasions to pervert groups of duergar.

*Derro

a group of blueskinned dwarves they are the most chaotic of dwarves, being far more free spirited than other dwarves.

Halflings

(select race: halfling) Halflings are the smallest of the speaking people. They can be roughly divided into three subgroups:

Hobbit

average between 3 foot and tend to be fat. They have large, furry feet and almost always walk barefoot. They are inoffensive, liking the comfort of their villages. They love good food and drink and spend lot of their time at inn's and at their friends houses eating. Although quick and aqile, they prefer to take things slowly. This irritates some of the humans dealing with them as the hobbits seem to take forever to do even the simplest of things.

Stout Halfling

are a group of larger halflings averaging 4 foot and stocky build, and tending to be more muscular and more task driven. Appearing much closer to dwarves, both in personality and appearance. Normal halflings consider them to have abandoned the halfling virtues of hearth, relaxation and gardening.

Tallfellow Halfling

average 4 feet of slender build and combine many of the worst attributes of elves and halflings, being often irrelevat to an annoying degree. they are much more inclined to adventure and magic than normal halflings, often going to places just to see what is there.

Gnomes

(select race: gnome)

Gnome

s are short, bald, wizened men who usually live in shallow caves, being long lived, they often gather knowledge and lore as hobby. Many are also drawn to “tinkering” and creation of strange things and magic items that do strange things. Most are magicians of one sort or another.

Half-Gnome

*Chauns

(select race: ???) Chauns are a group of small beings that are mostly known for their craftskills. There are multiple types of them, the most common are detailed below.

*Leprechauns

are small, yet hearty creatures with red cheeks and smiling mouths, leprechauns are shoemakers. Always occupied with leather and needle in hand, a leprechaun creates the finest footwear to be found.

*Pech

are expert masons who work by starlight, the pechs retire to their burrows by day. Silverhaired and cloaked in grey the pechs are a fair people, small in size, yet usually untouched by evil.

*Elementals

(select race: half-elf; skin colour according to element)

basic

Elementals are basically divided into full elemental beings and partial elementals. Many people argue that the elementals should not be counted as intelligent races as they do not seem to have any common ground with non-elementals, but most scholars count them among races. Both types are divided into the six elemental groups according to the element they represent. Full elementals seem to be a collection of given elemental matter moving under “intelligent” direction. Partial elementals are creatures that have are part some other race, part elemental. Some of them can take on elemental form, others can use some other elemental abilities. Traits, that all half-elementals have in common are varying degrees of immunities and improved evasions to their elements: Fire for half-fireelementals, Cold and Acid for half-waterelementals, Electricity for half-airelementals and bludgeoning weapons for half-earthelementals. They also share a special vulnerability and reduced evasions towards their respective opposite elements. Experienced half-elementals can for short times take on elemental shapes, and some few are said to have managed to shield their equipment from the effects of those transformations, retaining full use thereof.

Additionally the halfelementals typically have the following traits and abilities:

*Half-Fireelemental

can use the spell Flamelash three times a day. Half-fireelementals do not recover when resting in cold areas.

*Half-Waterelemental

can use the spell Acid Arrow three times a day. Half-waterelementals can breathe underwater, but do not recover when resting in hot areas.

*Half-Airelemental

can use the spell Gedlee’s Electric Loop three times a day. Half-airelementals do not recover when resting in earthy areas. They are generally quick, but physically frail.

*Half-Earthelemental

can use the spell Endurance three times a day. Half-earthelementals do not recover when resting in lightning areas. They are generally very tough but they are not very dexterous.

Dragonkind

Dragonkind are a group races, that never grow old and with very powerful basic form, thus with enough time they can become extremely powerful. Rumours say there were or are twelve dragonlords, these are the ultimate expression of dragon form, basically being medium power gods.

True Dragons

These creatures of immense power are all extremely intelligent and capable of taking any form, in their natural forms they are very much elemental beings like the Greater drakes, but on more massive scale. They come in the six elemental varieties.

