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Eternally Blue: A Homebrew Setting
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<blockquote data-quote="John4" data-source="post: 5542853" data-attributes="member: 6675381"><p><strong>Races</strong></p><p></p><p>A place for all of the race modifications and descriptions.</p><p></p><p><u><strong>Dwarves:</strong></u></p><p>Master craftsmen and miners, the dwarves live on the edge of the Sunside. Having long ago decided to go underground instead of dealing with the intense heat and inimical inhabitants of that sun-scorched place, the dwarves have many traits that make them uniquely suited to their environment.</p><p></p><p><u>Game Rules Alterations:</u></p><p><em>Defensive Training:</em> Instead of gaining a +4 Dodge bonus against monsters of the Giant subtype, dwarves gain a +4 Dodge bonus against monsters of the Aberration subtype (I intend aberrations to become a largish staple of underground adventuring, while giants don't generally inhabit the same areas as the dwarves).</p><p></p><p></p><p><u><strong>Elves:</strong></u></p><p>Children of the fey, the elves hold court in small hunter-gatherer bands that roam the edge of the starside. Their innate magic and grace, combined with their superior senses, allows them to survive on the edge of darkness. Weaving songs of magic and stalking the terrors that lurk in the endless, freezing night, the elves continue to thrive in that harsh environment.</p><p></p><p><u>Game Rules Alterations:</u></p><p><em>Elven Immunities:</em> Elves retain the immunity to sleep, but replace the +2 racial bonus on Will saves to resist enchantments with a +2 racial bonus on Fortitude saves to resist nonlethal damage from Cold environments and move the Extreme Cold band of damage (1d6 lethal, no save) to from -20 degrees F to -40 degrees F (since they live on the edge of the starside, they encounter much colder weather than in normal play).</p><p></p><p></p><p><u><strong>Gnomes:</strong></u></p><p>Strongly bonded to nature, gnomes feel the pull of the Twilight Realms more than the other common races. They mark the passing of the seasons and the influence of the sun and the stars as closely as possible. Their memory for seasons past constantly requires refreshment or they become disconnected from the world around them and begin to fade. This causes them to obsess over small details and play practical jokes.</p><p></p><p><u>Game Rules Alterations:</u></p><p>None.</p><p></p><p></p><p><u><strong>Half-Elves:</strong></u></p><p>Occasionally, a lost human wanderer will be taken in and succored by an elven tribe or an individual elf will feel the wanderlust to see the rest of the Twilit Realms and pass through the human lands. The result of the union between these two races are often wanderers themselves, finding little compassion from their fellows and feeling constantly out-of-step with the rest of the world.</p><p></p><p><u>Game Rules Alterations:</u></p><p><em>Elven Immunities:</em> Half-elves retain the immunity to sleep, but replace the +2 racial bonus on Will saves to resist enchantments with a +2 racial bonus on Fortitude saves to resist nonlethal damage from Cold environments and move the Extreme Cold band of damage (1d6 lethal, no save) to from -20 degrees F to -40 degrees F (since their elven relatives live on the edge of the starside, they encounter much colder weather than in normal play).</p><p></p><p></p><p><u><strong>Half-Orcs:</strong></u></p><p>The children of two strong cultures, half-orcs often find that the road of the adventurer calls them. Their orcish heritage often instills in them the wanderlust of the roving tribes, while their human blood brings the creativity and strive for excellence that is such a part of that species. When raised amongst orcs, half-orcs often become tribal shamans or chieftans due to their greater cunning than their fellows. When raised among humans, half-orcs often become hired muscle or soldiers due to their greater ferocity than their fellows.</p><p></p><p><u>Game Rule Alterations:</u></p><p>None.</p><p></p><p></p><p><u><strong>Halflings:</strong></u></p><p>The Little Folk have always coexisted with their larger cousins. Luck, cunning, and quickness of hand and mind has helped them compete with those who are more powerful physically since time began. Their clan structure--much looser than the one of the dwarves--has allowed them to retain a seperate cultural identity, even though they have lived along humankind for so long.</p><p></p><p><u>Game Rule Alterations:</u></p><p>None.</p><p></p><p></p><p><u><strong>Humans:</strong></u></p><p>A squabbling, grasping, crafting, dreaming, conquering, protecting people, humans have all of the possibilities imbued by the gods in their children. If there is a face of intelligence that can be shown, humans have it somewhere in their number. There are those who believe that humans are the dominant species on Urdina, despite only inhabiting the small Twilit Realms. Truly, though, they are the most populous of the races that exist there.</p><p></p><p><u>Game Rule Alterations:</u></p><p>None.</p><p></p><p></p><p><u><strong>Orcs:</strong></u></p><p>Fierce tribal barbarians, the orcs split when Urdina stopped its rotation. There were those who went deep underground to fight the dwarves for living space, and then there were those who decided to remain topside near the sunward edge of the Twilit Realms. These orcs adapted to their new environment, becoming exceptional horsemen and traders with the rest of the Twilit Realms races.</p><p></p><p><u>Game Rules Alterations:</u></p><p></p><p><strong>Underground Orcs:</strong> None.</p><p></p><p><strong>Twilit Orcs:</strong></p><p><em>+2 Strength, +2 Wisdom, -2 Intelligence:</em> Orcs are enormously strong and have the wisdom of the ages, but are not particularly bright.</p><p><em>No Light Sensitivity:</em> Orcs see just fine in normal light.</p></blockquote><p></p>
