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[Let's Read] Seas of Vodari
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<blockquote data-quote="Libertad" data-source="post: 8277711" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/4ZinezJ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Chapter III: the People of Vodari</strong></p><p></p><p>This chapter provides new races and subraces for the campaign setting. Before getting into that, we have a very brief rundown of the default races. Seas of Vodari is not a humanocentric setting: they only make up 30% of the total population, and there are many islands made up predominantly of one race (particularly the smaller islands). After humans, dwarves are 20%, halflings 15%, elves 10%, with gnomes, orcs, and goblinoids 5% each. The remaining 10% are made up of the other races, ranging from dragonborn to tieflings as well as the new ones provided here.</p><p></p><p>The races, both new and old, are present in alphabetical order. For the sake of our review we’ll cover the new ones first, then after that Vodari’s interpretation of the Player’s Handbook ones.</p><p></p><p><img src="https://i.imgur.com/4JfzfNt.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Cursed Souls:</strong> Not exactly a true race of their own, cursed souls are people who for various supernatural reasons are unable to pass on to the afterlife. They exist in an undead state that is usually the result of a violent and tragic death or forbidden magic. Cursed Souls are a complete race (no subraces) but due to their diverse backgrounds they retain some racial traits of their living selves provided in a table below:</p><p></p><p><img src="https://i.imgur.com/g2Y1riU.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Beyond these options, Cursed Souls have the same size and speeds as their original race, increase 2 different ability scores of their choice by 1, have no need to eat or drink, are resistant to necrotic damage, and as a reaction once per rest can take on a ghostly form to halve damage from a bludgeoning/piercing/slashing attack. They can reroll a death saving throw once per long rest, and only need to ‘sleep/rest’ for 4 hours a day.</p><p></p><p>Overall Cursed Souls are a pretty strong race if only due to the fact that they often take some of the better traits from their original race. But as for their unique abilities, most are defensive and reactive in nature, geared towards keeping them alive as opposed to more active abilities such as new proficiencies and special actions and attacks.</p><p></p><p><img src="https://i.imgur.com/ClJp54p.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Minotaurs:</strong> Also called taurus for short, minotaurs are a rare race who were once a vicious and warlike society created by the god Scatho. But eventually they transitioned into a more peaceful meritocracy, and virtually every member of their race is driven by a deep obsession to master a trade or significant goal. Their culture encourages personal self-improvement in all manner of ways, and many go out and explore the world in order to learn as much as they can about their chosen vocation.</p><p></p><p>Rules-wise minotaurs are a complete race, gaining +2 Strength and +1 Constitution with 30 foot speed. They are treated as one size larger for carrying capacity, and gain proficiency in one skill of their choice and either water vehicles or one set of artisan’s tools. They have a biological compass which grants them advantage on checks against becoming lost, and in addition to horns as a natural weapon they are proficient with greataxes, greatswords, and mauls.</p><p></p><p>They’re most suitable towards melee builds, but their bonus proficiencies grant them a sense of versatility. If we were to compare them to the official minotaur race in Ravnica/Theros, they lack the special Goring Rush/Hammering Horns attacks and trade out Intimidation/Persuasion for proficiency in any one skill. Their proficiencies with heavier weapons may be seen as a worthy tradeoff depending on the build in question, more damaged with two-handed weapons vs being more mobile in attacks and pushing targets around.</p><p></p><p><img src="https://i.imgur.com/vzrjSFz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Sirens:</strong> Amphibious descendants of fey exiled to the Material Plane, sirens live among coastlines in hidden settlements, and their culture places a great emphasis on beauty, art, and music. Most of them live carefree lives among the waves, and are fond of collecting trinkets from shipwrecks as well as the ocean’s natural bounties to fasten into clothes and jewelry. They live in communal societies and don’t have last names, instead deriving titles from common aspects found in nature (names aren’t gendered either). Their subraces aren’t true ethnic groups, but represent a personal preference that manifests in their transition to adulthood.