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A couple of races for your consideration

Agamemnon

First Post
These are all bits and bobs off my never-finished setting, Meros. They're posted here just for the amusement of anyone chancing to gaze upon them.

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The Kuruks

Only barely trusted and usually outright despised, the kuruk race has prospered regardless. Some call them "half-trolls" but that is actually a misnomer, as the kuruks are an independent offshoot of the troll race, not a halfbreed. They themselves prefer the term "high trolls", which according to them reflects their status.

As most people on the islands of Meros shun them, kuruks have learned to seek their fortune amongst other folk. The greatest concentration of kuruks is the hobgoblin-controlled city of Thur, but a great deal more travel the islands, looking for ways to adapt to society.

Personality

Kuruks are often selfish, greedy and brave to the point of foolhardiness. Their eagerness to prove their superiority often leads them to dangerous situations. Should a member of another race rescue them from such a situation, a kuruk would respond most unpredictably, as being helped out by a "lesser" hurts their deep-seated pride.

By their nature, kuruks are not team players and have severe difficulties adapting to working as a part of a whole. In a mercenary company, kuruks are usually grouped together or used as scouts. In battle, the kuruks will try to use every single aspect of the situation to their advantage.

Physical Description

Kuruks resemble normal trolls, but are human-sized and their limbs are more in proportion to their bodies. Their skin usually has a greenish tint and they are constantly followed by a slight smell of damp earth. The most striking feature about a kuruk's face is their huge nose that can be over four inches in length.

Kuruks are surprisingly nimble and share the hardiness of common trolls. Some individuals even gain the fast healing properties of their larger relatives.

Relations

The kuruks do not really get along with other races of Meron, instead preferring the company of hobgoblins and bugbears, who value their ruthless skill and trollish heritage. Giants and trolls consider kuruks to weak, but now and again they band together.

Alignment

The majority of the kuruk race is selfish enough to be Neutral or Chaotic Evil, but otherwise-aligned individuals can exist.

Kuruk Lands

Kuruks are actively persecuted in many places and as such tend to travel much. They always avoid cities, though.

Language

Kuruks speak a sophisticated form of Trollish. Common trolls have some difficulty in understanding them, unless the kuruk makes a specific effort to speak slowly and simply.

Names

Kuruk names are often similar to orc or hobgoblin names and sometimes include some boastful last name that may or may not have something to do with the achievements of the individual kuruk.

Male Names

Ulrek, Thokar, Zathras, Wreki

Female Names

Olrega, Seerian, Chesir

Last Names

Rosigal ("fast striker"), Hraskranja ("shadow runner"), Gatparak ("strong arm")

Adventurers

Kuruks are natural rogues, as their lack of morality and natural cunning give them a decided edge in that class. Strong individuals sometimes become barbarians or fighters. Spellcasters, both arcane and divine, are rare among kuruks.

Kuruks as Characters

+2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma. Kuruks are surprisingly fast on their feet but their primitive ancestry is evident on their dull minds and instinctive arrogance.
Medium size
Kuruk base speed is 30 feet.
+2 morale bonus on saving throws against fear
+2 to Climb and Survival. Kuruks are extremely hardy even in the worst of conditions, and their wiry bodies and long fingers are perfect for climbing.
Darkvision: Kuruks can see in the dark up to 60 feet.
Automatic Languages: Trollish
Bonus Languages: Human languages, Giant, Goblin, High Goblin, Orcish.
Favoured Class: Rogue.
 
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The Oblens

To many, goblins are considered nothing more than pests at best and fearsome raiders at worst. There are some tribes near Ilakeer that are content with living as inoffensive hunter-gatherers, but for the most part, the prejudice is true. There is, however, a notable exception to this rule.

The oblens, or the Cunning Folk, as they call themselves, are an offshoot of the goblin race that separated from the others some centuries back. They are more intelligent and peace loving than their wild cousins and enjoy living in human cities.

Personality

To an oblen, wits are everything. They are always looking for new ways to gain money and knowledge. The pinnacle of all knowledge is magic. To learn magic is the dream of most oblens. Their thirst for knowledge often leads them to trouble, which they often negotiate themselves out of, using a combination of sheer luck and cunning.

