What PC/NPC races have you created or modified?

Gnomes
Wis +2, Dex +2, Str-2
Diminutive humanoids standing between 7 inches and 1 foot tall. , Gnomes have large noses and sharp eyes, but poportionally speaking other than being slightly hairier, they are essential identical to the average human in shape. Gnome have acute hearing and an exceptional sense of smell (scent feat) and even in complete darkness are able to find their way by smell. They are intelligent and very quick moving with exceptional agility, for their size hey are aslo very strong.

Gnome are often described as cousins to dwarves however this is erroneous as gnome have more in common with Pixie and Faery than with the much larger dwarf race.

Gnomes are found in a variety of habitats including mountains, hills and forest, and even within the walls and floor of houses. In all these settings they maintain a semi-subterranean lifestyle usually by constructing burrows or large 'mounds'. As burrowers gnomes have an affinity for burrowing animals and some may even have an emphatic link and the ability to communicate with the animals around them

Gnomes are intelligent and famed for their inventiveness and mechanical skills. They are well known for 'tinkering' and developing various innovative machines and devices both large scale constructions and small household tools. Gnomes are friendly and curious and so often take an interest in others, however they do take offense seriously and hold a grudge for a very long time.

It is believed by some that all gnomes are male, as females are rarely if ever encountered by non-gnomes. It would seem however that gnomes are in fact hermaphrodites, and that development of female characteristics occurs for environmental reasons and usually only amongst mature gnomes (one however would need to be on intimate terms with a gnome to confirm this)

Gnomes mature in three stages which are linked to environmental factors. It is not entirely possible to emphatically determine the of gnome lifespan, except to say that it is long. Gnomes average at around 300 years, but this may be longer or shorter depending on the rate of maturity. One legend does state that when a gnome becomes 'old' it is absorbed into the ground and reborn, however this is not true.

The three stages of gnome maturation are Juvenile, Youth-Adult and Mature Adult.

Juveniles are aged from birth to 12 years HE (Human Equivalent), they are covered in a coat of soft hair and have no visible gentialia. Juvenile gnomes mature at the same rate other races. Juveniles are greatly cherished and indulged by their clan.

Youth-Adults age from 12 years on and the vast majority of gnomes fall into this range. Adult gnomes loose most of their body hair and also develop genital protrusions. Some youthful females have been noted but are rare and greatly prized by their clans. An unusual fact of Gnome physiology is that this immature adult state is not linked to age and gnomes can remain 'youthful' indefinitely (hence the above stated confusion with gnome age)

At some point however gnomes do age and reach full maturity. However this has more to do with environmental factors than to time. During this Mature stage most gnomes develop beards and male genitalia, while a few begin to develop female characteristics, including development of the mammary and the ability to reproduce.

This mature female is known as the 'Ama' (Mother) and with her primary male mate called the Omak (husband) is usually the head of a given clan.

Besides the Primary mate the Ama may have many other mates. All other members of her clan are mostly likely to be her own children

SOCIETY

Gnomes have an uncertain origin and their own legends claim that they 'Emerged' from the 'Rock', leading some theorist to propose that Gnome are in fact elemental in nature (if they are they show no outward sign of it). Gnomes appear infrequently in history and this is largely how gnomes like it. They acknowledge that an Empire has been established around them, but only recognise it when it suits their needs, otherwise the average gnome and gnome clan just wants to be left to do its 'own thing' without interference from 'big-nobs'

Gnomes dwell in clans of around 100 members, although they may appear singularly or in huge 'Swarms' of up to 1000 members from related clans.

Although able to hold its own, a lone gnome is, due to its size, vulnerable. However in a clan and indeed in a swarm gnomes act with incredible coordination and are truly formidable.

Many legends of gnome team work and innovation are known, and many archaic monoliths and standing stones are attributed to the coordination and efforts of gnomes. Indeed on a number of occasions gnomes have been observed using teamwork and creative thinking to lift and move huge loads by hand (on average 100 gnomes can collectively lift a ton)

Gnomes are adept at arcana (but will avoid necromancy), they are exceptional 'tinkerers'/mechanics and skilled artisans. They are also known for their quick minds and business savvy. Due to limitations of size gnomes are of course generally ineffective as warriors (Warrior Clans and Brownie Fian not withstanding), however gnome do make exceptional scouts and spies (and thieves if you want to steal small things)

RELIGION
By Orbril the Gnome, Master of the Circus Maximus

I have been asked to expand on the issue of Gnome Religious Beleif and am delighted to do so.