</p><p></p><p>Rules-wise sirens have a base race and two subraces. The base race gains +1 Wisdom, can breath air and water, has a land and swimming speed of 30 feet, and has Fey Ancestry like elves (advantage on saves vs charmed condition and can’t fall asleep from magic). The Seasinger sirens gain +2 Charisma, are proficient in Persuasion, add twice their proficiency bonus to Performance checks when singing (even if they’re not proficient in said skill), and once per rest can sing a special Siren Song that can charm a creature capable of hearing the siren within 60 feet. Wavedancer sirens gain +2 Dexterity, are proficient in Acrobatics and have advantage on said checks while underwater, and are considered proficient in Performance when dancing even if they lack said skill. They also have 60 foot Darkvision and can transform the lower half of their body into a tail and back again as a bonus action (lower land speed, faster swimming speed).</p><p></p><p>Sirens make for good bards and roguish/athletic types. Perhaps a bit too much, as unlike some other races the majority of their race and subrace traits pushes them strongly in such directions.</p><p></p><p><img src="https://i.imgur.com/SjDpI2Q.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Voda:</strong> Amphibious shapeshifters, the Voda are good-natured people who enjoy walking among other races in disguise. They are naturally empathetic as a result of their head-tresses which allow them to sense emotions to a limited degree, which means that most Voda are good-aligned. Their own communities are typically coral reefs.</p><p></p><p>Rules-wise they are a complete race, gaining +2 Charisma and +1 Dexterity, a land and swimming speed of 30 feet, are amphibious, and at will can shapeshift into a humanoid-shaped Medium size creature they have seen before (which grants them advantage on Deception checks for disguise but don’t gain any of said individual’s special traits). Their empathy manifests as proficiency in Insight, and have advantage on such checks while in their true form and not shapeshifting.</p><p></p><p>Much like Sirens, Voda hew closely towards roguish and social pursuits.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/bIDr8Zp.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Traditional Races</strong></p><p></p><p><strong>Dwarves:</strong> Dwarves believe themselves to have been forged by Sindri, and thus pursue artisanship as a holy profession They forged a kingdom in the Morndirn mountain range, and much of their holdings sunk from the destruction of Varanu. The Thirn clan of hill dwarves have closer contact with the surface world but are fewer in number than the Morndir, or mountain dwarf, clan. Hill dwarves can trade in traditional dwarf weapon proficiencies for more swashbuckling options, and the Aurirn are a new subrace of dwarves whose homelands sunk beneath the waves but survived by adapting to evolve gills and webbed digits while in the process of using more traditional technology to live in such hostile environs. Aurirn dwarves make use of molten rock veins on the seafloor for mining and industry. As a subrace they gain +1 Dexterity, have a swim speed of 30 feet, can breathe both air and water, and are resistant to fire damage.</p><p></p><p><strong>Elves:</strong> There’s really not much to add here, as the majority of fluff text about Vodari’s elves more or less maps onto every D&D elf trope you’ve read by now. The only notable differences are that the Silvari, or High Elves, were the rebellious elves that broke off from their original society’s hidebound ways, and the Lunori, or Dark Elves, are not a mostly-evil race and barring a love of darkness and spiders are like other elves culturally. Lunori have an alternate racial trait, Daywalker, where they reduce their darkvision to 60 feet and are immune to sunlight sensitivity for up to 8 hours a day.</p><p></p><p><strong>Draga (Dragonborn):</strong> The term Draga is the same for the dragonborn race, their empire of old, and their new nation located in the Marradi Archipelago. Legends say that they are descended from dragons, arising from a society of magically-proficient hunters into a great empire. They passed down knowledge via war dances, and while it’s not the sole means of teaching, dancing of many kinds is an important and popular aspect of their culture today. They organize themselves into clans, a broad concept that can apply to extended family units as well as groups they join.</p><p></p><p><strong>Gnomes:</strong> It is said in gnomish mythology that their people emerged out of a spark of life that fell from Sindri’s anvil. They are divided into two groups: the rock gnomes and forest gnomes, and both groups in general despise each other. The rock gnomes live mostly in Xolen, while Forest gnomes live in the great forests of Vodari’s western islands. The industrial pollution and expansion of Xolen has put them into conflict with forest gnome settlements, causing no amount of small-scale conflicts between the two groups.