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HUMANS

Humans, while the youngest race in the area, are also the most populous. Originally hailing from somewhere in the south, humans expanded many thousands of years ago northward into the Fae-lands, and established their own kingdoms, effectively pushing back the border between the more mundane world and the magical Fae-lands. Now, however, there are nations, tribes or clans that have lived next to the Fae Courts for so many years that even the Fae have almost forgotten life without them. Indeed, many human nations are very open ethnically, and have Fae citizens living on human lands, in human cities and holding positions in human governments.

In addition to these northern humans, a vast number of human nations exist still to the south and southeast. Many of these ethnicities can also find their way into the Northern Kingdoms, or even the Fae-lands as travellers, merchants, mercenaries or occasionally soldiers in invading armies. Because human diversity is so great, a seperate mechanic: the Background mechanic, is detailed on a seperate page. While not necessary, it will give humans some racial complexity and diversity.

Personality: Humans come in almost every conceivable personality, and cultural values vary greatly from nation to nation and individual to individual. However, one trait that almost all humans seem to have relative to the Fae races or other races is that they are adaptable, flexible and remarkably willing to change on a moment's notice.

Physical Description: Humans come in a variety of physical descriptions relative to height, build, skin color, eye color, hair color, etc. The native humans of the Northern countries are usually fair of skin and eyes, with either dark, blond, brown or reddish hair. They tend to average 5'11" for men and 5'6" for women. However, the native humans of the Northern Kingdoms have also had a great many immigrants come up from the south over the centuries, so stockier builds, darker complexions and other physical variants are common enough. Of course, humans from outside the Northern Countries rarely share these physical traits to begin with. All humans achieve physical maturity somewhere between 13-16 years of age, and seldom live beyond 100 years.

Human Racial Traits:

  • Medium-sized. No special size-based bonuses or penalties.
  • Base speed: 30 ft.
  • 4 extra skill points at first level and 1 extra skill point at each subsequent level.
  • 1 extra feat at first level. If the player so chooses, he can pick this feat from the list of Background feats, available on the Backgrounds page.
  • Language: Dependent on background, although almost every human in the Northern Kingdom can speak North Common (the native language of all the Northern Kingdoms' inhabitants.)

SIDHE (SEELIE)

The Sidhe of the Seelie Court are beautiful, human-like people. The are the nobles of the Seelie Court: the ambassadors, the aristocrats, and Fae most often to be seen by humans who travel in the Fae-lands. A good many Seelie Sidhe also have moved into and integrated themselves into the Northern Kingdoms of the humans. Although many seem cold and perilous to humans, they are the most friendly to humans, whom they look at fondly as children in many regards. There is no ethnic variation amongst the Seelie Sidhe although physcial types are genetically maintained, and all can (if they bother to do so) trace their relation to the current Seelie rulers, no matter how distant that relation may be.

Personality: The Seelie Sidhe are lovers of art, of nature and of beauty. To many humans, they can seem cold, arrogant, or at the least out-of-touch to "mere mortals." In reality, however, Sidhe are passionate individuals: they just care little for the same things that humans do.

Physical description: Seelie Sidhe are usually fairly tall. Males average 6'2" and females 5'8". However, they are much more slender and graceful than humans, and weigh much less: a fairly heavy 6'2" male is still only 160 or so pounds. Their facial features are also more delicate and sharp than humans. Seelie Sidhe come in two varieties: the Spring Sidhe and the Summer Sidhe. Spring Sidhe have blond hair, or other spring colors like green, pink, white etc., pale skin (often with a greenish tint) and green, blue or brown eyes. Summer Sidhe, on the other hand, have much darker skin, darker golden or dark green and brown hair and brown or green eyes. Sidhe mature somewhere around 35 years of age and can typically live to be 600-700 years old.

Sidhe (Seelie) Racial Traits:

  • +2 Dexterity, -2 Constitution. Although they are graceful and agile, most Sidhe are somewhat frail relative to humans.
  • Medium-size.
  • Base speed: 30 ft.
  • Low-light vision.
  • +2 racial bonus on Listen, Spot or Search checks. Seelie Sidhe are very observant.
  • Language: Fae, Nithural and North Common.

