Nohrd

The Nohrdic Islands are a small chain north of Iiso and West of the Hordelands. Several of the Trolls, Ogres and Goblins who now live in the Hordelands can trace their ancestry back to humanoids who emigrated from these islands long ago.
The population of Nohrd is a mixture of humans, goblins, elves, dwarves, giant-kin and trolls. As the Nohrdic islands presently exist, all the races are at peace with one another, but there was a time when mankind, valkyries and the Aesir gods stood alone against all of Nohrd's various humanoids. Having put the internal violence to rest long ago, the Nohrdic peoples are now focused on looking outward, directing their energies especially toward exploration and the humanistic sciences. Several prominent Nohrdics, such as Thor Heyerdahl the Norgeman, are renowned Archaeologists, and many Nohrdics of all races lend their expertise as linguists and interpreters for diplomatic purposes.
The Norhdics have also established colonial holdings in New Pallin, in the frozen northern reaches of that continent, based out of the stronghold city of Eriksland.
Geopolitical Background
Nohrd is a peaceful, neutral nation. As such they get along famously with the Ghedans, and work passionately toward upholding and supporting Ghed's ideals of world peace. They have also lent considerable aid and support to such endeavors as the Armistice Academy, as part of a belief in the ideal of education as a tool for building bridges between nations. The Nohrds are also heavily involved in humanistic political activism worldwide, in particular in the colonies of the Pallinite Empire, where their observers take it upon themselves to ensure that all colonial citizens are given the full rights and priveleges of Pallinite law. They are currently collaborating with Pallinite authorities in Atalanta, working on a way to ensure universal suffrage for Atalantans in the parliamentary process (currently, Atalantans cannot vote because the Pallinites haven't been able to work around the difficulty of using paper ballots underwater).Nohrdics are also involved in Archaeological and Anthropological studies across the world. They have taken especial interest in the Saqqa desert and the jungles of the Far World. Nohrdic scholars are endlessly fascinated by the ruins of these ancient pyramid-building peoples, and have set up permanent research posts throughout these territories.
Internal Background
The one great struggle which united all of Nohrd's races together was the rise of the Linnorms -- the Norse Dragons. Dragonkind is not unknown on Kulm, and the various breeds of Chromatic, Metallic, Gem and Celestial dragons can be found interspersed through much of the world. But the Linnorms are another matter. Spawned by the Niddhogge serpent, the wicked Linnorms rose up in a bid to conquer the frozen islands. Historical records place the first Linnorms' arrival on Kulm (likely through a planar gateway from Hel's realm in the Gray Waste) at 400 years ago, whereupon they fell upon the isle of Jotunland (which had been claimed by the Giant-kin races). At first, humanity and the other races of Nohrd were content to leave the Giants to their fate, but as the giants fell back further from their northern steadings, the Linnorms spread. They attacked the human kingdom of Dank, the trollish isle of Trowland, and began to lay waste to whole swaths of the Western half of the main Nohrdic island.This was when all of Nohrd's races realized that the Niddhogge's spawn were not a uniquely Giantish problem. Banding together behind the Norgeman King Harald Fairbeard, the Nohrdics rallied together an impressive army. The human priests beseeched their gods, the Aesir and the Kalevalans, for aid, and both Ukko and Odin each sent down a full legion of their daughters, the Valkyries. The Elves, Dwarves and Goblins sent picked cadres of archers and riders, and together they beseiged the Linnorms' holdings. They broke the dragons' ranks in Dank, liberated the Trolls and received their support, and then set down on the shores of Jotunland, where the Giants received them with applause. With King Harald leading the way, a united army of Nohrdic men from all the races cut a bloody path through the squirming ranks of the Niddhogge's children, and they sent them fleeing back across the waters to the icy island that spawned them. Since that day, Nohrd has been united, its races peaceful, and an eternal vigil kept over the Isle of Linnorms -- in case the Dragons should rise again.