</p><p></p><p><strong>Goblinkin:</strong> Before the Godwar the goblinoids of Vodari were much like their kind in other D&D settings: best at pissing everyone off by raiding and attacking other civilizations. But the destruction wrought by the sinking of Varanu caused people of otherwise disparate cultures and backgrounds to band together for survival, and the goblinkin were among them. The majority of survivors settled in the north, and from this pact the civilization that would later become the kingdom of Ghak arose. Nowadays goblins, hobgoblins, and bugbears can be found all across Vodari, especially in Xolen, Zavros, and the Pirate Isles. They are accepted in some communities and shunned by others,* although they’re more likely to be accepted in the northern islands than elsewhere. Most elves still remember the pre-Godwar times and find it hard to move on, distrusting goblinkin in general.</p><p></p><p>*This kind of goes against Chapter 2’s statement that Ghak is universally disliked. If there’s a point to be made about being distrustful of the nation vs. the race as a whole, it hasn’t really been illustrated in the book.</p><p></p><p><strong>Half-elves:</strong> Half-elves are closer to Eberron’s take on the race than the “one human, one elf parent” that predominates D&D. “Half-elves” are anyone who has a mixture of human and elven blood to a notable degree, and while they are more or less accepted in elven society their shorter lifespan often makes them feel different than their elven peers.</p><p></p><p><strong>Half-orcs:</strong> Most common in the northern lands, half-orcs have a history dating back from alliances between human and orcish communities of the Verdaan Empire, raised to be ambassadors between the two groups. They aren’t the despised outcasts as they are in other settings: among the humans and orcs of the north they are judged by their ability to contribute to communities more than anything, while in the Southern Nations they helped found new societies and rebuilt surviving ones after the Godwar.</p><p></p><p><strong>Halflings:</strong> Halflings have no true nation to call their own and are found across southern Vodari in all manner of trades. Those who make their living on land tend to be farmers, and those on the sea are notable for building “floating villages” of interconnected boats and vessels. Unlike the other traditional races in this chapter, we have a list of new Halfling family names for those who make their living off the sea, such as Highwave and Rumbarrel.</p><p></p><p><strong>Humans:</strong> Nothing much new here either, checking off most fantasy tropes of being numerous and diverse. The only major difference is that their civilizations were most dominant before the Godwar, but now their lands and realms are just one of many as opposed to an overwhelming presence or majority. Nowadays most humans identify culturally by their island home, and only a few families of means care to trace back their lineage to pre-Godwar days.</p><p></p><p><strong>Tieflings:</strong> The tiefling race are the descendants of human nobles of the empire of Zuroth that made infernal pacts for power. The tiefling descendents of such unions were viewed as the spawn of evil to be killed, and even after the Godwar such prejudices still linger. Tieflings mostly live as disenfranchised people in the slums of the Southern Nations’ cities, and many end up pushed into criminal activity and piracy to earn a living.</p><p></p><p><strong>Additional Racial Options:</strong> This small section gives small one-paragraph descriptions of other official races and their place in the Seas of Vodari. Some have been renamed to more copyright-friendly titles, with Tabaxi becoming Felines and Tortles becoming Turtlefolk. We don’t really have much to go on besides where they’re from. Aasimar are believed to be a sign of blessings from the gods, Genasi are humans changed by exposure to planar elements and originally came from the island of Sanctuary, Kobolds served great dragons in the past but now live in ruins and slums, Lizardfolk mostly live in swamps but some became notorious pirates and valuable crewmates in the ships of other races, and orcs are found all over the north.</p><p></p><p><strong>Thoughts So Far:</strong> I feel that the Sirens and Voda are too close in concept as “idyllic and carefree aquatic people.” I liked the minotaurs, although the Aurirn dwarven subrace felt a bit lackluster. Then again, the core dwarven subraces don’t have much either, given that the base dwarven race has a lot going for it already, so I suppose I can’t complain too much.