Showing posts with label Creation Lore. Show all posts
Showing posts with label Creation Lore. Show all posts

Monday, May 16, 2016

Gray Orc

The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. Grey orcs are more apt to wear "civilized" clothing than mountain orcs, though they typically follow a nomadic existence - dwelling in remote, desolate places and eking out a meager existence as best they can. The true power behind a tribe of gray orcs is not the chieftain, but the tribe's high priest, typically an adept or a cleric (often female), who has held the position for many years. The gray orcs are zealots, and the word of their tribal clerics is law.
Gray orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave. Gray orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a gray orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same enemy.

Yuan-Ti Pureblook

The yuan-ti are descended from humans whose bloodlines have been mingled with those of snakes. Their evilness, cunning, and ruthlessness are legendary. Yuan-ti constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first.
Yuan-ti that can pass for humans with suitable clothing, cosmetics, and magic are known as Purebloods. These creatures are usually charged with infiltrating humanoid societies and managing covert operations that require direct contact with humanoids.

Water Genasi

Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater.

Fire Genasi

Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry.

Earth Genasi

Earth genasi are slow to act, ponderous in thought, and set in their ways. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits.

Air Genasi

Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.

Tiefling

Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Aasimar

Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

Planetouched

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider. This heritage may be celestial, fiendish, or elemental.
The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The most common varieties of planetouched are genasi, aasimar, and tieflings. The genasi have an elemental heritage, influenced by air, earth, fire, or water. Aasimar are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

Feytouched

Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins. Feytouched that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.

Spellscale

Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination towards sorcery.

Deep Imaskari

Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). The Imaskari faded away into history as their empire crumbled, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world.
The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.

Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Half-Orc

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.

Half-Drow

Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors.

Half-Elf

Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature.

Strongheart Halfling

While the lightfoot halfings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

Lightfoot Halfling

The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures.

Halfling

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.
Regardless, halflings are cunning, resourceful survivors.
There are two races of halflings: the lightfoot halfling and the less common strongheart halfling.
Both races of halflings are smaller than most humanoids but exceptionally quick, with +2 Dexterity and -2 Strength.

Rock Gnome

Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering.