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<blockquote data-quote="Rhineglade" data-source="post: 6744784" data-attributes="member: 6801931"><p><strong>Dragonborn</strong></p><p>The dragonborn of Hyperion were one of the original races of the world having been created during the dawn of time as distant cousins to the Dragons themselves. Dragonborn are powerful creatures who made great advancements during their long years of existance founding one of the most powerful empires to have ever graced the world. With few true rivals to their dominance, the dragonborn became lustful for more power. In time, their realm stretched over most of the continent. The dragonborn viewed all other creatures as being of lesser worth. Whether having expanded their empire too far or simply due to internal political strife, the Dragonborn empire receeded to a far shadow of its former self. Many dragonborn of Hyperion revere Kronum, the god of law and order. The dragonborn are still found throughout the world but their numbers are the greatest in the desert lands of the southeast.</p><p></p><p><strong>Dwarf</strong></p><p>Dwarves of Hyperion are ancient earth spirits known as "Children of the Mountain." They are said to have been created by the dwarf god Berathor, the 'Father of the Mountain,' who sought to bring life to the very rock itself. Dwarves are short, stout folk with powerful physical builds and stubborn natures to match. Like the earth itself, dwarves can be slow to act but once they have made up their mind can be difficult to influence. Being creatures of the earth, dwarves are naturally skilled at mining and metal work. They are known for their expert skills at smithing and arms making. Many dwarf communities in fact make their living as suppliers of weapons and armor to their often more violent and warmongering neighbors. As there seems to rarely be a shortage of conflict and violence, a need for reputable arms dealers are in large supply allowing most dwarves to grow wealthy in the process. Dwarves of Hyperion are further classified into a number of sub-races: Mountain Dwarf, Hill Dwarf and the Barter Dwarf. Dwarves are thought to be the least magically-inclined race of Hyperion. Whether or not this is true is unclear for dwarves certainly use magic in the creation of powerful weapons and objects. Dwarf magic utilizes mystical runes and has a tendency toward transmutation or evocation.</p><p></p><p> <p style="margin-left: 20px"><strong>Barter Dwarf</strong></p> <p style="margin-left: 20px"> As a barter dwarf, you have developed highly specialized skills in dealing with other creatures. You enjoy the buying and selling of goods far more so than your Mountain and Hill cousins.</p> <p style="margin-left: 20px"> <em><strong>Ability Score Increase:</strong></em> Your Charisma score increases by 1.</p> <p style="margin-left: 20px"> <em><strong>Natural mercantile skills:</strong></em> You gain proficiency of your choice in any 1 skill: Deception, Insight, Intimidation or Perception</p> <p style="margin-left: 20px"></p><p></p><p><strong>Elf</strong></p><p>The elves of Hyperion are the spirits of the natural world and in particular the verdant woodlands that cover much of the planet. Elves are connected to both the natural world and the Faerie Otherworld making them cousins of the Sidhe though elves tend to be more grounded in reality than their fey relatives. The race of elves were said to have been created from the trees by the elf creator goddess Meru, the Seed-Mother. As a result, they tend to express a great affinity for trees and often prefer living in rural environments with some source of natural beauty which the elves view as a physical manifestation of their deity. Elves have a great interest in the arcane and as a result follow a path of magic though they are also just as likely to practice the arts of more primal or martial classes. Elves of Hyperion are further classified into a number of sub-races: High (the most common), Wood, Gray and Dark. Elves prefer magic in general but have a tendency toward Enchantments, Conjurations and Divinations.</p><p></p><p> </p><p> <p style="margin-left: 20px"><strong>Gray Elf</strong></p> <p style="margin-left: 20px"> As a gray elf, you are considered more contemplative and mystical than the other elven kindred. Perhaps more realistic and less flighty, gray elves prefer more defensive cavern and mountain strongholds than living out in the open woodland glades. Gray elves tend to have darker hair and eye colors than the high or wood elf variety.