</p><p></p><p>The existing races didn’t really cover new territory, with the most interesting things being the new aspects of the setting. The fact that said elements were covered quite well in previous chapters makes things feel a bit superfluous in places. The things I liked were having the gnomish subraces being on antagonistic footing, the removal of “usually evil” status of a few of the monstrous races such as goblinoids and drow, and the brief history lesson on dragonborn culture.</p><p></p><p><strong>Join us next time as we check out the new Gunslinger class and 20 new subclasses in Chapter IV, Character Options!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8277711, member: 6750502"] [CENTER][IMG]https://i.imgur.com/4ZinezJ.png[/IMG] [B]Chapter III: the People of Vodari[/B][/CENTER] This chapter provides new races and subraces for the campaign setting. Before getting into that, we have a very brief rundown of the default races. Seas of Vodari is not a humanocentric setting: they only make up 30% of the total population, and there are many islands made up predominantly of one race (particularly the smaller islands). After humans, dwarves are 20%, halflings 15%, elves 10%, with gnomes, orcs, and goblinoids 5% each. The remaining 10% are made up of the other races, ranging from dragonborn to tieflings as well as the new ones provided here. The races, both new and old, are present in alphabetical order. For the sake of our review we’ll cover the new ones first, then after that Vodari’s interpretation of the Player’s Handbook ones. [IMG]https://i.imgur.com/4JfzfNt.png[/IMG] [B]Cursed Souls:[/B] Not exactly a true race of their own, cursed souls are people who for various supernatural reasons are unable to pass on to the afterlife. They exist in an undead state that is usually the result of a violent and tragic death or forbidden magic. Cursed Souls are a complete race (no subraces) but due to their diverse backgrounds they retain some racial traits of their living selves provided in a table below: [IMG]https://i.imgur.com/g2Y1riU.png[/IMG] Beyond these options, Cursed Souls have the same size and speeds as their original race, increase 2 different ability scores of their choice by 1, have no need to eat or drink, are resistant to necrotic damage, and as a reaction once per rest can take on a ghostly form to halve damage from a bludgeoning/piercing/slashing attack. They can reroll a death saving throw once per long rest, and only need to ‘sleep/rest’ for 4 hours a day. Overall Cursed Souls are a pretty strong race if only due to the fact that they often take some of the better traits from their original race. But as for their unique abilities, most are defensive and reactive in nature, geared towards keeping them alive as opposed to more active abilities such as new proficiencies and special actions and attacks. [IMG]https://i.imgur.com/ClJp54p.png[/IMG] [B]Minotaurs:[/B] Also called taurus for short, minotaurs are a rare race who were once a vicious and warlike society created by the god Scatho. But eventually they transitioned into a more peaceful meritocracy, and virtually every member of their race is driven by a deep obsession to master a trade or significant goal. Their culture encourages personal self-improvement in all manner of ways, and many go out and explore the world in order to learn as much as they can about their chosen vocation. Rules-wise minotaurs are a complete race, gaining +2 Strength and +1 Constitution with 30 foot speed. They are treated as one size larger for carrying capacity, and gain proficiency in one skill of their choice and either water vehicles or one set of artisan’s tools. They have a biological compass which grants them advantage on checks against becoming lost, and in addition to horns as a natural weapon they are proficient with greataxes, greatswords, and mauls. They’re most suitable towards melee builds, but their bonus proficiencies grant them a sense of versatility. If we were to compare them to the official minotaur race in Ravnica/Theros, they lack the special Goring Rush/Hammering Horns attacks and trade out Intimidation/Persuasion for proficiency in any one skill. Their proficiencies with heavier weapons may be seen as a worthy tradeoff depending on the build in question, more damaged with two-handed weapons vs being more mobile in attacks and pushing targets around. [IMG]https://i.imgur.com/vzrjSFz.png[/IMG] [B]Sirens:[/B] Amphibious descendants of fey exiled to the Material Plane, sirens live among coastlines in hidden settlements, and their culture places a great emphasis on beauty, art, and music. Most of them live carefree lives among the waves, and are fond of collecting trinkets from shipwrecks as well as the ocean’s natural bounties to fasten into clothes and jewelry. They live in communal societies and don’t have last names, instead deriving titles from common aspects found in nature (names aren’t gendered either). Their subraces aren’t true ethnic groups, but represent a personal preference that manifests in their transition to adulthood. Rules-wise