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[[ganymede:races]]


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Overview

There are six major races on Ganymede: Dwarves, Halflings, Gnomes, Elves, Half-Elves, and Humans. There is also at least one minor race: Half-Orcs.

Genealogically speaking, the major races in the world are descendants from two of the six major races. The elves gave birth to the half-elves, which in turn gave rise to the humans. The dwarves spawned both the Halflings and Gnomes in separate branches of evolution. At least, this is what the Elves, and Dwarves claim. Actual genetic evidence is impossible to determine, however, this does explain the interracial interactions. Elves tend to believe half-elves and humans inferior to them, while the Dwarves view gnomes and Halflings as cousins.

Major Races

Dwarves

The dwarven clans live under the eastern mountains. They operate in mostly independent kingdoms, yet the Conclave of Thanes is given great respect and deference. The dwarves are quite dour, and love to fight, hiring themselves out as mercenaries frequently. They also drink heavily, and border cities of other races tend to find themselves stocking up on Dwarven Death Wine to keep their mercenaries pleasant. Two divergent dwarf races exist, Shamic Dwarves of the deep desert and Illian Dwarves of the free city.

Culture

To a dwarf, family is everything. Each Clan is made of several families, and dwarves take three names, Family, Personal, Clan (i.e. Dūn Mortath Roundhammer) Families tend to vie for status and respect in the Clan, with age being granted greater authority and respect. A form of Elder Worship (similar to ancient China) is practiced. However, among non-dwarves, combat tends to be the only respected method of determining status. Conclave dwarves frequently suggest settling disputes with a game called Headbutt, Gut Shot, Groin Kick. Strangely enough not many other races like to play. Most dwarves outside of the homeland are part of mercenary bands, or the family of dwarven mercenary support. Dwarves do tend to be good crafters, and their skills can be found far and wide, especially shoe makers, as dwarven boots are some of the best around. The mountainous terrain discourages robes, skirts, and dresses; dwarves universally wear pants and other functional clothes. Functional also describes family units, as interfamily conflict is rare, most of them work together to expand their family power, with each member working for the whole of the family. This repeats itself at the clan level. The Shamic dwarves take this to an even greater extreme, whereas Illian dwarves are much more elven in their willingness to manipulate and deceive regardless of familial ties.

Stats

Shamic Dwarves
  • +4 Consitution, -4 Charisma: Shamic dwarves are hospitable but very mistrustful of intruders. The life in the desert has strengthen the physical body and mind of the desert dwellers.
  • Base land speed is 25ft. Shamic dwarves move faster over the sands than their brethren to avoid the desert’s perils
  • Darkvision: Shamic dwarves can see up to 60ft in the dark. This vision is black and white
  • Stability: Shamic dwarves are exceptionally stable on their feet. They receive a +4 bonus to resist bull rush or trip attempts when standing on solid ground.
  • Inborn Power: Shamic dwarves gain 3 extra power points at 1st level, regardless of class choice. These power points can be used to manifest vigor. If the dwarf takes levels in a psionic class, add these power points to the dwarf’s total and add vigor to his powers known. Dwarves use their inborn power at a manifester level equal to their character level and use Charisma to set the save DC, unless a psionic class dictates otherwise.
  • +2 racial bonus on saving throws against spells, psionic powers, and spell-like effects from innate resistance
  • +4 racial bonus against poisons. You can’t poison a shamic dwarf. Don’t even try.
  • Automatic Languages: Shamic Dwarven and Common. Bonus Languages: Dwarven and Terran
  • Favored Class: Barbarian. Shamic dwarves live a rougher lifestyle and cannot grasp a fighter’s discipline as well.
Illian Dwarves
  • +2 Constitution, -2 Dexterity, +2 Charisma: Illian dwarves are hardy like their mountainous cousins and more sociable. However, they tend to be more overweight and slow.
  • Base Speed is 20 ft. In heavy armor or carrying a heavy load, an Illian dwarf’s speed drops to 15 ft.
  • Low-light vision: Illians can see twice as far as a human in poor illumination
  • Stability: Illian dwarves are exceptionally stable on their feet. They receive a +4 bonus to resist bull rush or trip attempts when standing on solid ground.
  • +1 racial bonus on saving throws against poisons. They are stronger than the average human but have lost something living a relatively safe lifestyle.
  • +4 racial bonus on Appraise, Bluff, and Sense Motive checks. Illian dwarves are master traders and negotiators, having a natural love of the bazaar.
  • +2 racial bonus on Craft checks. These dwarves are especially skillful at mundane crafts, using this knowledge to make a living or haggle down a price.
  • Automatic Languages: Common and Dwarven. Bonus languages: Any (except secret like Druidic), as a trader race, the Illians tend to be well versed in many languages.
  • Favored Class: Bard. Illian dwarves tend to be slivertounged traders and masters of deception.