Oblens are often hyperactive and always up to something. They enjoy games and plays, and while devious at times, they are never sinister. Like gnomes, oblens like to talk in riddles and engaging in word games, a trait that is prone to wearing thin more than one temper.

Physical Description

An oblen stands almost as tall as a gnome, but has rougher, green skin and enormous pointed ears. They look something like goblins stretched wide and most are prone to obesity. Most walk with a stoop, making them appear even smaller than they are. Oblens have only four fingers in their hand, but this does not hamper their dexterity.

The face of an oblen is dominated by their large eyes and wide ears. They have small noses and little pointed teeth. Oblen voices are surprisingly high in pitch.

Relations

Dwarves usually consider oblens to be nothing more than bothersome pests, while elves despise them for their goblinoid heritage. Gnomes get along with them and half-orcs often feel a kinship with oblens.

The alien jezhai and sarkheen seldom encounter oblens, as the oblens react to them with fear. The attitudes of humanity, as usual, differ. Trachenfolk consider oblens to be fit for only manual labor, while the clansmen of Ilakeer respect them as a fey folk in possession of powerful and unpredictable magic.

Of the savage races, both hobgoblins and goblins react to oblens with outright hatred and will often attack them at sight, unless at a severe disadvantage. To them, oblens have betrayed their kin and allied with the enemy.

Alignment

Oblens are unpredictable alignment-wise, but most are neutral. Abhorred at becoming what their relatives are, they abstain from evil.

Oblen Lands

Oblens dwell in the swamps and marshes of the island of Meros. They usually live in small communities of 20-60 individuals. They prefer the hustle and bustle of human cities to their own lands, but return to the marshes if in trouble or simply to die.

Language

Oblens speak a dialect of Goblin. In addition, most speak Il-Khar and Nohrak. Their natural inquisitiveness gives oblens the desire to learn as many languages as possible.

Names

The names of oblens are similar to the names of their savage cousins.

Male Names

Grobla, Terak, Dagun, Yoddas, Grom, Skarak, Junjar

Female Names

Hrel, Ogla, Blanka, Grobi, Binki

Last Names

Binker, Snik, Gurrak, Osharr, Wulrag, Yeddak, Tarkas

Adventurers

The oblen race, as seekers of knowledge and fame, are ideal adventurers. Most are rogues, specializing in the nonviolent aspects of their trade, while some choose the path of the wizard or druid. Oblens are frail of body but not the mind, and therefore the way of the psion also suits them well.

Regardless of their profession, an oblen is most comfortable as far away from the enemy as possible, and wielding some sort of ranged weapon, preferably a throwing dagger.

Oblens as Characters

Statistic Modifiers: -2 Constitution, -2 Strength, +4 Dexterity. Oblens are of a small stature, but have nimble fingers and excel in acrobatics.
Size: Small
Base Speed: 30 feet.
Low-light Vision: Oblens can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 racial bonus on saving throws against disease. This does not apply to poisons or unnatural diseases.
+2 racial bonus on Spot, Pick Pockets and Listen checks.
+2 racial bonus to Diplomacy checks. Oblens are natural negotiators.
Automatic Languages: Goblin, any one human language (Jahazan, Khaduran, Randar, Trachenar, Zeradi)
Bonus Languages: Any
Favoured Class: Rogue
 

The Zuris

Personality

The zuris are a proud people and tend to look down on other races. They have hard time relating to the sophisticated elves of the civilised humans of the city-states, but they tend to get along with Zeradians, who are "in tune with the natural world", the zuris put it.

Zuris are usually pragmatic and tend to look at problems from a purely material standpoint. Affairs of spirit and the afterlife do not interest them.

Physical Description

Zuris resemble large chimpanzees, averaging about five feet tall. They have long fingers and prehensile feet and are at home in trees and jungles. They move with a hunched gait, knuckles sweeping the ground, but can extend themselves to their full height to intimidate nonintelligent opponents.