First let me state that Gnomes are a very pious people, but like most of what they do, they make no 'big show' of their peity and much of gnome belief must be gleaned by observing their simpler behaviours.

Amongst the Common Gnomes religious types have emerged and tend to follow the standard Faith of their Province (usually the Church of Faith, many becoming Deacons and Clerics) but comment has been made that although 30% of Gnomes have Faith in the Church, 100% have Faith in the 'Rock'.

As has been stated Gnome Tradition says that we as a race 'Emerged' from the 'Rock'. Now certain Brownie Clans in the will ocasionally point to the highest peak in the area and claim that the actual 'Rock' is there. Other Gnomes scoff at this idea but at one stage trade in 'Shards of the Rock' was widespread throughout the Empire and it was considered 'trendy' to own a 'Shard'.

Most gnome belief however is not so specific, gnomes believe that 'The Land Provides' everything we need to survive, and that it will even reshape itself to meet our needs. As such gnomes live simple and uncomplicated lives harvesting what they need and helping where they can. They may also seem uncannily lucky as things simply 'fall into place' (+2 Luck bonus once per day).

When gnomes make a major harvest (like the Autumn Berry harvest) they will leave a small polished stone beneath the brambles as a token of thanks, they will do the same when catching fish leaving the stones in the water - it is beleived that taking these stones will bring misfortune (Which if it has been left by a Brownie or Boggan will usually be at their hands!)

Other than this Gnomes beleive in the same dieties as everyone else!

GNOME TYPES

At least four distinct groups of Gnome are known, each having particular cultural differences.

Common Gnome: Common Gnomes are usually found in hill and forests areas where they dwell in carefully crafted mound-burrows. Some common gnomes (known as Borrowers) have also moved into the houses of other humanoids where they live within the walls and floors of large buildings, or in the barns of farm houses

Common gnomes, being more settled than the other types, are the ones best known for their tinkering and craftsmanship. They have more contact with urban centers and other races and are well represented in trade and other commercial enterprise. Many are also considered pious and religious and Gnome monks are not uncommon.

Brownies: Slightly hairier but otherwise identical to the common gnome, Brownies have a more primitive lifestyle than other types. They dwell in mountain and moorland areas where their coarser hair helps to insulate their bodies. Brownie are sometimes called Blue-skin gnomes due to the allied practice of tattooing the bodies with intricate whorls and circles, and of smearing themselves with blue woad. Brownie are considerable more feisty and warlike than other gnomes, and often engage in great inter clan feuds (rarely fatal). They are also known to regularly steal cattle and other livestock (it is considered a sport), and may even help passing strangers who are in trouble. They do however keep grudges and will hunt down and punish anyone who wrongs them.

Certain Brownies (called the Fian) have the ability to enter a warp-spasm (similar to a beserker rage) which boost their strength and stamina to incredible levels, and one legend even tells of the Fian warrior (Cal Khalon) who single-handedly defeating three trolls while in a Spasm. Although if this is just a legend or true none will say.

Brownies are now very rare as most have been absorbed into more civilised gnome clans.

Korrigan: A special class of gnome with particular penchant for illusion and magic. Korrigan are both greedy and naturally reclusive, and many Boggarts come from this type. Korrigan are also unusual due to their ability to increase their size for short periods, and they have been known to grow to 10 feet tall in order to complete a particular task before reverting back to their natural size (grow for 1 round per level). Korrigan have been known to help others but will usually extract a payment before doing so (the most famous Korrigan was of course Rumpelstilskin)

Boggart and Boggan Not distinct cultures but particular lifestyles within other gnomish groups these two types deserve special mention for their prevalence and social standing.