Halflings

Mostly contained in the coastal regions of the northern continental arc, and some exploration into the eastern mountains. A more wild species of Halfling lives out in the swampy western islands. Halflings spend much time acting as emissaries and traders, as their jovial natures ingratiate them well with most other races. Multiple Halfling dominated kingdoms participate in the Conclave, and are treated as equals.

Culture

Jovial small people, Halflings also have a family living structure, however they don’t form clans the way the dwarves do. Small family villages dot much of the continent, living in relative isolation. Individual Halflings however, can be found in almost every nation and profession. Halflings don’t have a nation in the same way as most other races. Some Halfling bands participate in the Conclave, some nominally live in the Republic, even a few exist relatively autonomously in the Empire. In general they tend to operate under village elders.

Stats

Wild halflings are identical to normal halflings except as noted:

  • +2 Dexterity, -2 Intelligence, -2 Strength. Wild halflings tend to be less educated than their more domestic counterparts.
  • Venom Use: Wild halflings are competent when using any natural venom or poison, such as Large Scorpion Venom. They never risk poisioning themselves when using natural venoms
  • Inborn Power: Halflings gain 3 extra power points at 1st level, regardless of class choice. These power points can be used to manifest missive. If the halfling takes levels in a psionic class, add these power points to the halfling’s total and add missive to his powers known. Halflings use their inborn power at a manifester level equal to their character level and use Charisma to set the save DC, unless a psionic class dictates otherwise.
  • +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic. At 5th level these bonuses increase to +4. At 10th level a halfling can make a standing long jump as if it were a running long jump and can engage in accelerated climbing without suffering the -5 penalty. At 15th level, the Climb, Jump, and Move Silently racial bonuses increase to +8.
  • Favored Class: Barbarian or Ranger (chosen at 1st level). Wild halflings are much more at home in a natural environment and have learned to use it to their advantage.

Gnomes

Some traditional gnomes still live in isolated settlements on the coast, and especially in the free city of Illian. However, the most common gnome is one a sea faring bent. The gnomes, after being forced off most of their land territory thousands of years ago, took to the sea, in giant Worldships created before the Ascension. They move cargo, maintaining a strong rule of the sea. There is an increase in gnome piracy with the increased size of the Elven Navy.

Culture

With the relatively few gnomes still living on land, most people only ever see the ocean going trading gnomes. The Worldships act as a safe hiding place and powerful defensive option for the gnomes, and the ancient artifacts used in their construction do a good job at providing for their populations. Gnomes are resourceful, and also master scavengers as living on self sufficient floating doesn’t leave much room for waste. This focus leads to very close knit communities, but not necessarily family units. Individual Gnomes are expected to self sufficient from a very early age. Each Worldship is governed by an Admiral, and all gnomes are actually under martial law. They are far less militaristic than Elves though.

Stats

  • Ocean Gnomes loose the +1 to illusion DC, all spell-like abilities, their racial bonus against kobolds and goblinoids, their dodge bonus against giants, their racial bonus to Listen checks, and their racial bonuses to Craft(alchemy).
  • Spell-like Abilities: 1/day—Water Breathing (3/day at 5th level), any ocean gnome with a Charisma of at least 10 also has the following spell-like abilities: 1/day—presdigitation, obscuring mist. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • +4 racial bonus on Craft, Disable Device, Use Magic Device, Open Lock, Profession (sailor), and Swim checks. The ocean gnomes have grown very technologically adept, and also are considered trained swimmers for the basis of taking 10 on swim checks.
  • Favored Class: Rogue or Wizard (chosen at 1st level). Many gnomes become pirates with their abilities aboard ships. Additionally, Worldships are large, complex magical creations. Gnomes spend great amounts of time trying to understand their floating homes, and are quite logical thinkers.

Elves

The elven empire spans a good deal of the southern continental reach. Their empire is run from the city of Kalit, a sprawling metropolis, and the largest city in the world. Elves, with their long lifespans, are not exactly the best race for lineage succession, and as such they are all inclined to subterfuge and cloak and dagger violence.