The ruling body of Nohrd is the Kamar, a council upon which the kings of all the races sit. For day-to-day business, each kingdom within Nohrd is autonomous and sovereign, but once a year (or more often, if necessary) the Kamar comes together in Norge to determine the direction of the whole nation. Below are the current members of the Kamar:
- Midland (Isle of Men)
- King Leif Arrow-Odd of the Kingdom of Norge
- King Eitil Bag-Nose of the Kingdom of Dank
- King Tind the Wealthy of the Kingdom of Suomin
- Queen Fjotra Bull-Bear of the Kingdom of Sverge
- Bertagning (Isle of Elves, Dwarves and Goblins)
- King Alberich of the Dverge
- King Dolghvari of the Dock-Alfar
- Queen Onara of the Huldrefolk
- Queen Eikinskjaldi of the Maahiset
- King Brokk of the Pukje
- Jotunland (Isle of the Giant-kin)
- Queen Fenja of the Firbolgs
- King Ulf of the Fomorians
- Queen Bestla the Ogre-Mother
- King Aurnir of the Verbeeg
- Queen Nott of the Voadkyn
- Trowland (Isle of the Trolls)
- Queen Gunnlod of the Trolls
Norge, Dank, Suomin and Sverge are the four human kingdoms of Nohrd, interspersed throughout the main Nohrdic island of Midland. Out of traditional deference for King Harald Fairbeard, his kingdom of Norge is recognized as the Nohrdic nation's capital. When the Kamar must meet, all the Kings are summoned to a gigantic feasthall in Norge, where business is conducted.
Bertagning is the mountainous island home of the Elves, Dwarves and Goblins. Unlike related creatures elsewhere, these three races coexist almost as if they were the same race. These three races are renowned for their talent with sorcery, and often capitalize off their inborn magical talent by travelling elsewhere in Nohrd to serve as advisors or teachers.
Jotunland is the home of the Giant-Kin races -- the Firbolgs, Verbeegs, Voadkyn, Fomorians and Ogres. Where once the giants would have considered themselves the mortal enemies of mankind and the Aesir, they now are eternally indebted to the humans and valkyries who helped to save their races from the Linnorms. The entire northern half of this island is now a gigantic defensive stockade, with uncountable numbers of giant-sized ballistae trained perpetually on the Isle of Linnorms.
Trowland is the home of the Trolls, traditional allies of the Giants and enemies of humans and the Aesir. The Trolls seem, on the whole, less-than-grateful to humanity for rescuing them from the Linnorms, but no Troll is willing to do or say anything that would turn all the other races against them.
Svalbar is a fortress erected by the united Nohrdic nation. In times past it was a strategic mustering ground for support troops bound for Harsfjord. Today, it is the location of the renowned Svalbar School of Humanist Studies.
Harsfjord is an island that was colonized by the unified Nohrdics, and later besieged by conquerors from the Hordelands. The battles fought against the Orcs and their kin in olden times are among the most gruesome and horrific ever recorded -- often pitting fierce Orcish champions against the best of the Nohrdics' berserk Viking warriors.
The Isle of Linnorms is believed to be a barren, desolate arctic wasteland, with no trees or significant landscape features to speak of. The Linnorms emerged from this island 400 years ago, and then driven back here by a united army of the Nohrdic nation. It is believed that Niddhogge himself may be on this island, mustering more troops for a second war, but for the last four centuries the island and its draconic dennizens have been silent.
The humans of Nohrd are divided into four distinct nationalities:
Norgemen, Dankmen, Suominers and Svergemen. While few outside of
Nohrd can tell the differences between them, each kingdom holds to
its sovereign cultural identity quite fiercely, and there are many
who consider themselves a member of their kingdom before they
consider themselves Nohrdics.
Nohrdic humans tend to be very fair skinned, across the board. Males
boast thick beards and long hair, and blonde and red hair tend to be
more common than other colors.
The Nohrdics actually worship two separate pantheons of gods.
Norgemen, Dankmen and Svergemen pay homage to the Aesir gods, while
Suominers venerate the Kalevalan gods, many of whom are demigod
heroes. Both Odin (leader of the Aesir) and Ukko (leader of Kalevala)
are protective of their mortal followers, and both have, in times
past, sent Valkyries (though Ukko's valkyries are known as Air
Maidens) to fight alongside humanity.
The bretheren of Loki (Loki, Hel, Jormungand, Fenris and Niddhogge)
are never openly worshipped in Norhd, nor are the gods of
Pohjola (Hiisi, Kiputytto, Louhi) or Tuonela
(Tuoni, Tuonetar, Surma, Loviatar).
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. Members of the Tradesman class get one bonus language (player's choice) at first level.
