Races

 

Stonebridge

 

" They say that we are rude and stupid, but we don`t refuse to aid any brother that asks for help. If the torannians at least consider that we are humans too, we might join them."

 

Baldin, leader of the south tribes

 

Rotunnians | Dwarves | Hobbits | Gnomes | Uldras

 

Rotunnians(Humans)

 

Overlook: Rotunnians are the barbarian men who populate the southern part of Stonebridge and the Rain Islands. Most torannians say that Rotunnians are less intelligent than they are, and do not consider them to be "noble" humans... Anyway, the brave Rotunnians just ignore their "words of wisdom," and don`t seem to have any fear from their civilized counterparts. Usually, Rotunnians just stay near the savage lands, because they really hate cities and everything related to an urban life. These folks are strong and very healthy, males usually have large shoulders and long hair, females don`t differ much from the torannian ones. They like to wear hides, girdles and basinet helms adorned with fierce bone horns. Of course, females just wear common clothing. Rotunnian warriors are very savege and fight with unmatched enthusiasm. Magicians are very, very rare to find within these folk, but clerics of the barbarian gods are very useful for the leaders of tribes, to keep tribe members happy and united. Rotunnian thieves tend to be pirates that go for Zirmandia, hoping to join some syllian orc boat, and are hated even by their own.

Height: 52/50 + 2d10

Weight: 175/150 + 10d10

Starting Age: 14 + 1d4

Maximum Age: 65 + 2d20

Aging: 45/60/90

Racial Adjustments: +1 Constitution

Ability Requirements: 3/17 Int and Wis; 3/18 Dex and Cha; 5/18 Str; 8/18 Con

Special Bonuses: None

Special Hidrances: -2 reaction adjustment against torannians; Starts with half of the starting money.

Allowed Classes: Bard and Fighter(U); Mage and Druid(7); Cleric and Thief(15); Ranger(18).

Thieving Skill Adj.: None

Rotunnians
Draw by Marcio Guimarães, colors (?) by Rafael Arrais.

Role-Playing a Rotunnian: You are a savage, a barbarian, a being of the wilderness, and you are very proud of who you are. The other civilized races think you are just rude and stupid, but you know that your folks have a strong culture too. Your race may not be the wisest and advanced there is, but you know that you are much more than just a "man of the savage lands". You know the secrets of nature, the art of survival, and the ways of the great battles. You will always have the wild winds blowing past your face, and the immovable ground in silence just below your feet... As long as they are with you, you will be a barbarian.


Dwarves

 

Overlook: Most dwarves live at the fantastic city that is also the symbol of their pride: The High Helm, a city craved between the gargantuan walls of pure rock of the Rotunn Mountains. Males like to wear leather tunics and boots, females prefer silk blouses and fine dresses. So, you must know that all dwarves like to wear good clothing. Also, males do treat their beards as relics, and may kill someone that cut it. Dwarves make fierce warriors because of their amazing endurance. Clerics pray to the mountain gods, and some also pray to Thr, a dwarven god. Thieves don`t seen to be as agile as most dwarves, but are still tough.

Height: 43/41 + 1d10

Weight: 130/105 + 4d10

Starting Age: 40 + 5d6

Maximum Age: 250 + 2d100

Aging: 125/167/250

Racial Adjustments: +1 Constitution; -1 Charisma

Ability Requirements: 3/17 Dex and Cha; 3/18 Int and Wis; 8/18 Str; 11/18 Con

Special Bonuses: Constitution Saving Throw Bonuses(see player`s handbook); 20% chance of malfunctioning when using any non warrior magical item; +1 to hit orcs, half-orcs, goblins and hobgoblins; -4 AC against ogres, trolls, ogre magi, giants and titans; Infravision: 60 feet; Detection Abilities(see player`s handbook).

Special Hidrances: None

Allowed Classes: Cleric(10); Thief(12) and Fighter(15).

Thieving Skill Adj.: OL(+10%); F/RT(+15%); CW(-10%); RL(-5%).

Dwarves
Draw by Marcio Guimarães, colors (?) by Rafael Arrais.