SIDHE (UNSEELIE)

As the Sidhe are the nobles of the Seelie court, their dark brethren are the nobles of the Unseelie court as well. There is no particular hatred between the two races, and outside of the Fae Courts, they can even become great friends. There is a bitter rivalry, though, between the Seelie and Unseelie Courts, which are ruled by the Sidhe. A great many Unseelie Sidhe also live in the human lands, but Unseelie Courtiers are more likely to send some of their more imposing Unseelie compatriots on diplomatic missions.

Personality: In general, Unseelie Sidhe are the most arrogant, merciless and callous individuals in the Fae-lands or the Northern Kingdoms. They care little for the lives of others besides Unseelie Fae, and even then, their regard for non-Sidhe is relatively low. Those Sidhe who live outside the Unseelie court structure typically are arrogant, quiet and cold, but do not have the callous disregard for others.

Physical description: Like the Seelie Sidhe, Unseelie Sidhe are tall, yet thin and graceful. Like Seelie Sidhe, there are two varieties, Autumn and Winter Sidhe. Autumn Sidhe have nut-brown skin, brown, orange or yellow eyes and hair that is also a riot of fall colors like bright red, orange or yellow. Winter Sidhe have grey skin, often with a bluish tint, and blue or white hair. Their eyes are either silver or deep, royal purple: a sign to them, at least, that they are the true rulers of the world. Unseelie Sidhe have the same height, weight and age characteristics of Seelie Sidhe.

Sidhe (Unseelie) Racial Traits:

  • +2 Dexterity, +2 Intelligence, -2 Constitution. Centuries of devious politics have honed the minds of the Unseelie Sidhe. They also have the frail constitutions and graceful agility of their Seelie brethren.
  • Medium-size.
  • Base speed: 30 ft.
  • Darkvision.
  • +2 racial bonus on Spot, Listen or Search checks.
  • ECL: +1. Unseelie fey are about 1 level more powerful than standard characters.
  • Languages: Fae, Nithural and North Common.

DWEORGAN (UNSEELIE)

The Dweorgan are an Unseelie race of grim and dour individuals. They are somewhat short, yet very stout and thickset. As a race, they are also quite hirsute. Although the dweorgan stay out of the political games of the Unseelie court, individual dweorgs serve in the armies or courts in great numbers. Many dweorgan pay more homage to their own Earls than to the Sidhe courts, though.

Personality: The dweorgan are a dour race. They are very serious, work hard, are loyal, and never forget an insult to person, clan or race. Although often unfriendly towards others, they are not evil, nor arrogant as the Unseelie Sidhe, and make gruff but welcome citizens in human kingdoms as well. Their craftsmanship is unparalleled in the North Kingdoms.

Physical description: Dweorgs have dark tan skin, brown, black, reddish or even blue hair and beards and are quite hirsute. They are short; males stand between 4'6" and 5' with females some 6 inches shorter on average, but they still weigh about the same as a human of much greater stature because of their thick and stocky build. Dweorg youths reach maturity at about the age of 25 and can live to be almost 300 years of age.

Dweorgan Racial Traits:

  • +2 Constitution, -2 Charisma. The dweorgan are hardy and hale, but don't get along well with others due to their inflexible outlooks.
  • Medium-size.
  • Base speed: 20 ft.
  • Darkvision.
  • +4 Racial bonus on all Craft checks. Dweorgan artisans and craftsmen are the best in the land.
  • +2 Racial bonus on all attack and damage rolls against frostlings and orcs. The feuds between those races and the dweorgan are ancient and bitter, and the dweorgan have developed special techniques to fight them more effectively.
  • Languages: Fae and North Common.

HALFLINGS (SEELIE)

The halflings are a Seelie race; small yet doughty and merry. The halflings also stay somewhat out of the courts of the Sidhe, and they are happy to stay in their rustic and buccolic haunts deep in the woods, or in the golden acres of the Primaveran. While they do live in human lands, and many find doing so to be an adventure, the human kingdoms are usually too much hustle and bustle for these quiet folk. When roused, however, the halflings have proven to be made of sturdier stuff than was imagined. Their ties to the natural landscape of their homes also makes them unparalleled guerilla warriors.

Personality: Halflings are hard working and often can be somewhat reticent like the dweorgan, but they are much more curious and friendly in general, and are usually impeccably polite. Halflings love large families, quiet, pastoral haunts and a sense of small community. However, many halflings have also made great friends amongst the Big Folk of humans, Sidhe and others.