</p> <p style="margin-left: 20px"> <em><strong>Ability Score Increase:</strong></em> Your Intelligence and Wisdom score each increase by 1.</p> <p style="margin-left: 20px"> <em><strong>Cantrip:</strong></em> You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.</p> <p style="margin-left: 20px"></p><p></p><p><strong>Gnome</strong></p><p>Gnomes are spirits of mirth and nature created according to myth from a union between the gods Berathor and Meru. Gnomish mythology tells how the divine patrons took clay from the hills of Hyperion to form the first gnomes. Each gnome was blessed with a mystical heart gem by the goddess Meru thus granting them life and a innate magical talent. Gnomes seem to dwell in two worlds- a realm of underground burrows and one of rolling hills and lofty boughs. No other being matches their talent at gemcutting and jewelcraft. Gnomes value curiosity and exploration and thus they tend to favor the classes of Bard and Rogue. They also have been known to make excellent Wizards, particularly with an emphasis on illusionary magic. Gnomish Fighters tend to prefer combat at a distance relying on missile weapons. Gnomes of Hyperion are further classified into a number of sub-races: Forest Gnome and Rock Gnome. Not suprisingly, gnomes will pay homage to both Berathor and Meru. Gnomes often prefer illusionary magic.</p><p></p><p><strong>Half-Elf</strong></p><p>Half-elves are the result of a union from a human parent and an elf parent. Such unions are uncommon on Hyperion but not necessarily rare as there are a number of elven communities that are located quite near human settlements. Such proximity will often foster a common bond between the two races and the half-elves are the physical proof of such unions. Half-elves share traits from both genetic origins though they will often select one or the other in which to identify themselves. Half-elves preferring their elven blood will tend to dwell in elf-dominating communities. Half-elves preferring their human ancestry will tend to dwell in human-dominating communities. Half-elves identifying with their elven heritage will commonly pay homage to Meru, the nature goddess. Half-elves identifying with their human heritage will commonly revere whichever deity is more popular in their place of birth.</p><p></p><p><strong>Half-Orc</strong></p><p>Sadly, half-orcs are often a reflection of the often violent union of their human and orc parents. Such a union is rarely a positive or even long-lasting one and half-orcs are often abandoned, forced to rely on their own strengths in order to survive. With such a harsh background, the half-orcs that do survive to adulthood tend to be physically powerful otherwise they likely would never have survived their early years. Half-orcs, having been jaded by their experiences, will often adapt a more evil nature or at least a neutral attitude. Half-orcs often revere the war deity Tormac. </p><p></p><p><strong>Halfling</strong></p><p>Halflings of Hyperion are primarily a nomadic folk of river riders. Their culture is an ancient one rooted with rich folklore and tradition and as such halflings are a fiercely proud and independent people. Halflings have an innate curiousity that can often get them into trouble. Though halflings can be found throughout most of Hyperion, their numbers are concentrated within the good-aligned, human dominated realms. Halflings of Hyperion are further subdivided into three sub-races: Lightfoot Halfling, Stout Halfing and Greenthumb Halfling. Halflings generally follow the same deities worshiped by humans. Halfling magic tends to be domestic or protective in nature.</p><p></p><p> <p style="margin-left: 20px"><strong>Greenthumb Halfling</strong></p> <p style="margin-left: 20px"> As a greenthumb halfling, you are more reserved and less adventurous than your more haughty lightfoot and stout kin. You are also far more astute in the agrarian arts of farming and animal husbandry. Some say that greenthumb halflings have elven blood running through their veins though this is highly unlikely. Greenthumbs do tend to be slightly taller than the other halfing subraces.</p> <p style="margin-left: 20px"> <em><strong>Ability Score Increase</strong></em>. Your Wisdom score increases by 1.</p> <p style="margin-left: 20px"> <em><strong>Natural Affinity</strong></em>. You gain proficiency in the Nature skill and the Herbalist tool kit.