sirens have a base race and two subraces. The base race gains +1 Wisdom, can breath air and water, has a land and swimming speed of 30 feet, and has Fey Ancestry like elves (advantage on saves vs charmed condition and can’t fall asleep from magic). The Seasinger sirens gain +2 Charisma, are proficient in Persuasion, add twice their proficiency bonus to Performance checks when singing (even if they’re not proficient in said skill), and once per rest can sing a special Siren Song that can charm a creature capable of hearing the siren within 60 feet. Wavedancer sirens gain +2 Dexterity, are proficient in Acrobatics and have advantage on said checks while underwater, and are considered proficient in Performance when dancing even if they lack said skill. They also have 60 foot Darkvision and can transform the lower half of their body into a tail and back again as a bonus action (lower land speed, faster swimming speed). Sirens make for good bards and roguish/athletic types. Perhaps a bit too much, as unlike some other races the majority of their race and subrace traits pushes them strongly in such directions. [IMG]https://i.imgur.com/SjDpI2Q.png[/IMG] [B]Voda:[/B] Amphibious shapeshifters, the Voda are good-natured people who enjoy walking among other races in disguise. They are naturally empathetic as a result of their head-tresses which allow them to sense emotions to a limited degree, which means that most Voda are good-aligned. Their own communities are typically coral reefs. Rules-wise they are a complete race, gaining +2 Charisma and +1 Dexterity, a land and swimming speed of 30 feet, are amphibious, and at will can shapeshift into a humanoid-shaped Medium size creature they have seen before (which grants them advantage on Deception checks for disguise but don’t gain any of said individual’s special traits). Their empathy manifests as proficiency in Insight, and have advantage on such checks while in their true form and not shapeshifting. Much like Sirens, Voda hew closely towards roguish and social pursuits. [CENTER][IMG]https://i.imgur.com/bIDr8Zp.png[/IMG] [B]Traditional Races[/B][/CENTER] [B]Dwarves:[/B] Dwarves believe themselves to have been forged by Sindri, and thus pursue artisanship as a holy profession They forged a kingdom in the Morndirn mountain range, and much of their holdings sunk from the destruction of Varanu. The Thirn clan of hill dwarves have closer contact with the surface world but are fewer in number than the Morndir, or mountain dwarf, clan. Hill dwarves can trade in traditional dwarf weapon proficiencies for more swashbuckling options, and the Aurirn are a new subrace of dwarves whose homelands sunk beneath the waves but survived by adapting to evolve gills and webbed digits while in the process of using more traditional technology to live in such hostile environs. Aurirn dwarves make use of molten rock veins on the seafloor for mining and industry. As a subrace they gain +1 Dexterity, have a swim speed of 30 feet, can breathe both air and water, and are resistant to fire damage. [B]Elves:[/B] There’s really not much to add here, as the majority of fluff text about Vodari’s elves more or less maps onto every D&D elf trope you’ve read by now. The only notable differences are that the Silvari, or High Elves, were the rebellious elves that broke off from their original society’s hidebound ways, and the Lunori, or Dark Elves, are not a mostly-evil race and barring a love of darkness and spiders are like other elves culturally. Lunori have an alternate racial trait, Daywalker, where they reduce their darkvision to 60 feet and are immune to sunlight sensitivity for up to 8 hours a day. [B]Draga (Dragonborn):[/B] The term Draga is the same for the dragonborn race, their empire of old, and their new nation located in the Marradi Archipelago. Legends say that they are descended from dragons, arising from a society of magically-proficient hunters into a great empire. They passed down knowledge via war dances, and while it’s not the sole means of teaching, dancing of many kinds is an important and popular aspect of their culture today. They organize themselves into clans, a broad concept that can apply to extended family units as well as groups they join. [B]Gnomes:[/B] It is said in gnomish mythology that their people emerged out of a spark of life that fell from Sindri’s anvil. They are divided into two groups: the rock gnomes and forest gnomes, and both groups in general despise each other. The rock gnomes live mostly in Xolen, while Forest gnomes live in the great forests of Vodari’s western islands. The industrial pollution and expansion of Xolen has put them into conflict with forest gnome settlements, causing no amount of small-scale conflicts between the two groups. [B]Goblinkin:[/B] Before the Godwar the goblinoids of Vodari were much like their kind in other D&D settings: best at pissing everyone off by raiding and attacking other civilizations. But the destruction wrought by the sinking of Varanu caused people of otherwise disparate cultures and backgrounds to band together for survival, and the goblinkin were among them. The majority of survivors settled in the north, and from this pact the civilization that would later become the kingdom of Ghak arose. Nowadays goblins, hobgoblins, and bugbears can be found all across Vodari, especially in Xolen, Zavros, and the Pirate Isles. They are accepted in some communities and shunned by others,* although they’re more likely to be accepted in the northern islands than elsewhere. Most elves still remember the pre-Godwar times and find it hard to move on, distrusting goblinkin in general. *This kind of goes against Chapter 2’s statement that Ghak is universally disliked. If there’s a point to be made about being distrustful of the nation vs. the race as a whole, it hasn’t really been illustrated in the book. [B]Half-elves:[/B] Half-elves are closer to Eberron’s take on the race than the “one human, one elf parent” that predominates D&D. “Half-elves” are anyone who has a mixture of human and elven blood to a notable degree, and while they are more or less accepted in elven society their shorter lifespan often makes them feel different than their elven peers. [B]Half-orcs:[/B] Most common in the northern lands, half-orcs have a history dating back from alliances between human and orcish communities of the Verdaan Empire, raised to be ambassadors between the two groups. They aren’t the despised outcasts as they are in other settings: among the humans and orcs of the north they are judged by their ability to contribute to communities more than anything, while in the Southern Nations they helped found new societies and rebuilt surviving ones after the Godwar. [B]Halflings:[/B] Halflings have no true nation to call their own and are found across southern Vodari in all manner of trades. Those who make their living on land tend to be farmers, and those on the sea are notable for building “floating villages” of interconnected boats and vessels. Unlike the other traditional races in this chapter, we have a list of new Halfling family names for those who make their living off the sea, such as Highwave and Rumbarrel. [B]Humans:[/B] Nothing much new here either, checking off most fantasy tropes of being numerous and diverse. The only major difference is that their civilizations were most dominant before the Godwar, but now their lands and realms are just one of many as opposed to an overwhelming presence or majority. Nowadays most humans identify culturally by their island home, and only a few families of means care to trace back their lineage to pre-Godwar days. [B]Tieflings:[/B] The tiefling race are the descendants of human nobles of the empire of Zuroth that made infernal pacts for power. The tiefling descendents of such unions were viewed as the spawn of evil to be killed, and even after the Godwar such prejudices still linger. Tieflings mostly live as disenfranchised people in the slums of the Southern Nations’ cities, and many end up pushed into criminal activity and piracy to earn a living. [B]Additional Racial Options:[/B] This small section gives small one-paragraph descriptions of other official races and their place in the Seas of Vodari. Some have been renamed to more copyright-friendly titles, with Tabaxi becoming Felines and Tortles becoming Turtlefolk. We don’t really have much to go on besides where they’re from. Aasimar are believed to be a sign of blessings from the gods, Genasi are humans changed by exposure to planar elements and originally came from the island of Sanctuary, Kobolds served great dragons in the past but now live in ruins and slums, Lizardfolk mostly live in swamps but some became notorious pirates and valuable crewmates in the ships of other races, and orcs are found all over the north. [B]Thoughts So Far:[/B] I feel that the Sirens and Voda are too close in concept as “idyllic and carefree aquatic people.” I liked the minotaurs, although the Aurirn dwarven subrace felt a bit lackluster. Then again, the core dwarven subraces don’t have much either, given that the base dwarven race has a lot going for it already, so I suppose I can’t complain too much. The existing races didn’t really cover new territory, with the most interesting things being the new aspects of the setting. The fact that said elements were covered quite well in previous chapters makes things feel a bit superfluous in places. The things I liked were having the gnomish subraces being on antagonistic footing, the removal of “usually evil” status of a few of the monstrous races such as goblinoids and drow, and the brief history lesson on dragonborn culture. [B]Join us next time as we check out the new Gunslinger class and 20 new subclasses in Chapter IV, Character Options![/B] [/QUOTE]
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