Role-Playing a Dwarf: You are a child of the mountains. Your people live at the Rotunn Mountains, in the amazing city called The High Helm. You are bound to the underground: the mining, the jewels, the steel, the rocks and metals... You feel safer near the stones and grand mountains, because you know their secrets, and they know yours. Your race has strong beliefs and very specific symbols of heraldry. The long beard symbolizes health, the axe represents the glorious skills of battle, jewels represent all wealth, and the girdles represent authority. The mountains are your supreme father, and for them you fight all your battles.


Hobbits

 

Overlook: Hobbits are the child-like ones who live in the plains east of Soldur. They have the backs of their hands and feet covered with hair, and are so small that they really do look like the toranian children. Both males and females like to wear light clothing, and they rarely use any metal armor, mostly because armor made for people of their size is very rare. Fighters tend to use their superior agility to compensate their fragile muscles. Clerics are adepts of the torannian urban gods, and most of them live at Soldur with all the other Hobbit priests. Hobbit thieves are masters of the art of escape, and most go to Mahul Maakh in the search of magical jewels and glorious adventures.

Height: 32/30 + 2d8

Weight: 52/48 + 5d4

Starting Age: 20 + 3d4

Maximum Age: 100 + 1d100

Aging: 50/67/100

Racial Adjustments: + 1 Dexterity; -1 Strenght

Ability Requirements: 3/17 Wis; 3/18 Cha; 6/18 Int; 7/18 Str*(fighters do not roll for exceptional strength) and Dex; 10/18 Con.

Special Bonuses: Constitution Saving Throw Bonuses(see player`s handbook); Bonus to save versus poison equal to the constitution usual bonuses; +1 to attack rolls when using throw weapons or slings; Bonus to surprise opponents(see high elves); 15% chance to have 60 feet of infravision, if fails still have 25% chance of having a reduced infravision of 30 feet; Detection Abilities(see player`s handbook).

Special Hidrances: None

Allowed Classes: Cleric(8); Fighter(9) and Thief(15).

Thieving Skill Adj.: PP(+5%); OL(+5%); F/RT(+5%); MS(+10%); HS(+15%); DN(+5%); CW(-15%); RL(-5%).

Hobbits
Draw by Rafael Arrais.

Role-Playing a Hobbit: Peace and freedom are the two main objectives you strive for. There are many great values among the lands, but nothing can buy the happiness that you feel in being a free and peaceful. Some Hobbits may decide to go on adventures throughout the world, in search of jewels and adrenaline, but even they will return some day, because no hobbit can live much time outside their rounded houses and their long smoke-pipes. One thing you will always know: there`s no better place in the world than the hobbit lands, and no better ways of life than the ones that you have always known.


Gnomes

 

Overlook: Gnomes live very near to the Hobbits, but their villages are in the hills rather than in the fields. They have some similarities with the dwarves, but their cultures are almost opposed. Gnomes are master inventors and engineers, they love mathematics and physics and very often are called on by the wise talanthians to aid with their studies. Tough gnomes don`t seem to be a very adventurous race, and will only enter any long travel or quest if some new discoveries are involved. Gnomish clothing is very much like that of the Hobbits, but males tend to use all kinds of hats. Gnomish warriors are very rare, but these ones often make use of their newest weapon, the Powder Wand (arquebus), that functions by the use of something called "powder". Some gnomes have learned the secrets of illusionary magic and become skilled mages. Clerics worship the urban gods, but they tend to stay at home rather than live with others at Soldur. Gnomish thieves are also rare to find, and, as you might guess, they love to steal anything that looks like any sort of new technology.

Height: 38/36 + 1d6

Weight: 72/68 + 5d4

Starting Age: 60 + 3d12

Maximum Age: 200 + 3d100

Aging: 100/133/200

Racial Adjustments: + 1 Intelligence; -1 Wisdom

Ability Requirements: 3/18 Dex, Int and Wis; 6/18 Str and Int; 8/18 Con

Special Bonuses: Constitution Saving Throw Bonuses(see player`s handbook); 20% chance of malfunctioning when using any non-warrior/illusionist/thief magical item; +1 to hit kobolds and goblins; -4AC against gnolls, bugbears, ogres, trolls, ogre magi, giants or titans; Infravision:60 feet; Detection Abilities(see player`s handbook).