In battle zuris tend to wear their armor as non-restrictive as possible, to ease their movement in the trees that are their natural element. They have no advanced knowledge of metalworking, and tend to use clubs and slings extensively. The zuris have also developed the art of stone throwing to its pinnacle, and their heavy stones (the orcish shotput from S&F) pack enough of a punch to smash in the head of an unwary explorer.

Relations

Living in the relatively unknown southern jungles of Cantilec, the zuris are usually treated as outsiders wherever they go, with the exception of Zerad, where they have traded for hundreds of years. Of the races, zuris find the Nohraks' hands-on approach to life familiar. Sarkheen are treated with wary respect.

Jezhai and elves are alien to a zuri and avoided whenever possible. The zuris share the jungles of Cantilec with the Yuan-ti, whom they fear and hate with a terrible intensity.

Alignment

Zuris are commonly neutral.

Zuri Lands

Zuris occupy the southern half of Cantilec, but have no distinct form of government. They build small villages in the jungle, but lack a complex social structure.

Religions

Zuris do not worship any god, instead venerating ancestor spirits and nature itself. Their spell casters are uniformly druids.

Languages

Zuris speak their own language, which is composed of hand signs and body language as much as words. They also know the language of Zeradia, which is in common use in Cantilec.

Male Names

Okrahk, Surkir, Histrak

Female Names

Zultin, Blanka, Azdun

Adventurers

To a zuri, leaving the protection of the jungle and one's clan is a hard decision. Some are exiled; some are drawn across the seas by their curiosity. Outside Cantilec, a zuri faces a world that does not take him seriously. He must prove his worth every step of the way.

Zuri as Characters

Statistic Modifiers: +2 Dexterity, -2 Constitution, -2 Charisma. Zuris are agile but lack endurance. They're also not used to communicating with others not of their kin, and are thus very shy and reclusive.
Size: Medium-size
Speed: Zuris have a base speed of 30 feet.
Masters of the Jungle: Zuris have a climb speed of 20 feet, gain a +8 racial modifier to Climb checks, can take 10 in any Climb check and use the better of their Strength of Dexterity modifier in those checks.
+2 racial modifier to Survival checks while in a woodland setting.
Stone Throwing: The zuri national sport is stone throwing and all adults are trained in it, thus gaining a proficiency in the shot put (even if they lack the +1 base attack bonus prerequisite for normally having an Exotic Weapon Proficiency).
Languages: Zuri, Zeradi
Bonus Languages: Dwarven, Gnoll, Sarkheen, Yuan-ti
Favored class: Ranger
 


In case anyone wondered, the kuruks are missing +2 Constitution, kind of a major balance thing. Of course, seeing the overwhelming success of this thread, I scarcely need point this out.
 

The Jarthii

The Jarthii (or, as humans call them, elves) were, according to their legends, the first race made by the Creator and reputedly the only race that survived the Time of Torment without any of its members succumbing to the corruption. While it is true that their physical forms are as perfect as the day the Creator made them, the elves could not escape the corruption of their spirit. Elven arrogance has led to many wars, especially against the mountain folk.

Nowadays the great majority of the elven clans are found within their barricaded cities, where they hoard ancient lore and new arcane innovation in order to retain their high station. Elves are the self-appointed supreme beings of Meros.

Personality

Elves are the longest-lived and most magically puissant of all races. Most Jarthii take this to mean that they are the most perfect of all peoples, and act accordingly. It is common for a high elf to act haughtily or even condescendingly towards their "inferiors". After all, respect should only awarded to equals, and to an elf, there are no equals but themselves.

Elves are fatalists. They do not believe that the actions of an individual can affect the outcome of the universe, and thus regard even the greatest of catastrophes with a detached sense of calm.

Physical Description

The elves of Meros are thin and frail in stature and devoid of any body hair. Their eyes are luminous orbs of gold that have a tendency to alter their hue according to the mood of the elf in question. By human standards of beauty, the elves are disturbingly alien, but the feature that has charmed many is the elven voice, which is often claimed to be the most beautiful sound in all creation.

