Bauhdenheim


The Nohrdic Islands... prior to the Linnorm War...

... Bauhdenheim, after its exile

The Nohrdic Islands once included a large Western island, whose people shared much in common with the humans of the island of Midland. This island was called Bauhdenheim, and they waged near constant war on the Nohrdics. Infrequently, the Bauhdenheimers shared alliances with the Trowlanders and Jotunlanders, but this all changed when Bauhdenheim struck a deal with the god Loki, earning the aid of the powerful Linnorm dragons in an effort to conquer the rest of the Nohrdic islands.

The rest of the islands banded together, turned on the Bauhdenheimers and beat back their legions and their dragons. Then, the three Sons of Ilmatar -- Vainamoinen, Ilmarinen and Leminkainen -- combined their magical powers and called upon their divine mother's aid to wipe all of Bauhdenheim clean from the face of Kulm.

Loki's influence was able to save a small portion of the island -- the Northeast-most tip, now known as the Isle of Linnorms -- but the rest of the land was shunted into an extra-dimensional space, its wicked people banished from Kulm forever.

The Bauhdenheimers are thirsty for revenge, and all too willing to side with the Dark Wrath, if it means a return of their homeland to the Kulmish world map.

Geopolitical Background

The last contact Bauhdenheim had with any other part of Kulm was 400 years ago, when the Bauhdenheimers unleashed an army of Linnorm dragons on the four Kingdoms of Nohrd. The only other nations they have any sort of contact with are those that belong to the Dark Wrath.

Internal Background

Like the other Nohrdic islands, Bauhdenheim is comprised of several different races. All of the races are more or less united in their faith in their Dark Gods, though they are also driven by fear to obey the command of Yngvi King-of-Lies, a demigod son of Loki himself, and the only mortal human that the Linnorms obey without question.

Niflgard- Herein dwells the human son of Loki, Yngvi King-of-Lies. The people here are a mixture of humans and Frost Giants, with the occassional Troll and half-breed Trollborn. Loki and his bretheren, along with Thrym (the lord of Frost Giants), are venerated here almost exclusively.

Mount Muspel- Formerly the tallest mountain in the Nohrdic Islands, Mount Muspel was also the region's most active volcano. Its activity and pressure releases are regulated by the massive foundries built by the Fire Giants who live all along the mountain's slopes, as well as within its crater. The Fire Giants are close allies of Niflgard, and produce most of Bauhdenheim's weapons and finished metal goods.

Pohj- A kingdom south across the gulf from Niflgard, whose population is a mixture of humans and Lempo. The Pohj are devout worshippers of Hiisi, Kiputytto and the Tuonelan Gods. They are ruled by Louhi and her son, Pohjolanpoika, both of whom are the sworn enemies of Ilmatar's three demigod sons. Pohj has sworn fealty to the King of Lies, but Louhi and her son are born schemers and long for some way to strike out on their own, away from the trickster Loki's domination.

The Linnorm Gate- All that remains of Bauhdenheim's connection to the world of Kulm is an extradimensional gate, suspended in the air over the sea of venomous acid that encloses Bauhdenheim's shores. The other side of the gate opens up on the Isle of Linnorms, which is all that remains of Bauhdenheim on Kulm. Travel by way of flying Linnorms is the only safe way to reach the gate... because of the venomous acid, and all that.

Dragon's Refuge- The dragon lairs that were once housed in the rookeries of Linnormen now lie south of the Linnorm Mountains. In the 400 years since Bauhdenheim's displacement, several new eggs have been produced, and new generations of Linnorm are being sped along their maturation with the help of the Dark Wrath's foul magics.
The eggs are watched over by a race of half-breeds, sired by humans mated with Linnorms who have the natural ability to shape-change. The most powerful of these are the Half-Midgard Linnorms, whose creation has the sanction of Loki himself.

Fensiren- Home to Bauhdenheim's population of trolls. Unlike the trolls of Trowland, the Fensiren trolls chose to side with Niflgard and their Linnorms. For this choice, they endured banishment along with the rest of Bauhdenheim.
Fensiren is home to both full trolls, and half-breed trollborn.