Culture

The Imperium, as the Elven Empire is generally called, is theoretically the most unified nation. Spanning most of the southern arm, all authority comes directly from the Emperor, and is dispersed by regional Governors. Emperors do not succeed each other hereditarily, rather a council of nobles selects the next emperor when the previous one dies (is killed). Therefore, inclusion in one of the couple dozen noble families is critical for most Imperial citizens, with most bearing a tattoo declaring their allegiance or lineage. Elves still reproduce at a rate similar to humans, reaching maturity at around 50, however, the taiga wastes of the south and swamps of the west keep their population numbers in check. Only about 1 in 3 elves lives to reproduce, 1 in 50 sees their hundredth birthday due to losses in their compulsory military service. After which point, losses continue to mount as political assassination is rampant. They may be effectively immortal, but an elf over the age of about 250 is rare, generally only seen in the patriarchs and matriarchs of noble houses. Military uniforms are common across the empire, as are robes, capes, and other suitably severe or imposing clothing. Women wear dresses of increasing complexity and intricacy based on their station, though they tend to be more form fitting and allow the wearer to retain mobility. Enchanted clothing, or Glamored armor are common. Slaves perform most of the manual labor, but are considered unsuitable for combat (glory is an Elven virtue). Food is mostly imported, with some grains being grown in the provinces. Fruits are a luxury, though enough grapes are grown in the coastal region to produce wine, and grain alcohol is common. Meat is standard fare, even for the lower classes. Names tend to be personal, followed by House, such as Rellian Marketh or Ultran of House Marketh. Emperors take a name at their coronation, similar to the way we name Popes.

The elves believe that only their civil precursors existed in the time prior to the Time of Struggles. They theorize that half-elves are a derivative species, further dividing into humans, rather than half-elves being a combination mating between human and elf. They use this to justify lesser opinions of both half-elves, and especially humans which they see as little more than degenerate mutants. This continues to the extent that the Imperium still allows slavery, particularly of humans. A similar opinion is held about the Dwarves, however they believe all Dwarf, Halfling, and Gnome variants are divergent evolutions. They hold a greater respect for their cousin races because of this.

Stats

(As PHB)

Half-Elves

Generally disliked by both their human and elven cousins, the half-elves hold onto their territory tenaciously. However, they have some of the best arable land, so although most other kingdoms dislike them, they do depend on them for foodstuffs. They half-elves elect rulers in a republican fashion, and all half-elven lands are quite united. Half-elves are tenacious, and enjoy showing up their phenotypic parents.

Culture

The half-elven lands are broken into states, each lead by a regional magistrate. Magistrates are elected to terms (varying in length and repeatability by state) by the state assembly, which is filled with a mixture of town selectmen and villiage elders. Each state then sends three representatives to the Republic Caucus, which then elects a Prime Minister from their ranks. Half-elves have a long tradition of public service, and wide spread suffrage granted to both men and women. Guilds are encouraged and regulated by the Caucus, and many towns have Odeons where citizen take part in their government in a rather Greek Process. Dress and diet are very similar to human lands, with officials wearing a toga as a badge of office. Coinage is standardized across the Realm, with the Caucus maintaining weights and balances. Government tends towards being very libertarian at the national level, and varying by local custom and desire as you move down into the states. Names tend to be a personal and regional combination, such as Armen of Farheight or Ellendria of Messitan. Appellations such as “the Great”, “the Monk”, “the Loud”, “the Vulgar”, “the Kind”, etc. are also reasonably common for particularly notable citizens.

Stats

(As PHB)

Humans

Humans are numerous and the majority of human civilization is on the northern half of the island of Menallia. The majority of the kingdoms are joined in a loose coalition, lead by a United Council, though the Council is almost never openly defied, it’s generally ignored. Humans are as variable and malleable as the PH would lead one to believe

Culture

As varied and eclectic as you can imagine. The majority, however, work like feudal to renaissance Western Europe. Most are kingdoms, lead by hereditary rulers, subdivided into Duchies, Principalities, Fiefdoms, and the like. Most humans have 2 names, personal then family, and royals or noble houses tend to accumulate extra family names to display lineage, though only the truly pretentious go beyond adding one or two. Serfs tend to be treated with basic human rights, if not real respect, and only the harshest lords keep the commoners tied to the land. Human kingdoms rarely war against each other.

Stats

(As PHB)

Minor Races

Half-Orcs

No overt civilization is entirely devoted to half-orcs. They are found living everywhere, with most found in Half-elf lands, enjoying equality and respect the half-elves are known to give any generally dismissed or distained race. Border communities near orcish and wild lands have a greater percentage of half-orc lineage. Found in the seedier parts of elven cities, and occasionally found as racially segregated units in dwarven mercenary troops.

Culture

Being an actual half-breed (unlike half-elves), half orcs are found spread around the world. As a culture, they tend to imitate the area they live in. They do tend to congregate and ghettoize in most cities, and do have a dramatic tendency towards being the urban poor.

Stats

(As PHB)