Post by Giades on Jun 13, 2005 9:35:15 GMT -5
The following copyed text from the Uinerth forums of the races of the Uinerth campaign setting.
Post 1: By Giades
I created this post for the player races, such as the Virtheran, and the skeleton thing that I mentioned in a previous post (not yet made). all player races posted in the ideas section that are used in the finished campaign setting will be rerouted here.
Post 2: By Giades
The Virtheran
The Virtherans are a reptillian race that populates the underground caverns not owned by the Dwarves, their enemies. known for their vast underground cities rivaling the Dwarves and Drow in size and success, they live in buildings made of mud and a type of wood taken from a tree capable of growing underground.
Personality: The Virtherans are not overly wise, yet they prefer to be lawful as opposed to chaotic. they generally have a lot of respect for their superiors even if they are Dwarves.
Physical Description: Standing around 5 1/2 to 6 feet, full length when fully stretched out they are about 7-8 feet long. weighing about 130-180, the average weight of a Virtheran is 150 lbs. with green scales and a humanoid head scaled just like its body, the ears of a Virtheran are not very visable. their eyes are usually yellow, although green eyes are rare. they live to about a maximun age of 300, reaching adulthood at 50.
Relations: the Virtherans do not enjoy the company of other core races, although they tolerate it. sometimes they do befriend the other races, although they usually regard them with a minor but of suspicion and will not lay down their lives for them. they dislike the dwarves, which they regard as enemies, although if necessary to save their lives they will break off conflicts with dwarves to take out tougher foes. if they ever adventure or agree to not fight individuals, they still regard them with much suspicion.
Alignment: as mentioned earlier, the Virtherans prefer the lawful allignment over chaos, and generally only individuals are evil rather then entire cities. usually choosing neutrality over good, some are good.
Virtheran Lands: Virtherans live underground in vast cities made of mud and a rare type of wood. their cities dwell in caverns although the houses and buildings dwell out of site in dug-out mounds with roofs. virtherans rarely leave these cities, although sometimes they settle aboveground, although this is rare.
Religion: the Virtherans do not pay homage to an individual god, rather individual Virtherans choose which of the Virtheran gods they wish to worship. however some evil Virtherans may worship the Yuan-ti god Merrshaulk, those rare individuals are regarded with disgust and are virtually non-existant in the cities.
the deitys worshiped by the Virtherans include Pharrn Plorin, the creator of the Virtheran race, Uninae Fali, the producer of crops, Murdan Mult, the war god, and Gulin Mar, the god of law.
Language: The Virtherans speak their own language Virtheran, and some also speak common. some also speak Draconic.
Names: the Virtherans usually have simple names, usually containing two or three sylables. they only have two names. the family name and the first name.
Male Names: Morin, Talun, Phelnic, Burinder, Aluner,
Female Names: Shelin, Melna, Orinda, Delvina, Alei,
Family Names: Runack, Gorani, Helon,
Advnturers: Virtherans do not enjoy leaving their cities often, because they feel the need to defend the cities. although some do leave, in some cases to gather knowledge of the outside world, and in others for gold and treasure. and some leave in search of the Virtheran artifact, BurnShadow, a +3 lawful Dwarven bane flaming keen Glaive.
Virtheran Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom
Strong and hardy, though not too dextrious or wise.
Medium Size: as medium size creatures, Virtherans have no bonuses or negatives based on size.
Virtheran base speed is 20ft
Darkvision 60ft
+1 natural armor bonus
Automatic Languages: Common and Virtheran
bonus languages include Draconic, Terran, Ignan,
Dwarven, Undercommon
Favored Class: Fighter.
Post 3: By Giades
The Skeleton
The common skeleton is an Undead creature birthed through the arcane magic used by necromancers on the skeletal remains of humanoid creatures (although more complex skeletons sometimes occur). when first birthed, they owe entrie allegience to the necromancer who created them. having the same intellegence score as the original person, -2, they despite this have no real memories of their past life. sometimes a necromancer will grant the skeleton freedom, usually if it has served the spellcaster well. only after this has happened can a skeleton begin to advance through character levels.
Personality:
a life of servitude to the necromancer that birthed it sometimes leaves to resentment of humanoid creatures, and the skeleton sometimes picks up some of the personality of its master. otherwise, taking into consideration the lesser intellegence, they behave typically the same as if a human had been put into their same position (or elf, dwarf, or whatever their root race was).
Physical Description:
same as skeletal remains of root creature.
Relations:
their typical evil alignment has caused them to avoid friendly contact with any good creatures, but they will often associate with evil PCs, more commonly with evil PCs of their root race.
Alignment:
Skeletons are usually some sort of evil, such is the same as their necromancer creators, with a subaligment (chaotic, neutral, lawful) usually the same as their creators. but in cases where the necromancer was only alive for a short time after the skeletons creation, it can have virtually any alignment, which is still usually evil, due to their being outcast from society.
Language:
They usually know common, plus other languages that or influenced by their root race, and the languages of their necromancer creator.
Names:
Since the necromancer creator names the skeletons, it can be virtually anything. but in the instance that the necromancer never names the skeleton before releasing, then the skeleton usually picks a name for itself.
Skeleton Racial Traits:
Skeletons have +2 to an ability score that their root race has, and -2 Intellegence. (note: human skeletons gain a bonus feat rather then an ability score increase)
Size depends on root creature.
Darkvision 60 ft
1/2 damage from piercing and slashing weapons and effects.