Allowable Races


Bauhdenheimer Humans

Bauhdenheimers are very similar to their Nohrdic kin, although their hair and skin tend to be slightly duller of hue, making them look gray or lifeless. They are a bitter people bent wholly on revenge, and dominated utterly by the iron-fisted rule of the King-of-Lies.
Humans dominate two main places in Bauhdenheim: Niflgard (where King Yngvi's fortress is located) and Pohj (which is the dominion of the Hag-queen Louhi and her son).

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: None. Humans, as standard, may dual-class instead.

Kit Allowances: The kits below are from the appropriate Brown Book.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Humans move at rate 12.

Bonus Languages: Common, and one other (either Trollspeak, Giantish, Lempo or Linnormish)

Special Advantages:
Character Gifts: Owing to their close association with the Nohdric Dark Gods, Bauhdenheimer humans may optionally roll for a Character Gift when they are first created. The Gift is only offered once, when the character is first created, and the player must abide by the result of the roll, even if he does not like said result. Consult the table below for the results of a Gift roll:

1d20 Roll
Gift
1
Bad Luck
2
Blood Feud
3
Family Outlawed
4
Ugly
5-12
No Gift
13
Courage
14
Good Luck
15
Handsome
16
Inheritance
17
Rune Lore
18
Second Sight
19
Seer
20
Title

Special Disadvantages:
None.

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Giants

When the Giant-kin of Jotunland revolted against the True Giants, two Giant clans fled to Bauhdenheim and pledged themselves to Loki's service. Vowing revenge against the Giant-kin races, they gladly joined in Loki's war against the other races of the Nohrdic isles, and thus suffered banishment alongside the men, Lempo, Trolls and Dragons.
The Fire Giants of Bauhdenheim maintain the furnaces of Mount Muspel, manufacturing weapons of war in huge quantities to prepare the Bauhdenheimers for their eventual war of revenge against the Nohrdics. The Frost Giants dwell in Niflgard and in the Dragon's Refuge, working alongside humans and half-linnorms.

Ability Score Adjustments: Fire Giant: +4 Strength, -2 Dexterity, -2 Charisma. Frost Giant: +3 Strength, -2 Wisdom, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's Handbook.

Hit Dice: By class. Fire Giants take +15 bonus hit points at first level, and Frost Giants take +14 at first level.

Natural Armor Class/Move Rate: 5; Fire and Frost Giants move at speed 15.

Bonus Languages: Common, Giantish.

Special Advantages:

(Fire Giants)
Giantish Toughness: As True Giants, Frost and Fire Giants have automatic Constitution scores of 19.
Giantish Strength: Giants of all classes can roll for exceptional strength, with a score of 18. All Giants must have a minimum strength score of 17.
Fire Resistance: Fire Giants are completely immune to normal fire and heat damage, including fire or heat based breath weapons. They are resistant to magical fire; such attacks inflict -1 hit point/die of damage.
Boulders: Fire Giants hurl boulders for 2d12 damage. They can catch such large missiles 50% of the time. If Fire Giants are in their native volcanic settings, near to lava pools or hot springs, they can heat their boulders for an additional 1d6 damage.
Natural Attacks: When unarmed, Fire Giants can attack with their fists for 1d8 damage.

(Frost Giants)
Giantish Toughness: As True Giants, Frost and Fire Giants have automatic Constitution scores of 19.
Giantish Strength: Giants of all classes can roll for exceptional strength, with a score of 18. All Giants must have a minimum strength score of 17.
Cold Immunity: Frost Giants are completely immune to cold damage, both natural and magical.
Boulders: Frost Giants hurl boulders for 2d10 damage. They can catch such large missiles 40% of the time.
Wyrmkin: Frost Giants can belong to the cult of Kotschtschkie, a Tanar'ric power with a bizarre fixation on Frost Giants. This demonic power's Wyrmkin priests have only the spell ability of Shamans, but are able to summon White Dragons starting at 4th level. A Wyrmkin may only have one summoned White Dragon at a time, and can summon Dragons of an age category equal to half the Wyrmkin's level +1, to a maximum of Mature Adult (7th age category).
Natural Attacks: When unarmed, Frost Giants can attack with their fists for 1d8 damage.

Special Disadvantages:
Size: Giants take damage as large creatures.
Experience Penalty: Except as Runecasters, Giants require double experience to advance in level.

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Half-Lempo

These creatures are found only in Pohj, and are the result of mingling between the Lempo and the humans of Pohj. In all ways, they resemble common Half-Orcs.