</p> <p style="margin-left: 20px"></p><p><strong></strong></p><p><strong>Tiefling</strong></p><p>Tieflings are the result of a union between a human parent and a creature from the evil lower planes. As such, tieflings are not widely accepted or even trusted by other creatures of Hyperion. This by no means implies that all tieflings are evil though they certainly have a tendency toward that darker alignment. Tieflings are quite rare in Hyperion but are somewhat more common in more evil-dominated lands particularly within the Defiant Lands and the Fell-Empire. Tieflings typically revere Mordagh, Kharon or Tormac (if evil) or Nerthys, Seralise or Jocasta (if anything else).</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6744784, member: 6801931"] [B]Dragonborn[/B] The dragonborn of Hyperion were one of the original races of the world having been created during the dawn of time as distant cousins to the Dragons themselves. Dragonborn are powerful creatures who made great advancements during their long years of existance founding one of the most powerful empires to have ever graced the world. With few true rivals to their dominance, the dragonborn became lustful for more power. In time, their realm stretched over most of the continent. The dragonborn viewed all other creatures as being of lesser worth. Whether having expanded their empire too far or simply due to internal political strife, the Dragonborn empire receeded to a far shadow of its former self. Many dragonborn of Hyperion revere Kronum, the god of law and order. The dragonborn are still found throughout the world but their numbers are the greatest in the desert lands of the southeast. [B]Dwarf[/B] Dwarves of Hyperion are ancient earth spirits known as "Children of the Mountain." They are said to have been created by the dwarf god Berathor, the 'Father of the Mountain,' who sought to bring life to the very rock itself. Dwarves are short, stout folk with powerful physical builds and stubborn natures to match. Like the earth itself, dwarves can be slow to act but once they have made up their mind can be difficult to influence. Being creatures of the earth, dwarves are naturally skilled at mining and metal work. They are known for their expert skills at smithing and arms making. Many dwarf communities in fact make their living as suppliers of weapons and armor to their often more violent and warmongering neighbors. As there seems to rarely be a shortage of conflict and violence, a need for reputable arms dealers are in large supply allowing most dwarves to grow wealthy in the process. Dwarves of Hyperion are further classified into a number of sub-races: Mountain Dwarf, Hill Dwarf and the Barter Dwarf. Dwarves are thought to be the least magically-inclined race of Hyperion. Whether or not this is true is unclear for dwarves certainly use magic in the creation of powerful weapons and objects. Dwarf magic utilizes mystical runes and has a tendency toward transmutation or evocation. [INDENT][B]Barter Dwarf[/B] As a barter dwarf, you have developed highly specialized skills in dealing with other creatures. You enjoy the buying and selling of goods far more so than your Mountain and Hill cousins. [I][B]Ability Score Increase:[/B][/I] Your Charisma score increases by 1. [I][B]Natural mercantile skills:[/B][/I] You gain proficiency of your choice in any 1 skill: Deception, Insight, Intimidation or Perception [/INDENT] [B]Elf[/B] The elves of Hyperion are the spirits of the natural world and in particular the verdant woodlands that cover much of the planet. Elves are connected to both the natural world and the Faerie Otherworld making them cousins of the Sidhe though elves tend to be more grounded in reality than their fey relatives. The race of elves were said to have been created from the trees by the elf creator goddess Meru, the Seed-Mother. As a result, they tend to express a great affinity for trees and often prefer living in rural environments with some source of natural beauty which the elves view as a physical manifestation of their deity. Elves have a great interest in the arcane and as a result follow a path of magic though they are also just as likely to practice the arts of more primal or martial classes. Elves of Hyperion are further classified into a number of sub-races: High (the most common), Wood, Gray and Dark. Elves prefer magic in general but have a tendency toward Enchantments, Conjurations and Divinations. [INDENT][B]Gray Elf[/B] As a gray elf, you are considered more contemplative and mystical than the other elven kindred. Perhaps more realistic and less flighty, gray elves prefer more defensive cavern and mountain strongholds than living out in the open woodland glades. Gray elves tend to have darker hair and eye colors than the high or wood elf variety. [I][B]Ability Score Increase:[/B][/I] Your Intelligence and