Special Advantages:
Character Gifts: Owing to their close association with
the Aesir and Kalevalan gods, Nohrdic 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.
The Norhdic Dwarves are unlike Dwarves anywhere else on Kulm.
While they share similar traits, and may have a common lineage, they
are a highly magical race whereas Dwarves elsewhere are regarded as
decidedly non-magical. The Nohrdic Dwarves are of two subraces: the
Dverge and the Maahiset.
The Dverge resemble normal dwarves, save that they are normally short
and skinny, and their feet are as those of a crow.
The Maahiset are more or less identical to standard Dwarves in
appearance, although their dress is simpler and more barbaric.
Because of their closeness to the earth, Maahiset skin has the look
and feel of solid stone, though they still bleed and can be cut by
edged weapons.
Ability Score Adjustments: +1 Constitution, -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Special (see below).
Kit Allowances: None.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Dwarves move at rate 6.
Bonus Languages: Dwarven, Common.
Special Advantages:
(Dverge)
Dwarven Wizardry: All Dverge characters function as
multi-classed wizards (general Mages or Enchanters).
Dverge Craftsmanship: All Dverge characters begin play
with a craft proficiency (Armorer, Weaponsmith, Blacksmith, etc.) at
first level. When creating an item using their chosen craft, they
have the ability to enchant it with a spell no higher than half the
Dverge's highest available spell level, rounded down (thus, a Dverge
capable of casting 4th level spells could only enchant his items with
1st or 2nd level spells).
Racial Enmities: Dverge have a +1 bonus to hit when
fighting Trolls, Giants, Giant-kin or Lempo.
Dodging Giants: When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Mining Detection: When within 10', Dwarves can detect
the following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-4 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-3 on 1d6 |
(Maahiset)
Dwarven Wizardry: All Maahiset characters function
as multi-classed wizards (general Mages or Earth Elementalists).
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Racial Enmities: Maahiset have a +1 bonus to hit when
fighting Trolls, Giants, Giant-kin or Lempo.
Dodging Giants: When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Infravision: 60 foot range.
Mining Detection: Maahiset have the standard suite of
Dwarven mining detection abilities, though their chances (as
reflected below) are improved:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-5 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-4 on 1d6 |
|
Determine Approximate Depth Underground |
1-4 on 1d6 |
Special Disadvantages:
Experience Penalty: Both Dverge and Maahiset suffer a
20% experience penalty as they advance, requiring +20% more
experience to reach each new level.
Light Sensitivity: Dverge (only) suffer a -1 penalty to
all die rolls when in the sun.
Nohrdic Elves come in two types: the Huldre, and the Dock-Alfar. The Huldre closely resemble common Elves in appearance, while the Dock-Alfar resemble Drow Elves (which causes them all sorts of problems when they travel outside of Nohrd).
Ability Score Adjustments: (Huldre) +2 Intelligence, +1 Dexterity, -2 Constitution, -1 Strength. (Dock-Alfar) +2 Dexterity, +1 Intelligence, -2 Charisma, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: Special (see below).
Kit Allowances: None.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
(Huldre)
Elven Wizardry: All Huldre function as multi-classed
wizards (either Mages, Diviners, Enchanters, Illusionists or
Transmuters).
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
Changeling Huldres: Huldre have the ability to use
Invisibility or Polymorph Self (into a human), 1/day per level. Note
that they may use either Invisibility or Polymorph, but each use of
either power counts against the same number of uses per day.
(Dock-Alfar)
Elven Wizardry: All Dock-Alfar function as multi-classed
wizards (either Mages, Diviners, or Enchanters).
Infravision: 90' range.
Magic Resistance: Drow Elves begin play with a flat 50%
magic resistance. At each level after 1st, this increases by 2%, to a
maximum of 80%. In addition, Drow receive a +2 bonus to save against
all forms of magic.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Drow have a +1 bonus to hit with Long
and Short Swords, and Heavy, Light and Hand Crossbows.
Drow Stealth: Drow impose a -4 penalty to an enemy
surprise check, but only if the Elf is wearing non-metal armor and
the rest of his party is either similarly stealthy (that is,
possessing a similar Stealth racial ability) or else 90' away.