Ability Score Adjustments: +1 Strength and Constitution, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Cleric-Thief, Shaman-Thief, Witch Doctor-Thief, Fighter-Assassin, Cleric-Assassin.

Kit Allowances: The kits below are from the appropriate Brown Book, and also the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Half-Orcs move on land at a rate of 12.

Bonus Languages: Orcish, Common.

Special Advantages:
Infravision: 60' range.
Level Limits: Single-classed Half-Orcs with high prime requisite ability scores can increase their racial level limits. For each point of the class' prime requisite (Strength for Fighters, Dexterity for Thieves and Wisdom for Priests) over 16, the Half-Orc adds 1 level to his level limit.
Hardiness: Half-Orcs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.
Moose Command: Half-Lempo can influence and tame any moose, caribou, stag, deer, elk or similar antler-having creature as a Ranger of the same level.

Special Disadvantages:
None. 

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Half-Linnorm

The half-dragon spawn of the Linnorm dragons, Half-Linnorms are the caretakers of the hatcheries in Dragon's Refuge. Their scaly skin ranges from dull gray to bluish-green, depending on their ancestry.
The Half-Linnorms are one of the most revered and respected races in Bauhdenheim: their very existence is viewed as the embodiment of the covenant between Loki's children (especially Jormungand and Niddhogge) and the mortal humans who follow them.
Half-Linnorms come in three types.

•Half-Midgard Linnorms are the god-spawned progeny of the Midgard Linnorm, which is itself the sole mortal progeny of Jormungand itself. Bearing semi-divine blood, the Half-Midgards believe themselves to be the most powerful and important of the Half-Linnorms. This does little to endear themselves to the other two Half-Linnorm breeds.
•Half-Sea Linnorms are the children of the sea-bound Sea Linnorms. They are distinguished from others of their kind (when fully matured at 7th level) by various fish-like facial features (especially their fin-ridged ears, but males also sport small "beards" of fleshy tendrils).
•Half-Gray Linnorms are the spawn of the devious Gray Linnorms (naturally!). As their draconic features grow in, Half-Grays tend to lose their skin and hair color, eventually becoming completely gray across their whole bodies.

Ability Score Adjustments:

Half-Midgard: +2 Strength, +1 Constitution, -2 Wisdom, -1 Charisma
Half-Sea Linnorm: +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma
Half-Gray Linnorm: +1 Strength, +1 Dexterity, -1 Wisdom -1 Charisma

Class Restrictions:

Multi-Class Allowances: Fighter-Mage, Fighter-Cleric, Fighter-Thief, Thief-Mage, Thief-Cleric, Mage-Cleric.

Kit Allowances: The kits below are from the appropriate Brown Book, and also the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Half-Linnorms move on land at a rate of 15, and can swim at rate 12.

Bonus Languages: Common, Linnormish.

Special Advantages:
Fixed Abilities: At 5th and 7th levels, Half-Linnorms manifest physical characteristics that invoke their draconic natures. Respectively, these are the development of natural claws suitable for combat, and the ability to use a dragon's breath weapon. The strength and type of these are determined by the Half-Linnorm's ancestry:

Discretionary Abilities: At 2nd, 4th and 6th levels, Half-Linnorms manifest magical abilities that are derived from their draconic blood. At each of these levels, the Half-Linnorm's player may select a magical ability from the following lists, dependent upon the type of Half-Linnorm:

Special Disadvantages:
None. 

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Lempo

The Lempo are an evil goblinoid race vaguely resembling Orcs (to whom they are related). The Lempo are the spawn of the Dark God Hiisi, and serve Hiisi with unquestioning devotion. Unlike the Nohrdic Pukje Goblins, Lempo are enemies of mankind and of Nohrdic dwarves and elves.
As the minions of Hiisi, Lempo are the traditional allies of Louhi and her followers. They dwell with Louhi in the kingdom of Pohj, and are generally a party to all of Louhi's schemes.

Ability Score Adjustments: +1 Strength, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Special (see below)

Kit Allowances: None.

Hit Dice: By class. At first level, Lempo take +4 bonus hit points.

Natural Armor Class/Move Rate: 2; Lempo move on land at a rate of 12.

Bonus Languages: Orcish, Common.