Greater Drakes

These Formidable Creatures are also known as elemental dragons, as they display a high disproportion of a given element. All of them are usually smart and much more formidable than lesser drakes. Typical Greater Drakes can take on small armies and win. Air Drakes are slightly see-through, as their element of air seems to be embodied in them, usually residing high up in lairs on top of clouds or at highest peaks Earth Drakes look massive and their movement seems to shake the ground, they usually live in caves far underground. Fire Drakes seem to be partly composed of fire, usually having lairs close to volcanoes or similar places of fire. Sea Drakes seem flowing around like water, their lairs are almost always under water, though many have favourite spots to relax on beaches too. Unlife Drakes are creatures of unlife, encountered in places with high unlife concentrations Life Drakes are extremely rare creatures of life.

Lesser Drakes

The most common type of drakes, usually known by their colours or the way they look. Even though they are the least of pure dragonkind, against most mortals they are still quite formidable. Most of the below given attitudes are of course stereotypes and as such should not be taken to apply to each individual. Red Dragons are the most covetous of all Dragons. Exceptionally vain, they are forever seeking ways of making other creatures pay them tribute. Black Dragons are evil-tempered, cunning, and malevolent. Especially fond of coins, they often question their humanoid prey about stockpiles of gold before killing them. Green Dragons are belligerent and prone to attacking without provocation. They make their lairs in old growth forests where they fly beneath the canopy. Blue Dragons are vain and territorial. They prefer to hunt on cloudless days, when their blue scales allow them to blend with the open skies. White Dragons are among the smallest and least intelligent of Dragonkind, they are mostly simple animalistic predators with a predilection for gems and frozen meat. Gold Dragons are graceful, sinuous, and wise. They hate injustice and foul play, often embarking on self-appointed quests to promote good. Bronze Dragons are inquisitive and enjoy polymorphing into animals to better observe adventurers. Fascinated by warfare, they'll eagerly join a just cause… for good pay. Silver Dragons are regal and statuesque. They cheerfully assist good creatures in genuine need, often taking human or elven form to maintain their anonymity. Copper Dragons are incorrigible pranksters, joke tellers, and riddlers. Most are good-natured but also have a covetous, miserly streak. Brass Dragons are talkative gossipmongers. They may have useful information, but usually share it only after long rambling and hinting for a gift.

Dragonbloods

Beings that re a mixture of dragon and other beings, like halfdragons. The form and power varies greatly depending on the parents. Some of the more powerful dragonbloods can temporarily or not so temporarily take dragonform. Traits, that all Dragonbloods have in common are varying degrees of immunities and improved evasions to their elements: Fire for firedragonbloods, reddragonbloods and golddragonbloods Cold and Acid for waterdragonbloods, blackdragonbloods and bronzedragonbloods Electricity for airdragonbloods, greendragonbloods and silverdragonbloods Bludgeoning weapons for earthdragonbloods, bluedragonbloods and copperdragonbloods They also share a special vulnerability and reduced evasions towards their respective opposite elements. Experienced dragonbloods can for short times take on dragonshape, and some few are said to have managed to transform their equipment along with them, retaining full use thereof.

Elemental Dragonbloods

(select race: elf; hair colour according to element) The Elemental Dragonbloods typically have the following traits and abilities:

Firedragonblood

can use the spell Flamelash three times a day. Firedragonbloods do not recover when resting in cold areas.

Waterdragonblood

can use the spell Acid Arrow three times a day. Waterdragonbloods can breathe underwater, but do not recover when resting in hot areas.

Airdragonblood

can use the spell Gedlee’s Electric Loop three times a day. Airdragonbloods do not recover when resting in earthy areas. They are generally quick, but physically frail.

Earthdragonblood

can use the spell Endurance three times a day. Earthdragonbloods do not recover when resting in lightning areas. They are generally very tough but they are not very dexterous.

Chromatic Dragonbloods

(select race: human) The Chromatic Dragonbloods typically have the following traits and abilities:

Reddragonblood

can use the spell Flamelash three times a day. Reddragonbloods do not recover when resting in cold areas.