Spell-like Powers: 1/day, Dock-Alfar can cast Dancing
Lights, Faerie Fire and Darkness. At 4th level, Drow gain the ability
to additionally use Levitate, Know Alignment and Detect Magic, also
1/day each.
Special Disadvantages:
Light Sensitivity: Dock-Alfar lose their Stealth
abilities when exposed to sunlight or the light from a Continual
Light spell. Their Dexterity is also reduced by -2 in such light, and
to-hit rolls are made with a -2 penalty. Opponents save vs.
Dock-Alfar spells with a +2 bonus when the caster is suffering from
his light sensitivity. When the Dock-Alfar is in darkness but his
opponents are in light, he retains his Dexterity and stealth but
still suffers an attack penalty.
Experience Penalty: In order to advance, Nohrdic Elves
require an additional 20% of the experience points required at each
new level.
Similar in appearance to common Goblins, the Pukje are found in Bertagning alongside Dwarves and Elves. Together, the Dwarves, Elves and Pukje Goblins consider each other a single tribe, if not a single race. Most visitors to Nohrd are never quite able to get over the idea of Goblins, Dwarves and Elves co-habitating (and cooperating!) with each other.
Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Strength, -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Special (see below).
Kit Allowances: None.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Goblins move on land at a rate of 6.
Bonus Languages: Goblin, Common.
Special Advantages:
Pukje Wizardry: The Pukje are all treated as if they
were multi-classed wizards (Mages or Illusionists).
Infravision: 60' range.
Mining Detection: Goblins can spot new or unusual
construction 25% of the time.
Pukje Crafstmanship: Like Dverge, Pukje are known for
being craftsmen, and begin play at first level with a free craft
proficiency. However, they cannot enchant their items the way that
Dverge can.
Pukje Changelings: Pukje can become invisible 1/day per
two levels (minimum of 1/day at first level). Pukje are also able to
use a special illusory power 1/day, magically concealing a single
door, cave entrance or other bounded space with the power of a
Spectral Force spell. The effect lasts for an entire day, until the
Pukje wills away the effect, or until it is dispelled by a human.
Special Disadvantages:
Light Sensitivity: Goblins 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, Nohrdic Goblins
require an additional 10% of the experience points required at each
new level.
The Firbolg are the largest and strongest of the Giant-kin races that rule Jotunland, and they have long been the island's most natural leaders in both war and civic life. In olden times, the Firbolg lead the Giant-kin revolt against the True Giants, expelling them from their lands and declaring their independence. Long surviving in wars against Giants, men and Valkyries, the Firbolg and the rest of the Giant-kin were nearly wiped out four centuries ago by the rampaging Linnorms. After the humans, Valkyries and other races came to their aid, the Firbolg pledged eternal friendship with the other Nohrdic races, and their King now sits in the Kamar alongside the other rulers of Nohrd.
Ability Score Adjustments: +2 Strength, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Runecaster, Ranger-Skald.
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, +13 hit points at first level.
Natural Armor Class/Move Rate: 3; Firbolgs move on land at rate 15.
Bonus Languages: Jotun, Common.
Special Advantages:
Big Hands: Firbolgs can use L-sized weapons in a single
hand without penalty.
Swat Missiles: Firbolgs can swat away incoming missiles
with a roll of 6 or under on 1d20 (this can be adjusted using the
Firbolg's Missile Attack Adjustment under Dexterity). With one free
hand, the Firbolg can bat away up to two missiles per round. Large
missiles, such as hurled boulders or catapult stones, can be caught.
Caught missiles can be hurled back at opponents on the next round
with a -2 penalty to the attack roll.
Magic Resistance: Firbolgs are 15% resistant to
magic.
Firbolg Magic: Firbolg develop spell-like abilities as
they advance:
3rd Level- Detect Magic
5th Level- Diminution (as double the potion)
7th Level- Fool's Gold
9th Level- Forget
11th Level- Alter Self
These spells cannot be used when the Firbolg is engaged in melee
combat. Single-classed Shamans, Skalds and Runecasters (who have
level limits of 7) develop Fool's Gold, Forget and Alter-Self when
they reach their maximum level.
Firbolg Shamans: Firbolg Shamans gain additional magical
abilities from the Illusion/Phantasm school. At 1st-5th level, they
receive two 1st level spells each level. At 6th and 7th level, they
receive two 2nd level spells. Each of these illusionist abilities are
randomly determined, do not change once they are established, and are
usable each once/day.
