Races

 

Dardeeh, Khitai and Syll

 

" I see all this people of Torann and Stonebridge, thinking that they know very much about our lands… they are pathetic, and clueless about the real size of the world… "

 

Kithz Kopesh, dardean trader

 

Dardees | Khitaians | Syllian Orcs

 

Dardees(Humans)

 

Overlook: Dardees, also known as "daredees", are the brave people who dare to live in the greatest of all deserts, The Sand Ocean. They are survivalists, who work hard, day after day, gaining their food and water from the sand... Of course most of them build their villages at some of the rare oasises, but a few actually live by wandering the savage lands of Dardeeh. Dardees like to use very light clothing, because of the heat of the desert, and men wearing any metal armor are quite impossible to find, unless they leave their homelands. Most of them use caps and tunics to protect their skin from direct sunlight. Dardean warriors are very common to find, and almost all of them have high survival and endurance skills. Magicians are rare and tend to live within the security of a villiage in an oasis. Priests are so rare in the desert, that only one oasis actually has a church. Dardean thieves tend to be very agile and skilled in the pick pocket and move silently skills.

Height: 50/48 + 2d10

Weight: 170/150 + 10d10

Starting Age: 15 + 1d4

Maximum Age: 70 + 2d20

Aging: 45/60/90

Racial Adjustments: None

Ability Requirements: 3/18 All

Special Bonuses: Since dardees are prime survivalists, all of them start automatically with the survival (desert) and direction sense proficiencies, with no cost.

Special Hidrances: Starts with half the starting money.

Allowed Classes: Bard, Fighter, Ranger and Thief(U); Cleric(8); Mage(12).

Thieving Skill Adj.: PP(+10%); MS(+5%).

Dardees
Draw by Rafael Arrais.

Role-Playing a Dardee: Time means hard work, and life is equavilent to survival. The Sand Ocean is your home, it burns your skin and laugh at your fragilness, but you are still there, surviving, because it's the only thing, the best thing, you can do. The oasises are sporadic paradises along the great hell that is the seas of sand. Water is the most sacred thing to your people, for it you search, fight, and live. That`s your culture, the country of sand, and as long as people call you a "daredee", you will retain the great honor of belonging to it.


Khitaians(Humans)

 

Overlook: Khiatainas are the humans from the distant and cold north. They have their own culture and education, and are quite different from the other humans in this topic. Their appearance is very calm, and almost all of them have distinct, almond-like eyes. They also wear very strange clothing, with robes and bandanas, and very often have some strange tatoos on their upper-body. Most important of all, Khitaians must follow a strict code of honor, and we know that any Khitaians deserted from their cities or villages by some evil act are known as "ronins". We know this because it is usually these ronins that travel the long distance between our countries and tell more about their culture. All we know about Khitaian warriors is that they use very weird weapons, like the katana and the shruiken. Some say that Khitaian magicians are quite powerful, but they never leave their lands. A few of the Khitaian gods are known by our priests, and we think they have clerics too. Khitaian thieves are known as "nightblades," and they are skilled assassins that sell their skills to the evil Khitaian lords. Obviously they are very feared, and hated, among their folk.

Height: 45/42 + 2d10

Weight: 150/125 + 10d10

Starting Age: 100 + 5d6

Maximum Age: 70 + 2d20

Aging: 45/60/90

Racial Adjustments: None

Ability Requirements: 3/18 All

Special Bonuses: None

Special Hidrances: None

Allowed Classes: All(U), excluding Druid and Paladin.

Thieving Skill Adj.: MS(+5%); HS(+5%); RL(-5%).

Khitaians
Draw by Rafael Arrais.

Role-Playing a Khitaian: Honor is everything. You cannot be a great warrior, a wise magician, a faithful priest or a skilled rogue without having honor within your heart. Honor has nothing to do with good or evil, it is very much above them, and you had always known that. The only person to whom you have to prove something is yourself, because in the end, only you will judge yourself, and discover if inside you there is honor or vileness... Until that day, you will continue to walk through the cold of Khitai, surviving with the guidance of your heart, and the agility of your mind.


Syllian Orcs

 

Overlook: These are the orcs who inhabit the Syll islands, they are rude pirates who have a dastardly reputation along the coasts. Syllian orcs differ from the barren orcs in both body shape and culture: Syllians are more thin and agile, and also doesn`t seem to bother with the effects of sunlight. Actually their skin is almost brown, instead of grey, and they commonly have many tatoos among their bodies. Culturally, Syllians seem to be more advanced, particularly within the topics of navigation and construction. They like to use all kinds of leather armor, and will rarely use metal armor because of its weight. Skullcaps and long pants are also part of their clothing. Syllian warriors are known as "the tough crew" among their own. Mages don`t exist among them, and clerics are very rare to find. Thieves are the most common to find, and almost all of them are skilled pirates that pillage and plague the eastern coasts of Torann and Stonebridge.

Height: 55/50 + 3d6

Weight: 150/140 + 8d10

Starting Age: 15 + 1d6

Maximum Age: 100 + 2d20

Aging: 50/75/95

Racial Adjustments: +1 Dexterity; -1 Charisma

Ability Requirements: 3/17 Wis and Cha; 3/18 Int; 6/18 Str and Dex; 8/18 Con.

Special Bonuses: Constitution Saving Throw Bonuses(such as dwarf on player`s handbook); +1 to hit dwarves, goblins and hobgoblins; Since they are very bound with the sea, all of them start automatically with the seasmanship proficience, with no cost.

Special Hidrances: 30% chance to malfunction when using non warrior magical items; -3(-6 if they become a famous pirate) reaction adjustment against humans, elves and dwarves.

Allowed Classes: Cleric(8); Thief(15) and Fighter(12).

Thieving Skill Adj.: PP(+10%); OL(+5%); DN(+5%); RL(-10%).

Syllian Orcs
Draw by Rafael Cabral (RASH).

Role-Playing a Syllian Orc: You are a child of the sea and the winds. Like the birds, you follow the breezes, free of heart, and with an eye kept on the fish. You don`t have to work, because the other races are always doing that for you, and you just have to come, from time to time, to take a bit of their treasures... There`s no shame for you in doing that. That`s your culture and your love. Strike hard, fast, wisely, and then run away to hide again. The Syll islands or the great pirate ships are your only known home, but even they aren`t totally trustable. Yes, mariner, your best friend is your eyes. Look carefully, catch it at the blink of an eye, hide as fast as you can, then hope to continue living free, always miles away from the cages.

 

* Special thanks to Jay for the spelling revision on this page

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