Races

 

Torann

 

" Sometimes the most common of the races can be the most heroic, or the most dastardly…"

 

Ultar, Governor of Talantha

 

Torannians | High Elves | Barren Orcs | Half-Elves

 

Torannians(Humans)

 

Overlook: Torannians are the most common folks of the Torann country. They are the race with the most variations among them, some are strong and tall, while others are thin and short. You can`t define this folks entirely, but here I will try to give you some of their habits. Torannians are mostly urban, and tend to agglomerate at huge cities other than make various towns. They are normally united and will aid anyone of his own as possible. Some of their favorite clothing are tunics, vests, dresses, cloaks and sandals. Torannian warriors tend to be very adventuring, except the paladins that must follow their governors. Mage torannians usually make a long life of study in the Magic House, to become travelers only when they fell enough wise and powerful to do it. Priests usually believe in the urban gods, and many of them live at Soldur, as you might expect from a priest. Torannian rogues tend to live at populated cities like Talantha, Bak and Zirmandia, and they are experts in dealing with the thieves and pirates that plagues the urban areas.

Height: 50/48 + 2d10 (ex: a 5 and a 8 would result in a 6’3’’male)

Weight: 170/150 + 10d10 (in pounds)

Starting Age: 15 + 1d4

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)

Thieving Skill Adj.: None

Torannians
Draw by Rafael Arrais.

Role-Playing a Torannian: You are the main race of the world. From your civilization came all the major legends, culture and advances of the world. You deserve to be the ruler of all other races, cause its your people who had built all the great cities, and researched the deep sigils of the arcane arts. You accept and respect all the other races, but you must demand their respect too, cause you belong to the most great race of this lands.


High Elves

 

Overlook: High elves live at Mahul Maakh and are very noble, some say just arrogant. They tend to be taller and slimmer than normal humans, with beautiful faces and shinny hair. This folk are somewhat bound with the protection of the forests, and doesn`t like to stay much time at the urban areas. Almost all of them like to hear robes and long dresses, but some warriors often abide from that clothing to use armors and stuff. High elven warriors tend to be more agile than strong, being very good archers. The magicians are feared among the lands because they are all skilled and powerful. High elven priests believe in the gods of nature, but there are some that pray for the urban gods too. The rogues tend to be outlaws, and they love to steal jewels particularly.

Height: 55/50 + 2d10

Weight: 90/70 + 5d8

Starting Age: 100 + 5d6

Maximum Age: 350 + 4d100*see player`s handbook

Aging: 175/233/350

Racial Adjustments: +1 Dexterity; -1 Constitution

Ability Requirements: 3/18 Str and Wis; 6/18 Dex; 7/18 Con; 8/18 Int and Cha

Special Bonuses: 90% Resistance against Sleep and all Charm-related spells; +1 to attack rolls when using any bow other than the crossbow, short and long swords; -4 to opponents surprise rolls if alone(or with other elves and hobbits) or 90 feet away from his party, and not using any metal armor. –2 if he needs to open a door or screen to attack; Infravision:60 feet; (1 on 1d6) chance of locating secret doors when passing within 10 feet. (1-2) chance if searching, and (1-3) for concealed portals(if searching too).

Special Hidrances: None

Allowed Classes: Cleric, Fighter and Thief(12); Mage and Ranger(15).

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

High Elves
Draw by Rafael Arrais.

Role-Playing a High Elf: You are the most magical and intelligent race of the world. The other races can`t understand the magical secrets that is natural to your race`s living. You are the noble race chosen by the gods and the nature to know the mysteries of the faeries, the secrets of the charming, and the lessons of a long timed life. You are a descendant of the Mahul Council, and you must always respect the elven rule to not ever reveal the location of your mystical villages inside Mahul Maakh to the other races. You can go on adventuring all the lands, but you will always be deep connected with your home forest.


Barren Orcs

 

Overlook: These are the orcs who live at the underground caves of the Barren Montains. They are taller and stronger than the normal humans. Their appearance resembles primitive humans, with gray skin and coarse hair, their faces also can be compared to the face of a common pig. They doesn`t seen to use very noble clothing, and most of them use rags and such just to cover their bodies. Most of them are excellent fighters, and normally combats with incomparable rage. The few priests usually trust in the gods of the mountains, but some appear to follow demoniac gods. Thieves are the most common folk at cities like Sur and Niadia.

Height: 60/55 + 3d6

Weight: 190/180 + 10d10

Starting Age: 15 + 1d6

Maximum Age: 100 + 2d20

Aging: 50/75/95

Racial Adjustments: +1 Strenght; -1 Charisma

Ability Requirements: 3/17 Int, Wis and Cha; 3/18 Dex; 9/18 Str; 12/18 Con.

Special Bonuses: Constitution Saving Throw Bonuses(such as dwarf on player`s handbook); +1 to hit dwarves, goblins and hobgoblins; Infravision:60 feet; Same detection abilities of dwarves(see player`s handbook).

Special Hidrances: -1 to their attack rolls on sunlight; 30% chance to malfunction when using non warrior magical items; -3 reaction adjustment against humans, elves and dwarves; Starts with half of the starting money.

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

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

Barren Orcs
Draw by Marcio Guimarães.

Role-Playing an Barren Orc: Every other civilized race thinks you are just a monster that came out of the Barren Mountains, and you must prove to them that you can make the things as good as any other race. Now that Zurtak has taken Sur and opened its portals to the humanoid races, you can work to show all the others that your race can run and manage a city as well as anybody. You are strong enough to enter any war and survive, cause you have passed many oppressions and intolerance before, and now its your time to teach the others how the orcs do fight a battle... With fierce skills and steel minds.


Half-Elves

 

Overlook: Half-elves are the breed originated by a torannian human and a high elf parent. Because their parents are both considered noble races, they are the only mixed race that others treat normally and without much repugnance. As you bet, their appearances, clothing and skills vary between humans and elves. Generally, they posses a human father and an elven mother, because usually are the humans who don`t resist the charm of the female high elves! Half-elves normally live at the cities, and only a few ones are accepted inside the Mahul Council.

Height: 53/50 + 2d10

Weight: 120/100 + 8d10

Starting Age: 15 + 1d6

Maximum Age: 125 + 3d20

Aging: 62/83/125

Racial Adjustments: None

Ability Requirements: 3/18 Str, Wis and Cha; 4/18 Int; 6/18 Dex and Con.

Special Bonuses: 30% Resistance against Sleep and all Charm-related spells; Infravision:60 feet; (1 on 1d6) chance of locating secret doors when passing within 10 feet. (1-2) chance if searching, and (1-3) for concealed portals(if searching too).

Special Hidrances: None

Allowed Classes: Bard(U); Druid(9); Mage and Thief(12); Cleric and Fighter(14); Ranger(16).

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

Half-Elves
Draw by Rafael Cabral (RASH).

Role-Playing a Half-Elf: Life have always showed two distinctive paths to you... You are not entirely human, and so you still have a connection with the Mahul forest and its mysteries. But you are not elven too, and you just don`t see the life with their noble and ancient eyes. Maybe you are both human and elven, maybe you haven`t anything to do with them. Both ways will lead you to the same concept, tough: That you must think for yourself, cause you are your only real parent.

 

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

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