Bonus Languages: as root race.
Favored class: as root race.
Post 1: By Giades
I created this post for the player races, such as the Virtheran, and the skeleton thing that I mentioned in a previous post (not yet made). all player races posted in the ideas section that are used in the finished campaign setting will be rerouted here.
Post 2: By Giades
The Virtheran
The Virtherans are a reptillian race that populates the underground caverns not owned by the Dwarves, their enemies. known for their vast underground cities rivaling the Dwarves and Drow in size and success, they live in buildings made of mud and a type of wood taken from a tree capable of growing underground.
Personality: The Virtherans are not overly wise, yet they prefer to be lawful as opposed to chaotic. they generally have a lot of respect for their superiors even if they are Dwarves.
Physical Description: Standing around 5 1/2 to 6 feet, full length when fully stretched out they are about 7-8 feet long. weighing about 130-180, the average weight of a Virtheran is 150 lbs. with green scales and a humanoid head scaled just like its body, the ears of a Virtheran are not very visable. their eyes are usually yellow, although green eyes are rare. they live to about a maximun age of 300, reaching adulthood at 50.
Relations: the Virtherans do not enjoy the company of other core races, although they tolerate it. sometimes they do befriend the other races, although they usually regard them with a minor but of suspicion and will not lay down their lives for them. they dislike the dwarves, which they regard as enemies, although if necessary to save their lives they will break off conflicts with dwarves to take out tougher foes. if they ever adventure or agree to not fight individuals, they still regard them with much suspicion.
Alignment: as mentioned earlier, the Virtherans prefer the lawful allignment over chaos, and generally only individuals are evil rather then entire cities. usually choosing neutrality over good, some are good.
Virtheran Lands: Virtherans live underground in vast cities made of mud and a rare type of wood. their cities dwell in caverns although the houses and buildings dwell out of site in dug-out mounds with roofs. virtherans rarely leave these cities, although sometimes they settle aboveground, although this is rare.
Religion: the Virtherans do not pay homage to an individual god, rather individual Virtherans choose which of the Virtheran gods they wish to worship. however some evil Virtherans may worship the Yuan-ti god Merrshaulk, those rare individuals are regarded with disgust and are virtually non-existant in the cities.
the deitys worshiped by the Virtherans include Pharrn Plorin, the creator of the Virtheran race, Uninae Fali, the producer of crops, Murdan Mult, the war god, and Gulin Mar, the god of law.
Language: The Virtherans speak their own language Virtheran, and some also speak common. some also speak Draconic.
Names: the Virtherans usually have simple names, usually containing two or three sylables. they only have two names. the family name and the first name.
Male Names: Morin, Talun, Phelnic, Burinder, Aluner,
Female Names: Shelin, Melna, Orinda, Delvina, Alei,
Family Names: Runack, Gorani, Helon,
Advnturers: Virtherans do not enjoy leaving their cities often, because they feel the need to defend the cities. although some do leave, in some cases to gather knowledge of the outside world, and in others for gold and treasure. and some leave in search of the Virtheran artifact, BurnShadow, a +3 lawful Dwarven bane flaming keen Glaive.
Virtheran Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom
Strong and hardy, though not too dextrious or wise.
Medium Size: as medium size creatures, Virtherans have no bonuses or negatives based on size.
Virtheran base speed is 20ft
Darkvision 60ft
+1 natural armor bonus
Automatic Languages: Common and Virtheran
bonus languages include Draconic, Terran, Ignan,
Dwarven, Undercommon
Favored Class: Fighter.
Post 3: By Giades
The Skeleton
The common skeleton is an Undead creature birthed through the arcane magic used by necromancers on the skeletal remains of humanoid creatures (although more complex skeletons sometimes occur). when first birthed, they owe entrie allegience to the necromancer who created them. having the same intellegence score as the original person, -2, they despite this have no real memories of their past life. sometimes a necromancer will grant the skeleton freedom, usually if it has served the spellcaster well. only after this has happened can a skeleton begin to advance through character levels.
Personality:
a life of servitude to the necromancer that birthed it sometimes leaves to resentment of humanoid creatures, and the skeleton sometimes picks up some of the personality of its master. otherwise, taking into consideration the lesser intellegence, they behave typically the same as if a human had been put into their same position (or elf, dwarf, or whatever their root race was).
Physical Description:
same as skeletal remains of root creature.
Relations:
their typical evil alignment has caused them to avoid friendly contact with any good creatures, but they will often associate with evil PCs, more commonly with evil PCs of their root race.
Alignment:
Skeletons are usually some sort of evil, such is the same as their necromancer creators, with a subaligment (chaotic, neutral, lawful) usually the same as their creators. but in cases where the necromancer was only alive for a short time after the skeletons creation, it can have virtually any alignment, which is still usually evil, due to their being outcast from society.
Language:
They usually know common, plus other languages that or influenced by their root race, and the languages of their necromancer creator.
Names:
Since the necromancer creator names the skeletons, it can be virtually anything. but in the instance that the necromancer never names the skeleton before releasing, then the skeleton usually picks a name for itself.
Skeleton Racial Traits:
Skeletons have +2 to an ability score that their root race has, and -2 Intellegence. (note: human skeletons gain a bonus feat rather then an ability score increase)
Size depends on root creature.
Darkvision 60 ft
1/2 damage from piercing and slashing weapons and effects.
Bonus Languages: as root race.
Favored class: as root race.