Physical description: Halflings are from 3 to 4 feet high and rarely weigh more than 60 lbs. They have large, curious eyes, often green or blue, and blond or brown hair. Although halflings tend to have rather sparse facial hair, males do grow long beards on just their chins quite frequently.

Halfling Racial Traits:

  • +2 Constitution, -2 Strength. Halflings are hardy and sturdy, but their small size makes them less able to develop physical power.
  • Small-size.
  • Base speed: 20 ft.
  • +4 Racial bonus on all Hide and Move Silently checks. Halflings often walk through the woods and fields of their homes without disturbing the natural order of things.
  • +1 racial bonus on all saving throws. Halflings are surprising adroit and avoiding injury.
  • +1 racial attack bonus with a thrown object. Halflings are very deft and nimble, and often cast stones as a sport or past-time.
  • Languages: Fae and North Common.

ORCS (UNSEELIE)

The orcs are an Unseelie race; savage, brutish and strong, yet not without a primitive nobility. While the Unseelie Sidhe keep them at arms length in court, where their uncouth manners are not welcome, they make considerable use of them as shock troops. Most orcs, however, either live as mercenaries in the human kingdoms or as tribes and clans north of the North Kingdoms. Indeed, the barbarian tribes sometimes come howling out of the hills in the north, terrorizing and looting the settled lands around them until they return to their nomadic, mobile villages and hill forts.

Personality: Orcs are not subtle, nor are they gentle. While a raucous camaraderie may exist between them, and their warbands are staunchly loyal to each other, most find the orcs savage, dangerous, unpredictable and short-fused. However, their rage is short-lived, and orcs are likely to buy a drink for a guy half an hour after trying to kill him bare-handed.

Physical description: Orcs are usually about the same height as humans (maybe a few inches shorter on average), although they are built a little more ruggedly and robustly. However, they differ from humans in a few key areas, including having two tusks that protrude from their lower jaw to stick out of their mouth, yellowish or light brownish eyes and dark green skin. Their hair is almost universally black, and men typically have beards. Both men and women wear their hair fairly long, and often braided. Ritual scarring and tattooing is also fairly common amongst orcs on the cheeks, chest and arms.

Orc Racial Traits:

  • +4 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma.
  • Medium-size.
  • Base speed: 30 ft.
  • Darkvision.
  • +4 racial bonus on Intimidate checks. Orcs are known as formidable opponents and are easily angered.
  • Orc Rage: When necessary, the orc can fly into a frenzy. In a rage, an orc gains phenomenal strength (even for an orc) and durability, but becomes reckless and less able to defend himself. He temporarily gains +4 Strength, +2 hit points per level, and a +2 rage bonus on Fortitude and Will saves, but suffers a -2 penalty to Armor Class. While raging, an orc cannot use skills, feats, or special abilities that require patiance and concentration, such as Move Silently, Expertise, or any magical power. An orc can use any non-magical feat he might have (except for Expertise). A fit of rage lasts for a number of rounds equal to 5 + the character's Constitution modifier. At the end of this duration, the orc loses the bonus hit points points from the rage, as well as 1d4 additional hit points of subdual damage for every round of the rage's duration. This subdual loss cannot result in normal damage to the orc, but may result in fatigue.
  • Languages: Fae.

FROSTLINGS

Frostlings are smallish creatures, like shaggy, hunched goblins who come from the frozen lands of the far north. Although historically the frostlings have some ties with the Unseelie courts, in reality they are not a Fae race. Originally hailing from the cold northlands above the Fae-lands and the human North Kingdoms, frostlings have trickled into human and Fae society for several generations. There is still a population of tribal-level frostlings in the wilderness, who's numbers are unknown. They have clashed with all the societies on occasion, but the orcs and the dweorgan have born the brunt of their assaults, and thus especially strong enmity exists between those races.

Personality: Frostlings are typically wild, fierce and primitive, although many are surprisingly open and friendly to outsiders in the right circumstances. Their cultures and personalities are shaped by the fact that they live and grow in an incredibly hostile environment. No resource is not scarce to them, and communal sacrifice is a heroic virtue to the frostlings.