Special Disadvantages:
Armor Restriction: Firbolgs may never wear armor or use
shields. It defies their warrior's code. Or something.
Large Size: Firbolgs take damage as large creatures.
Experience Penalty: Firbolgs require twice the normal
amount of experience to advance in level.
The most hideous of all the Giant-kin, they suffered rejection and
torment at the hands of the True Giants. While many Fomorians turned
to evil as a way of dealing with their hideous deformities and abuse
at the hands of the Giants, there were some who joined the call of
the Firbolgs to win independence for the Giant-Kin races and drive
out the True Giants.
Fomorians may not be the prettiest of the Giant-kin, but they are
certainly not the weakest. They are still quite deformed, but they
have earned a measure of respect for themselves among the
Jotunlanders, and 400 years ago they proved their valor as well as
any other Giant-kin by standing against the Linnorms.
Ability Score Adjustments: +3 Strength, +1 Dexterity, +2 Constitution, -6 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Shaman-Thief
Kit Allowances: From the Complete Book of Humanoids and Complete Fighter's Handbook.
Hit Dice: By class, +13 hit points at first level.
Natural Armor Class/Move Rate: 3; Fomorians move on land at rate 9.
Bonus Languages: Jotun, Common.
Special Advantages:
Natural Attack: Fomorians who find themselves unarmed
can punch once per round for 2d4 damage.
Surprise: Fomorians tend to move slowly and carefully,
and so they impose a -2 penalty to opponents' surprise rolls.
Fomorians themselves are surprised only on a roll of 1 on 1d10.
Special Disadvantages:
Large Size: Fomorians take damage as large
creatures.
The Ogres of Nohrd are considered one of the Giant-kin races, and
are found on the isle of Jotunland. Their position in Jotunlander
society is somewhat comically reversed: in the Hordelands, the Ogres
are considered the muscle behind the Orcish regime. In Jotunland, the
Ogres are seen as the runts, the weakest among the Giant-kin.
Of all the Giant-kin races, the Ogres have the strongest friendship
with the Trolls. They don't necessarily associate well with Ogres
from the Hordelands; the history of warfare between Nohrd and the
Hordelands stands in the way of any sentiment of kinship.
Ability Score Adjustments: +2 Strength and Constitution, -2 Intelligence and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and Complete Fighter's Handbook.
Hit Dice: By class, +4 hit points at first level.
Natural Armor Class/Move Rate: 5; Ogres move on land at a rate of 9.
Bonus Languages: Ogrish, Jotun, Common.
Special Advantages:
Infravision: 60' range.
Mass: Due to their huge bodies, Ogres strike with a lot
of power. All physical melee damage has a +2 bonus.
Natural Attack: Ogres can attack with a ham-fisted
punch, dealing 1d10 damage.
Resilience: Ogres have evolved, from centuries of
dwelling in filth, a natural resistance to poisons and diseases.
Against these afflictions, Ogres save with a +2 bonus.
Special Disadvantages:
Size: Ogres take damage as large-size creatures.
Verbeegs are smaller than the other Giant-kin races, but they are also stealthier and more cunning. If the Firbolgs are the leaders and warriors of Giant-kin society, the Verbeegs are the strategists and spies. Their intellect and penchant for subtlety and underhandedness edges them out over the Ogres and spares them from being relegated to the status of runt.
Ability Score Adjustments: +2 Strength, +1 Constitution, -1 Wisdom, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Thief-Mage, Thief-Shaman, Thief-Runecaster.
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, +5 hit points at first level.
Natural Armor Class/Move Rate: 5; Verbeegs move on land at rate 18.
Bonus Languages: Jotun, Common.
Special Advantages:
Big Hands: Verbeegs can use L-sized weapons in a single
hand without penalty.
Spear-Throwing: Verbeegs are adept with thrown spears,
and have a weapon affinity bonus of +1 to hit with such weapons. In
addition, depending on a Verbeeg's strength score, the Verbeeg gets a
bonus to damage and thrown range with spears per the table below
(note that damage bonuses are in addition to the Verbeeg's existing
strength bonus):
|
Strength Score |
Damage Bonus |
Bonus Range |
|
16 - 17 |
0 |
+10 yards |
|
18 |
+1 |
+20 yards |
|
18/01 - 18/75 |
+1 |
+30 yards |
|
18/76 - 18/90 |
+2 |
+40 yards |
|
18/91 - 18/99 |
+2 |
+50 yards |
|
18/00 |
+3 |
+60 yards |
Special Disadvantages:
Large Size: Verbeegs take damage as large creatures.