Special Hidrances: None

Allowed Classes: Cleric(8); Fighter(9); Thief(13) and Illusionist(15).

Thieving Skill Adj.: OL(+5%); F/RT(+10%); MS(+5%); HS(+5%); DN(+10%); CW(-15%).

OBS: I found a site with very original rules for gnomish inventions. Its called Enigma AD&D Page.

Gnomes
Painting by Marcio Guimarães.

Role-Playing a Gnome: Mastering the sciences is the key to mastering the world. A fierce mind is much better than a strong body, and the correct mathematical calculation is much better than the non-linear study of magic. Your race has gained the gift of understanding the great sciences of existence. Physics, mathematics, chemistry, engineering... Your race has started all the important studies and researches in the scientific field. Science is your best friend, because from the day you have finally mastered it, it will never ever betray you.


Uldras

 

Uldras are the folk who live in the woods near the Great Water. They look just like a gnome, but are leaner and a little bit taller when compared. they have white, discolored hair, long ears, and pale gray skin. Males usually grow long beards, females like to wear ponytails. All of them appear to have long and agile fingers on both hands, and the same type of toes on their feet.

This race is known for having a great sense of wisdom, because they rarely leave the forest; having a calm and peaceful life in their villages, which are open to the powers of nature. Some say that uldras never leave their homes because they aren't in good enough health to travel around the world... The fact is, these folks are rarely seen within urban areas, mostly because they are connected with nature -- its forests and its rivers.

So, uldras are calm and gentle people, with a great affinity with nature and its secrets. Usually they find themselves with a vast knowledge at the end of their lives, generating one of the most cultural races of the world.

They use very stylish clothing, and most of them wear a long, conic hat on their head.

Usually, they don`t use metal armor or weapons, but this is merely a preference, and no penalties are given to them if they do. By the way, Uldras like the aspect of using natural stuff so much, that they have a +1 to hit rolls with any kind of wooden weapon (including wooden bows, but not crossbows).

Uldras have a good infravision just like Gnomes, and can see for up to 60 feet in the dark.

Because of their deep connection with nature and the elements, Uldras became resistant to elemental based magic. They gain +2 to his saving throws against all elemental spells and elemental magic of any kind.

Uldras have a natural empathy with non-hostile animals, having a permanent +3 to reaction rolls against them.

Uldras can note if a passage is up or down grade 75% of the time(roll a 1,2 or 3 on 1d4), also, they can determine direction half of the time(roll a 1,2 or 3 on 1d6).

Finally, Uldras receive +1 to their Wisdom and -1 to their Constitution.

 

Height: 40/38 + 1d8 Weight: 62/58 + 3d6 Startin age/Aging: like gnomes

Allowed Classes: Fighter(10 maximum level), Ranger(13), Cleric(8), Druid(11) and Thief(12).

Racial Ability Requirements: Strenght(5/18*do not roll for exceptional strength), Dexterity(3/18), Constitution(7/18), Intelligence(7/18), Wisdom(4/18), Charisma(3/18).

Thieving Skill Adjustments: PP(+5%), OL(+5%),MS(+15%), HS(+10%), DN(+5%), CW(-15%).

Final Notes: Uldraric rangers are known as wanderers of the savage lands, and unlike their people, they have chosen the path of a nomadic life. Usually, uldaric druids never leave their home forest, breaking this code only to carry out vital tasks for their superiors, or to preserve their home against intruders or eminent destruction.

Uldras
Draw by Marcio Guimarães.

Role-Playing a Uldra: Air for the thoughts, water for sensibility, fire for intuition, earth for the sensations... Nature rules our lives, and by studying and loving it, you will become wise and powerful. The elements are your grand guides, the trees your major security, and the animals your most trustable friends. The other races don`t even have a clue of the secrets your race knows, they simply can`t understand what is invisible to their ignorant eyes. But you, you know the truth of nature, and you will always search its mysteries. Until the day that you will be able to see the darkness fast enough to win the sunbeam.

 

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

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