Physical description: Frostlings are usually about 4'6" to 5'6" in height, whether women or men. They are thin, though and wiry, and rarely weigh more than 120 lbs. Their skin color is grayish-blue, and their eyes are usually very pale blue or gray. Even young frostlings usually have gray hair and beards, and are quite hirsute. Frostlings mature physically at about 6 years, but do not mature mentally until they are about 19 or 20. They can live to be about 150 years old.

Frostling Racial Traits:

  • +2 Constitution, -2 Charisma. Frostlings are toughened by their harsh environment, but have little time for social niceties.
  • Medium-size.
  • Base speed: 40 ft. Frostlings are adept at moving quickly over any landscape, no matter how harsh.
  • +2 racial bonus on Move Silently and Hide checks.
  • Frostlings get the Scent feat from MM for free.
  • Languages: Frostling. Those who live in Fae or human lands probably know Fae and North Common respectively.

SATYRS (SEELIE)

Satyrs, in many ways, typify what the Seelie Court is all about: while typically friendly, they have little interest in humanity, and can be fell and dangerous if crossed. They are perhaps the most rustic and primitive of all the races of the Fae Courts, eschewing all shelter save a copse of treees or a hollow in the rocks, and avoiding all equipment save a small knife, fire-hardened javelins and their ever-present wooden and reed flutes. They are rarely seen outside the Fae-lands, and even then it is typically the centaurs or halflings who share, to a lesser extent, their pastoral lifestyle amongst the Fae who have dealings with them.

Personality: Although satyrs are, in some ways, the most reclusive of all the Fae races, they are actually quite friendly, and enjoy stopping and chatting with anyone who comes their way. They often congregate to dance, play their pipes and otherwise enjoy the company of their fellow satyrs. They are curious about other races such as humans, although they rarely see them, and don't understand them very well. They have little respect for (or understanding of) boundaries and nationalities, so often wander about the Northern kingdoms, and occasionally attach themselves to groups of humans just to see what they will do.

Physical description: Satyrs are usually about 5 feet tall for males, and 4 1/2 feet tall for females. Above the waist they are human-like, except for small horns on their heads. Males have a tendency to grow long yet narrow beards from just their chin. Below the waist, satyrs legs are hooved and furred like a goats, and they have short tails. They are fairly brown; both hair, skin, fur and eyes. Their hair is usually long and unruly. They wear little except a belt or baldric with a knife, quiver and pouch for the most part.

Satyr Racial Traits:

  • +2 Charisma, -2 Wisdom. Satyrs are friendly and curious, but easily swayed.
  • Medium-size.
  • Base speed: 30 ft.
  • Low-light vision.
  • +1 racial bonus on all Fortitude saves. Their outdoors lifestyle makes satyrs relatively tough.
  • +4 racial bonus on Spot and Listen checks. Despite their low wisdom, satyrs are keenly aware of what goes on around them.
  • Languages: Fae.

CENTAURS (SEELIE)

NOTE: Centaurs are a powerful race and are typically unsuitable for play as PCs.

Centaurs are the powerful but rare warriors of the Seelie courts. Occasionally, centaurs can be found in the North Kingdoms, but such are extremely rare, and usually get a lot of attention they don't like. Centaurs prefer open forests as their habitat, and many of them live in the Primaveran. They are also adept at moving through deep forests, and make excellent hit-and-run troops.

Personality: Centaurs are gregarious, and almost always congregate -- seeing a lone centaur is very odd. They are quite jolly, and often joke with one another, and live carefree lives. When roused, however, they are fierce, unforgiving and tenacious warriors. Centaurs eschew armor as it slows them considerably, and they are infamous as mobile archers. They also make formidable shock troops, though, as they are quite strong and fearless.

Physical description: Centaur skin is typically tan, and their horse portions are often roan or brown, although other colors are occasionally known. Hair and eyes are also usually brown. Centaurs blend well with their habitats, for the most part. Centaurs are heavily built. They are usually almost 7 feet tall for males, and over 6 feet for women, and they weigh 400-500 lbs. They reach maturity early: at about 8 years, but they can live to over 200 years old.

Centaur Racial Traits:

  • +7 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence.
  • Large size.
  • Base speed: 50 ft.
  • Low-light vision.
  • ECL: +7
  • Languages: Fae.
Copyright © 2002 Joshua Dyal
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