Boggarts are old mature males who have rejected clan life and become recluses. Many Boggarts take up residents in mineshafts and caves (possibly why gnomes are associated with dwarves), while others become wandering hermits. Boggarts are characterized in gnome circles as 'grumpy old men' who spurn all company. It is reputed that Boggarts have the ability to sniff out gems and precious metals by scent alone, but this also is the subject of much debate amongst racial scholars. As it has not been conclusively proven, most Boggarts will attempt to confuse and lose those they are leading or lead them into quicksand or over the edge of cliffs.

Boggan is the gnomish word for 'Bogeyman' and refers to any gnome of evil character, such as the infamous McBean clan of Brownie cannibals. Boggans are usually ostracized and exiled from gnome society, but still harass gnomes from the fringes. Boggan may seek company with Dark Faery and are also known to take pleasure in terrorizing the homes of other humanoids.



Orcs

The largest of the goblinoid races, Orc are brutish humanoid race with sallow or dark skin, thick hides, clawed hands, broad flat faces with pug noses, powerful jaws, fangs and jutting brows. Orc have a stooped stance and stand 5' - 5' 6" at the shoulder, their full height if standing straight however would be around 6'5". Unusually females are larger than males but this is due more to nutritional rather than genetic factors. The Orc build is ape-like with short bowed legs and over long arms and broad muscular shoulders, which give them great muscular power. They also enjoy tremendous endurance and can function in nearly any conditions.

Orc also possess superior night vision and even in absolute darkness they perceive forms at a short distance. In full sunlight, however, their vision is impaired and they may become seriously disoriented. The Orc sense of smell is acute, and with proper training they can track quarry by scent alone.

SOCIETY

Orc society is clan based and rigidly divided along gender lines.

Female Orcs form semi-nomadic clans usually consisting of a Matriarch, her daughters, and their whelps. Orc clans although cohesive and very hierarchical and divided between the Matriarch, the Senior daughters and Juniors. Seniors often bully and a violent towards the juniors, stealing their food and even killing and eating their whelps. Related clans do interact but generally these groups are also highly territorial and will fiercely defend their territory from encroachment especially from the all male Mobs. Trade with more established other races is not unknown, although not common either.

At the age of 8 yrs (H.E.) most male whelps are forced out of the clans and form all male peer groups (Mobs) which are characterized by extreme violence and aggression. The clans do not allow mobs to establish territories and thus mobs survive by raiding and brigandry which often brings them in to conflict with other races as Orc mobs raid farms and settlements for food and resources. Naturally this has resulted in great enmity with other races and means that Orcs suffer great stigma when interacting with non-Orcs.

Leadership of a mob is only held demonstration of strength. Kindness or mercy are invariably interpreted as weakness and taken advantage of accordingly. As such members are constantly fighting for status and the resultant primary access to resources. In addition these mobs are constantly feuding with other mobs and with the clans so life in the mobs is best summarized as "nasty, brutal and short".

Orcs are as intelligent as humans and Orc mobs sometimes act as mecernaries fighting for others in return for guaranteed food and shelter. And although they are naturally lazy, orcs do not lack skills. When under harsh, often quite evil, control they are capable of prodigious work. They can tunnel and mine almost as well as the dwarves, and although most crafts are crude the few-trained Orcs smiths are renowned for their mastery in the crafting of weapons, armors, war engines and especially torture implements.

Orc healers also deserve recognition for their astonishingly quick results: a severely wounded soldier can be put back into action in a matter of hours! At the same time, these healers are unique for their total indifference to pain or scarring, which only enhance a goblin warrior's reputation.

Orc Shamans require special mention, as these are usually males who have raised by the all-female clans rather than forced out. Raised as females most Orc shamans are transvestites and are believed to gain special access to the two great Orc deities The Matriarch Kaluuk and the War God Orok. Orc Shamans are given free access to move amongst all the clans and mobs without fear of reprisal and have been known to occasionally forge huge Orcish hordes.