Special Advantages:
Lempo Wizardry: Lempo are all treated as if they were multi-classed Witch Doctors. They receive their magical abilities directly from Hiisi.
Infravision: 60' range.
Mining Detection: Orcs can spot new or unusual construction 35% of the time, and sloping passages 25% of the time.
Battle Command: Minions, pets, familiars, followers and henchmen of an Orc character benefit from an Orc's fearsome presence in battle, and gain a +1 bonus to all physical damage rolls. This ability can only affect a number of creatures equal to the Orc's max # henchmen under the Charisma table, and it affects followers, minions or familiars (creatures who follow the Orc due to a class ability) before those that are henchmen or hirelings.
Hardiness: Orcs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.
Fierce Moose: At 4th level, a Lempo has the ability to summon a Moose companion. This creature will serve as a mount only for its Lempo master, and is always Evil in alignment (though it will match with its master with respect to Law and Chaos). 1/day, the Moose companion can breathe fire, equivalent to a Burning Hands spell. A Lempo may only have one Fierce Moose at a time. Should a Lempo lose his Fierce Moose in battle, he must petition Hiisi if he wishes to be granted a new one. (Hiisi is just as likely to grant this request as he is to turn the petitioner Lempo into a puddle of goo)

Special Disadvantages:
Light Sensitivity: Orcs fight with a -1 penalty to attack rolls and morale while in sunlight. This can be overcome with the purchase of the Survival: Daylight proficiency, which is always purchased with a cross-class penalty (even for warriors).
Experience Penalty: In order to advance, Bauhdenheimer Orcs require an additional 10% of the experience points required at each new level.

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Trolls

The Trolls of Fensiren split with their cousins in Trowland, choosing to side with Yngvi and his huge army of killer Linnorm Dragons. This ended up being, oddly, a very bad choice, since the Fensiren Trolls ended up banished with the rest of Bauhdenheim in a pocket dimension where the water was replaced by venomous acid. Seriously... how bad does that have to suck, for an entire nation of trolls to be zapped into a dimension where the oceans are filled with acid!??!

Ability Score Adjustments: +2 Strength, Dexterity and Constitution, -2 Intelligence, Wisdom and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Thief-Shaman, Thief-Witch Doctor.

Kit Allowances: Some of the kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's Handbook.

Hit Dice: By class, +6 hit points at first level.

Natural Armor Class/Move Rate: 9; Trolls move on land at a rate of 12.

Bonus Languages: Trollspeak, Jotun, Common.

Special Advantages:
Infravision: 90' range.
Unarmed Attacks: Trolls can attack with two claw-swipes (1d4 each) and a bite (1d8) if they are without weapons.
Climbing: Trolls can climb natural surfaces (trees, sheer cliffs, etc) with an 80% chance of success. Rogues' climb walls ability is not modified by this racial skill.
Regeneration: The Troll's signature ability, they can regenerate 3 hit points per round starting three rounds after they are first injured. Trolls can continue to regenerate, so long as they are not damaged to -10 hit points or lower.

Special Disadvantages:
Fire and Acid: Trolls cannot regenerate damage caused by fire or acid.
Size: Trolls are damaged as large creatures.
Distracted: Trolls have a 50% chance to break off a pursuit if they come across food while chasing a fleeing opponent/running somewhere/etc.
Thin Limbs: Trolls' appendages can be easily severed by a roll of a natural 20 with an edged weapon. Severed limbs continue to fight on their own, but are beyond the Troll character's control.

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Trollborn

The Trollborn are a unique half-bred race, sired of a union of trollish and human blood. They are found both in Fensiren and Niflgard, and as a race they represent the pact that binds the Trolls with Loki's human fellowship.

Ability Score Adjustments: +1 Strength, Constitution and Intelligence, -1 Wisdom, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage.

Kit Allowances: Some of the kits below are drawn from the Complete Book of Humanoids and the Complete Fighter's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Trollborn move on land at a rate of 12.

Bonus Languages: Trollspeak, Common.

Special Advantages:
Infravision: 60' range.
Regeneration: Trollborn can regenerate 1 hit point per round starting three rounds after they are first injured. Unlike true Trolls, Trollborn cannot regenerate if they are dropped below zero hit points, nor do their limbs continue to attack after being severed.
Climbing: Trollborn receive the Climbing proficiency free at first level.

Special Disadvantages:
Fire and Acid: Trollborn cannot regenerate damage caused by fire or acid.

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