Blackdragonblood

can use the spell Acid Arrow three times a day. Blackdragonbloods can breathe underwater, but do not recover when resting in hot areas.

Greendragonblood

can use the spell Gedlee’s Electric Loop three times a day. Greendragonbloods do not recover when resting in earthy areas. They are generally quick, but physically frail.

Bluedragonblood

can use the spell Endurance three times a day. Bluedragonbloods do not recover when resting in lightning areas. They are generally very tough but they are not very dexterous.

Metallic Dragonbloods

(select race: half-elf) The Metallic Dragonbloods typically have the following traits and abilities:

Golddragonblood

can use the spell Flamelash three times a day. Golddragonbloods do not recover when resting in cold areas.

Bronzedragonblood

can use the spell Acid Arrow three times a day. Bronzedragonbloods can breathe underwater, but do not recover when resting in hot areas.

Silverdragonblood

can use the spell Gedlee’s Electric Loop three times a day. Silverdragonbloods do not recover when resting in earthy areas. They are generally quick, but physically frail.

Copperdragonblood

Can use the spell Endurance three times a day. Copperdragonbloods do not recover when resting in lightning areas. They are generally very tough but they are not very dexterous.

Lizardfolk

Kobold

(select race: halfling)

Goblinoids

Goblins

(select race: gnome)

Goblin

*Half-Goblin

Hobgoblins

(select race: half-orc)

*Hobgoblin

*Half-Hobgoblin

Orcish

(select race: Half-Orc)

Orc

Greater Orc

Half-Orc

Orog

Uruk-hai

Quarians

The Quarians are a race of shapechangers that live on the southern continent. They can be loosely categorized in four major tribes. Most Quarians can take the shape of the Animal of their tribe for longer amounts of time. The more powerful the Quarian, the more powerful the animalshape. Some very powerful Quarians are said to have mastered the art of transforming their equipment along with them, retaining full use thereof. The Main tribes of the Quarians are:

The Malar

(select race: elf) The panther shapechangers of tribe [malar] are masters of stealth. It is nigh impossible to hear or see them if they don’t want to be found. Their senses are equally sharp and not much escapes their attention. They have trouble concentrating though, and their discipline leaves a lot to be desired. base: +hide +movesilent +spot +listen -concentrate -dicipline at 6+: panther shape 3/day at 16+: dire panther shape 3/day at 26+: Greater dire panther shape 3/day (fully use items and such)

The Bear Tribe

(select race: half orc) The warriors of the[bear tribe] all gain the strength of their patron animal. Unlucky for them they also inherit its manual abilities, which leads to them being a little clumsy. Unlike their brothers of the malar, they are very disciplined and highly focussed fighters, who wouldn’t hide from a battle even if they had the ability to do so successfully. Their hairy bodies – both in animal and human form – make them very vulnerable to fire based attacks, though they endure bitter cold without complaint base: +2 str -2 dex +concentrate +disicpline -movesilen -hide -heat resist +cold resist at 6+: bear shape 3/day at 16+: dire bear shape 3/day at 26+: Greater dire bear shape 3/day (fully use items and such)

The Vulven

(select race: human) Often mistaken for werewolves, the [vulven] are fast and dextrous hunters, who only lack something in concentration. base: +2 dex -2 CHA +hide +movesilent +spot +listen -concentrate -dicipline at 6+: wulf shape 3/day at 16+: dire wulf shape 3/day at 26+: Greater dire wulf shape 3/day (fully use items and such)

The Krat

(select race: dwarf) The small, stocky [krat] or boar warriors are nevertheless fearsome fighters. When they charge heedlessly into battle, it is only their battle savvy and their constitution that prevents their lack of planning from turning against them. base: +2 con -2 wis, +concentrate +disicpline +fear resist - move silently -hide *at 6+: boar shape 3/day *at 16+: dire boar shape 3/day *at 26+: Greater dire boar Shape. 3/day. (fully use items and such)

Giants

(select race: half-orc; large bodytype!)