Orc mating rituals also follow they same scheme of violence as nearly everything else in Orcish society. Orc Mating rituals are best described as 'ritual rape'. If a Female clan and a mob meet and the females are ready to mate they will stage a 'Confrontation', wherein the females line up and taunt the males occasionally running forward over the demarcation line. The males are then obliged to abduct the female and if he can subdue her and escape from her pursuing relatives the two will mate. Lone females are also often attacked by mobs and Orc mobs will also ritually rape females of other races (traditionally human or elven woman, this being one of the origins of the Half-Orc)

CONTACT WITH OTHERS

As stated Orcs suffer from the enmity of most other races and contact tends to be with mob raiders and mercenaries. The clans do however maintain trade links with other goblinoid races and some human border settlements, and trolls may occasionally be seen fighting in an Orc mob.

The occasional female junior and male Orc has been known to flee the brutal Orc lifestyle and move to more civilized areas such as the cities of Alleria and some females have even married human men but this is rare as Orcs are not generally made welcome. Orc are quite capable of learning most professions although their arcane potential is low, and at least one Half-Orc priest was granted his own parish. However the discrimination faced by both Orc and Half-Orcs often forces them into nefarious lifestyles.
 

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333 Dave said:
the New Dawn campaign setting may or may not include (for me to know, you to find out): Aasimar, Humans, Halflings, Gubal-Kune, Half-Ssiska, Lisifel, Mah-Ah, Manapsi, Half-Lisifel, Nel-Xi-Ka-Sin, Kel-Zara, Teiflings, and Ssiska.
There are exactly 7 races.

Because I can never miss a chance to guess wildly and be proven wrong in public:

Humans, Halflings, Lisifel, Manapsi, Nel-Xi-Ka-Sin, Tieflings, and Ssiska.
 


Well, this certainly shows how imortant it is to be specific in the thread header/title:) Before changing the header, there had been 1 (ONE!) response, now, two days after changing it, there is 23!:cool:

KDLadage wrote:
UMBRAGIA: Volume I - People of the Realms
I have 19 races (plus some sub-races) detailed in this book...

Oh, yes, I totally forgot about UMBRAGIA, I will go and download it asap. That's a huge amount of work you're doing, and its free:)

333Dave wrote:
Ok, here's some info to get you interested... but you'll have to wait for the rest The list of races for the New Dawn campaign setting may or may not include (for me to know, you to find out): Aasimar, Humans, Halflings, Gubal-Kune, Half-Ssiska, Lisifel, Mah-Ah, Manapsi, Half-Lisifel, Nel-Xi-Ka-Sin, Kel-Zara, Teiflings, and Ssiska.

Which ones are included? The person who correctly guesses the proper assortment of races will get a prize (the full write up of one race of their choice thats on the proper list).
Here's a hint: There are exactly 7 races.

My guess would be: Gubal-Kune, Lisifel, Mah-Ah, Manapsi, Nel-Xi-Ka-Sin, Kel-Zara and Ssiska.

So far so good,
Keep'em coming

darklight
 


Because in my world (UR), elves and humans can't cross-breed, I pulled the half-elf and added the Low-elf. The Low-Elves once had a powerful empire about 10,000 years ago, but due to there own failings (which they refuse to speak about) there empire was wiped off the face of the earth, and they were forced to take refuge among the primitive humans.

Over the millenia, they have adaped to live in human cities and towns. They don't live as long as other elves, but do breed a little faster. The have stat modifiers of -2 con, +2 cha. they tend towards lawful alignments and their favored class is rouge. "Real" elves look down on them and consider them very inferior.
 


I have eliminated cross-breeds (i.e., half-elfs & half-orcs), and also gnomes and halflngs in my homebrew world.

So, in addition to Humans, Dwarves and Elves, I will allow Aasimars and Tieflings from the FRCS, and I have adapted 3 races from other game systems, and created one from scratch based on a Larry Elmore painting.

Here are direct links to the four PDF files on my site for each of the custom races:

Kzinti
http://www.ah69.com/rpg/rok/kzinti.pdf

Nali
http://www.ah69.com/rpg/rok/nali.pdf

Sauran
http://www.ah69.com/rpg/rok/sauran.pdf

Skaven
http://www.ah69.com/rpg/rok/skaven.pdf

I have also been considering adding Wookies as a PC race, and possibly Fairies as well (from Mythic Races).

Cheers,

- War Golem
 
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