Wisdom score each increase by 1. [I][B]Cantrip:[/B][/I] You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it. [/INDENT] [B]Gnome[/B] Gnomes are spirits of mirth and nature created according to myth from a union between the gods Berathor and Meru. Gnomish mythology tells how the divine patrons took clay from the hills of Hyperion to form the first gnomes. Each gnome was blessed with a mystical heart gem by the goddess Meru thus granting them life and a innate magical talent. Gnomes seem to dwell in two worlds- a realm of underground burrows and one of rolling hills and lofty boughs. No other being matches their talent at gemcutting and jewelcraft. Gnomes value curiosity and exploration and thus they tend to favor the classes of Bard and Rogue. They also have been known to make excellent Wizards, particularly with an emphasis on illusionary magic. Gnomish Fighters tend to prefer combat at a distance relying on missile weapons. Gnomes of Hyperion are further classified into a number of sub-races: Forest Gnome and Rock Gnome. Not suprisingly, gnomes will pay homage to both Berathor and Meru. Gnomes often prefer illusionary magic. [B]Half-Elf[/B] Half-elves are the result of a union from a human parent and an elf parent. Such unions are uncommon on Hyperion but not necessarily rare as there are a number of elven communities that are located quite near human settlements. Such proximity will often foster a common bond between the two races and the half-elves are the physical proof of such unions. Half-elves share traits from both genetic origins though they will often select one or the other in which to identify themselves. Half-elves preferring their elven blood will tend to dwell in elf-dominating communities. Half-elves preferring their human ancestry will tend to dwell in human-dominating communities. Half-elves identifying with their elven heritage will commonly pay homage to Meru, the nature goddess. Half-elves identifying with their human heritage will commonly revere whichever deity is more popular in their place of birth. [B]Half-Orc[/B] Sadly, half-orcs are often a reflection of the often violent union of their human and orc parents. Such a union is rarely a positive or even long-lasting one and half-orcs are often abandoned, forced to rely on their own strengths in order to survive. With such a harsh background, the half-orcs that do survive to adulthood tend to be physically powerful otherwise they likely would never have survived their early years. Half-orcs, having been jaded by their experiences, will often adapt a more evil nature or at least a neutral attitude. Half-orcs often revere the war deity Tormac. [B]Halfling[/B] Halflings of Hyperion are primarily a nomadic folk of river riders. Their culture is an ancient one rooted with rich folklore and tradition and as such halflings are a fiercely proud and independent people. Halflings have an innate curiousity that can often get them into trouble. Though halflings can be found throughout most of Hyperion, their numbers are concentrated within the good-aligned, human dominated realms. Halflings of Hyperion are further subdivided into three sub-races: Lightfoot Halfling, Stout Halfing and Greenthumb Halfling. Halflings generally follow the same deities worshiped by humans. Halfling magic tends to be domestic or protective in nature. [INDENT][B]Greenthumb Halfling[/B] As a greenthumb halfling, you are more reserved and less adventurous than your more haughty lightfoot and stout kin. You are also far more astute in the agrarian arts of farming and animal husbandry. Some say that greenthumb halflings have elven blood running through their veins though this is highly unlikely. Greenthumbs do tend to be slightly taller than the other halfing subraces. [I][B]Ability Score Increase[/B][/I]. Your Wisdom score increases by 1. [I][B]Natural Affinity[/B][/I]. You gain proficiency in the Nature skill and the Herbalist tool kit. [/INDENT] [B] Tiefling[/B] Tieflings are the result of a union between a human parent and a creature from the evil lower planes. As such, tieflings are not widely accepted or even trusted by other creatures of Hyperion. This by no means implies that all tieflings are evil though they certainly have a tendency toward that darker alignment. Tieflings are quite rare in Hyperion but are somewhat more common in more evil-dominated lands particularly within the Defiant Lands and the Fell-Empire. Tieflings typically revere Mordagh, Kharon or Tormac (if evil) or Nerthys, Seralise or Jocasta (if anything else). [/QUOTE]
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