All giants have inherited the superior strength of their parent race, though the lesser intelligence also seems to be a dominant trait. Most Half Giants Can make good use of their Strength by throwing big rocks at their enemies. Some Half Giants can even take the shape of the shape of their parent race for longer amounts of time. Some very powerful Half Giants are said to have mastered the art of enlarging their equipment along with them, retaining full use thereof. The races of giant-kin are as follows:

Half-Ogres

A [half-ogre] is a fairly typical type of half giant with no special abilities or weaknesses, besides those mentioned above. base: +2 STR -2INT *Special:level 6+: throw rock 3/day
*level 16+: Change into ogre 1/day
*level 26+: Change into true ogre 3/day

Half-Hillgiant

A [halfhillgiant] is a fairly typical type of half giant with no special abilities or weaknesses, besides those mentioned above. base: +2 STR -2INT, % immune bludgeon, % vulnerable lightning *Special:level 6+: throw rock 3/day
*level 16+: Change into hillgiant 1/day
*level 26+: Change into true hillgiant 3/day

Half-Mountaingiant

A [halfmountaingiant] has the same strengths and weaknesses as other giants, but he does not recover when resting in lightning areas. base: +2 STR -2INT, % immune bludgeon, % vulnerable lightning *Special:level 6+: throw rock 3/day
*level 16+: Change into mountain giant 1/day
*level 26+: Change into true mountain giant 3/day

Half-Ettin

A [halfettin] is a fairly typical type of half giant with no special abilities or weaknesses, besides those mentioned above. base: +2 STR -2INT, *Special:level 6+: throw rock 3/day
*level 16+: Change into ettin 1/day
*level 26+: Change into true ettin 3/day

Half-Firegiant

A [halffiregiant] has the same strengths and weaknesses as other giants, but he also has the same immunities and vulnerabilities as any fire creature, and does not recover when resting in cold or acidic areas. base: +2 STR -2INT, % immune fire, % vulnerable acif,% vulnerable cold, + save vs fire *Special:level 6+: throw rock 3/day
*level 16+: Change into fire giant 1/day
*level 26+: Change into true fire giant 3/day

Half-Frostgiant

A [halffrostgiant] has the same strengths and weaknesses as other giants, but he also has the same immunities and vulnerabilities as any water creature, and does not recover when resting in hot areas. base: +2 STR -2INT, % immune acid, % immune cold, % vulnerable fire, + save vs cold, + save vs acid *Special:level 6+: throw rock 3/day
*level 16+: Change into frost giant 1/day
*level 26+: Change into true frost giant 3/day

Half-Stormgiant

A [halfstormgiant] is atypical in that he does not inherit the usual strength of other half giants. Instead Half-Stormgiants are highly intelligent, lacking somewhat in wisdom though. Thus that race is perfectly suited for spellcasting professions, as those are not known for their great wisdom either. A Half-Stormgiant has the same immunities and vulnerabilities as any air creature, and does not recover when resting in earthy areas. base: +2 INT -2WIS, % immune electricity % vulnerable bludgeon + save vs electricity *Special:level 6+: throw rock 3/day
*level 16+: Change into storm giant 1/day
*level 26+: Change into true storm giant 3/day

Half-Troll

A [halftroll] inherits the strength of his parent race, but he is also quite frail of body. Additionally he is especially susceptible to fire or acidic damage. To compensate, half-trolls regenerate wounds at fantastic rates. Some very powerful half-trolls are said to regenerate the damage they take in battle faster then their enemies can inflict it on them. base: +2 dex -2 wis, +hide +move silent +animal empathy -concentrate -save vs fear +save vs poison +save vs disease.
base: +2 STR -2CON, vulnerable to fire and acid, regen.
*Special:level 6+: throw rock 3/day
*level 16+: Change into troll 1/day
*level 26+: Change into true troll 3/day

cerea1/players/races_of_myaasia.txt · Last modified: 2015/05/03 12:46 by 127.0.0.1