[QUOTE="John4, post: 5542853, member: 6675381"] [b]Races[/b] A place for all of the race modifications and descriptions. [u][b]Dwarves:[/b][/u] Master craftsmen and miners, the dwarves live on the edge of the Sunside. Having long ago decided to go underground instead of dealing with the intense heat and inimical inhabitants of that sun-scorched place, the dwarves have many traits that make them uniquely suited to their environment. [u]Game Rules Alterations:[/u] [i]Defensive Training:[/i] Instead of gaining a +4 Dodge bonus against monsters of the Giant subtype, dwarves gain a +4 Dodge bonus against monsters of the Aberration subtype (I intend aberrations to become a largish staple of underground adventuring, while giants don't generally inhabit the same areas as the dwarves). [u][b]Elves:[/b][/u] Children of the fey, the elves hold court in small hunter-gatherer bands that roam the edge of the starside. Their innate magic and grace, combined with their superior senses, allows them to survive on the edge of darkness. Weaving songs of magic and stalking the terrors that lurk in the endless, freezing night, the elves continue to thrive in that harsh environment. [u]Game Rules Alterations:[/u] [i]Elven Immunities:[/i] Elves retain the immunity to sleep, but replace the +2 racial bonus on Will saves to resist enchantments with a +2 racial bonus on Fortitude saves to resist nonlethal damage from Cold environments and move the Extreme Cold band of damage (1d6 lethal, no save) to from -20 degrees F to -40 degrees F (since they live on the edge of the starside, they encounter much colder weather than in normal play). [u][b]Gnomes:[/b][/u][b][/b] Strongly bonded to nature, gnomes feel the pull of the Twilight Realms more than the other common races. They mark the passing of the seasons and the influence of the sun and the stars as closely as possible. Their memory for seasons past constantly requires refreshment or they become disconnected from the world around them and begin to fade. This causes them to obsess over small details and play practical jokes. [u]Game Rules Alterations:[/u] None. [u][b]Half-Elves:[/b][/u][b][/b] Occasionally, a lost human wanderer will be taken in and succored by an elven tribe or an individual elf will feel the wanderlust to see the rest of the Twilit Realms and pass through the human lands. The result of the union between these two races are often wanderers themselves, finding little compassion from their fellows and feeling constantly out-of-step with the rest of the world. [u]Game Rules Alterations:[/u] [i]Elven Immunities:[/i] Half-elves retain the immunity to sleep, but replace the +2 racial bonus on Will saves to resist enchantments with a +2 racial bonus on Fortitude saves to resist nonlethal damage from Cold environments and move the Extreme Cold band of damage (1d6 lethal, no save) to from -20 degrees F to -40 degrees F (since their elven relatives live on the edge of the starside, they encounter much colder weather than in normal play). [u][b]Half-Orcs:[/b][/u][b][/b] The children of two strong cultures, half-orcs often find that the road of the adventurer calls them. Their orcish heritage often instills in them the wanderlust of the roving tribes, while their human blood brings the creativity and strive for excellence that is such a part of that species. When raised amongst orcs, half-orcs often become tribal shamans or chieftans due to their greater cunning than their fellows. When raised among humans, half-orcs often become hired muscle or soldiers due to their greater ferocity than their fellows. [u]Game Rule Alterations:[/u] None. [u][b]Halflings:[/b][/u][b][/b] The Little Folk have always coexisted with their larger cousins. Luck, cunning, and quickness of hand and mind has helped them compete with those who are more powerful physically since time began. Their clan structure--much looser than the one of the dwarves--has allowed them to retain a seperate cultural identity, even though they have lived along humankind for so long. [u]Game Rule Alterations:[/u] None. [u][b]Humans:[/b][/u] A squabbling, grasping, crafting, dreaming, conquering, protecting people, humans have all of the possibilities imbued by the gods in their children. If there is a face of intelligence that can be shown, humans have it somewhere in their number. There are those who believe that humans are the dominant species on Urdina, despite only inhabiting the small Twilit Realms. Truly, though, they are the most populous of the races that exist there. [u]Game Rule Alterations:[/u] None. [u][b]Orcs:[/b][/u][b][/b] Fierce tribal barbarians, the orcs split when Urdina stopped its rotation. There were those who went deep underground to fight the dwarves for living space, and then there were those who decided to remain topside near the sunward edge of the Twilit Realms. These orcs adapted to their new environment, becoming exceptional horsemen and traders with the rest of the Twilit Realms races. [u]Game Rules Alterations:[/u] [b]Underground Orcs:[/b] None. [b]Twilit Orcs:[/b] [i]+2 Strength, +2 Wisdom, -2 Intelligence:[/i] Orcs are enormously strong and have the wisdom of the ages, but are not particularly bright. [i]No Light Sensitivity:[/i] Orcs see just fine in normal light. [/QUOTE]
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