Elves are intrisincally magical beings, much more so than the other humanoid races on Meros. Therefore, when an elf dies, his body vaporises into luminous mist. This prevents an elf from becoming undead (unless the transformation is intentional), but also prevents resurrection by traditional means

Relations

The elves look at the rest of creation as something between children and cattle. Some among their number gently watch over the lesser races like stern but caring parents while others simply exploit humans for their own mysterious ends.

The elves and dwarves hate each other. The reasons for this feud are lost in the mists of time, but it likely has something to do with the fundamentally opposed natures of their two gods and the differing world views of the races.

Alignment

Elves see themselves as above the struggles of other sentient races and such concepts as good and evil. They are utterly blind to their own natures, but are as evil as the brutish humanoid races they so despise. It is extremely rare to see exceptions to this, as the culture of the elves is one of total obeisance to one's superiors and total subjugation to one's lessers.

Jarthii Lands

Elf cities are ancient and rich both in gold and in secrets. Workforce and sustenance is provided by slaves, either goblinoids or other easily-manipulated races. The elves' favored slave race is humans, though, a people they see existing for the sole purpose of their comfort.

Religion

The elven god, Velar, is a fickle and uncaring deity who cares only for the blank-minded adoration of his subjects. Like the elves themselves, Velar is apparently above any shred of decency and emotion.

Languages

The elven language is incredibly complex and full of nuances that escape the casual listener. When communicating with the "lesser races", the elves speak their languages, but with an air of clear distaste at having to use such a primitive means of communication. It should be noted that hearing a "lesser" speak Elven is something equal to a sacrilege to the Jarthii and if an elf is found teaching it to lessers, that elf is immediately put to death, regardless of station.

Names

See the PH.

Adventurers

There are not many Jarthii adventurers around the world. Most of these are outcasts in, scarred and tattooed vividly so that they can never find peace in an elf community ever again. Almost all Jarthii possess some levels in the sorcerer or bard classes.

Jarthii as Characters

Stat Modifiers: +2 Charisma, -2 Constitution. The Jarthii are a race of persuaders and diplomats, but physically weak.
Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 racial bonus to Diplomacy and Bluff checks. The elves are the masters of persuasion
+2 to saves against spells from the school of Necromancy and abilities that inflict level or ability drain. The elves' arcane essence gives them power against the forces of darkness.
Predestination: Elves cannot be raised from the dead of resurrected. Reincarnation is the only way of returning one to life.
Automatic Languages: Elven, any one human language (Arceri, Jahazan, Khaduran, Randar, Trachenar, Zeradi)
Bonus Languages: Draconic, human languages, Gnome, High Goblin, Thoaken, and Sylvan
Favoured Class: Sorcerer

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Here are the elves of my setting. Lovely bunch, are they not?
 

Cool races!

Why don' t the diplomatic Jarthii have bard as favored class? I also thought your description of them would merit a resistance to emotion effects.

Also, the Kuruks get shafted in terms of abilities. Their morale save against fear is balanced by their fear of acid/fire. They have darkvision. As the race is, no player would ever choose to be one of these. Maybe add a fast healing ability?
 

Well, as you can see, the Jarthii are totally unsuitable as a player race anyhow. They're kind of my way of saying "No, you can't play a bloody elf, dammit." Bard would be an appropriate alternative favored class, though their culture is sorcery-based.

Kuruks... well, I never quite liked them in the first place, and making them better in any way is not high on my priority list. Consider them like kobolds; you CAN play one, but only a fool would ever want to. Fast healing is an extremely powerful ability, though I toyed with the idea of allowing it by means of a racial PrC or feat chain. They're a failed idea that I never could find a niche for.
 

I like your races. I just find them weak where racial traits are concerned.

They would be very interesting in an alternate setting. For example one that use Grim Tales, Conan, or Black Company rules. Additionally, I would suppress all normal PHB races (elves, dwarves, etc.), but maybe adding bugbears, hobgoblins and goblins to those races.
 

Well, I've never liked the PHB races all that much, really. I initially wanted to supplant them all, but never finished that. I still have two completely new races to post, as well as two reinterpretations (dwarves and gnomes).
 

Into the Woods

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