Armor Restriction: Verbeegs don't wear armor, preferring
to remain as unencumbered as possible. They have no compunctions
about using shields.
The hairless Voadkyn (also sometimes called Wood Giants) are the keepers of Jotunland's wintry forests. They are the best archers among the Giant-kin races, and have served Jotunland in that capacity since the time of the Giant-kin rebellion against the True Giants.
Ability Score Adjustments: +1 Strength, +2 Dexterity, -1 Constitution, -2 Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Thief, Fighter-Mage, Ranger-Mage, Mage-Thief, Fighter-Mage-Thief.
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, +7 hit points at first level.
Natural Armor Class/Move Rate: 7; Voadkyn move on land at rate 12.
Bonus Languages: Jotun, Common.
Special Advantages:
Magic Resistance: 90% resistant to Sleep and Charm
spells.
Polymorph Self: At 7th level, Voadkyn can Polymorph Self
into any humanoid creature from 3 to 15 feet in height. They cannot
use this ability to immitate a specific person.
Stealth: Voadkyn move silently in forest and impose a -4
penalty to opponents' surprise rolls. Voadkyn blend so well that only
those able to detect invisible creatures can spot them. Voadkyn are
quick, and can move out of hiding, fire an arrow, and return to their
hiding place in the same round.
Weapon Affinity: Voadkyn have +1 to hit and +50% range
with the Giant-Kin Longbow.
Special Disadvantages:
Large Size: Voadkyn take damage as large creatures.
Experience Penalty: Voadkyn Fighters advance on the
Ranger/Paladin experience table.
The Half-Elves of Nohrd typically prefer to live among their human parents; the Elves of Bertagning typically want nothing to do with their half-bred offspring.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Druid, Fighter-Thief, Fighter-Mage, Cleric-Ranger, Ranger-Druid, Cleric-Mage, Druid-Mage, Thief-Mage, Fighter-Mage-Thief, Fighter-Mage-Cleric, Fighter-Mage-Druid.
Kit Allowances: The kits below are from the appropriate Brown Book.
- None
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Half-Elves enjoy a 30% resistance to
Sleep and Charm-based effects. Even if their resistance fails, they
still get a normal save against the effect.
Door Detection: Elven senses allow Half-Elves to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If a Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
Special Disadvantages:
None.
Half-Ogres are the rare issue of humans and Ogres. Few first-generation specimens are ever produced; most of the stock around currently are true-bred creatures from two Half-Ogre parents. Half-Ogres are most often found in Jotunland alongside their Ogrish parents. They are technically counted among the Giant-kin races, lumped in among the pure Ogres.
Ability Score Adjustments: +1 Strength and Constitution, -1 Intelligence and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Cleric
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class, and see below.
Natural Armor Class/Move Rate: 8; Half-Ogres move on land at a rate of 12.
Bonus Languages: Ogrish, Common.
Special Advantages:
Infravision: 60' range.
Toughness: The combination of human and ogre makes for
an especially endurant species. At first level, Half-Ogres double
their starting hit dice roll.
Special Disadvantages:
Large Size: Half-Ogres take damage as large
creatures.
Small Opponents: Remember that Half-Ogres suffer a
penalty to hit Gnomes and Dwarves (per those races' racial
abilities).
The Trolls are the lords of the island of Trowland. For ages they were the allies of the Giants and Giant-kin against humanity and the Aesir gods. Since the war with the hated Linnorms, however, the Trolls have been allies of mankind and the Aesir -- something that does not sit well with many Trolls.
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.
The Trollborn are a unique half-bred race, sired of a union of trollish and human blood. They are found both in Trowland and among the four human kingdoms of Nohrd, though they aren't fully trusted by either side of their parentage. Even more unsettling is the Trollborn race's unusual ability to advance to high level in every class available to it -- perhaps an example of what happens when you introduce human traits to a highly mutable race like Trolls. In particular, Trollborn seem especially adept as wizards -- something frightening to both humans and trolls alike.
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: 12; 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.