You don't have to worry about memorizing anything here.
Everything important about your chosen species
will be written onto your character sheet for easy reference. We'll deal with that when we get to the
"fill out your character sheet" section. Terms used in the species/race pages
Speed
: How much distance is covered in one round (6 seconds.) This only becomes important
during combat.Size
: Halflings and gnomes are "small", whereas all other species/races are "medium".
Your size dictates how large of a target you can attempt to grapple (ie render immobile.)Resistance
: If you have resistance to a type of damage (like poison damage,) then you reduce
any damage of that type by half.Common races/species
Members of these groups can be found in most towns and cities.
Click on the thumbnails to see larger images. The important stuff is in the "specs" link.
Click on the thumbnails to see larger images. The important stuff is in the "specs" link.
HALFLING (race) These are Tolkien's "hobbits", but in this world they're called "badlanders". Halfling societies are renowned for growing coveted, terrestrial foods. |
Description ----- Specs |
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HOBGOBLIN (species) Hobgoblins come from a militaristic culture. They also are known for domesticating wild animals of all sorts. * Hobgoblins are a new option available for this adventure. They fill in the niche which other games use half-orcs for. |
Description ----- Specs |
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HUMAN (race) Don't be fooled into thinking that fewer special traits makes humans less capable. Getting a +1 to EVERY ability score is a lot to have to shake a stick at. |
Description ----- Specs |
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GNOME (species) Tinkerers who are full of enthusiasm. |
Description ----- Specs |
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THRI-KREEN (species) Insect-humanoids divided into three visually distinct castes. Thri-kreen are social creatures who are often responsible for the roads and infrastructure connecting civilizations. * Thri-kreen are a new option available for this adventure. |
Description ----- Specs |
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ULNAR (species) Three-eyed crystal-smiths who form immaculate societies. Also known as "Headlanders". * Ulnar are a new option available for this adventure. They basically fill in the niche which other games use elves for. |
Description ----- Specs |
Rare races
Members of these races will turn heads, and likely be met with misgivings.
Tiefling (race) Humans tainted with a devil's bloodline. |
Description ----- Specs |
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Yuan-ti Outcast (race) Humanoids with subtle snake qualities, rejected by their own kin for not being snake-like enough. * Yuan-ti are a new option available for this adventure. |
Description ----- Specs |
Optional Player-only races & species
Members of these traditional D&D races will not be found populating the lands of this game, either because they don't seem to fit the desert environment, or
because I'm trying to make things just a little different from a typical d&d game. However some traditional players may prefer them,
so feel free to choose them if desired.
We'll say that
these sorts exist on other continents of the world. The player will have to provide a back story which explains why their character
is on this continent (This is an isolated continent surrounded by vast oceans.)
Most people from this land will not have even heard of your ilk and will see you as quite exotic.
DWARF (race) "And *MY* axe!" |
Description & specs | |
ELF (race) Not as indestructible as Legolas, but still cool. |
Description & specs | |
DRAGONBORN (species) Draconic humanoids. Dragons of every sort do not exist on this adventure's continent, not just the dragonborn. |
Description & specs | |
HALF-ELF (race) Outsiders even when in their own land. |
Description & specs | |
HALF-ORC (race) Mostly the same stats as "hobgoblin", just looks different. |
Description & specs |
Custom species
Do you have an idea for a character which can't be represented by any of the options here? Contact me and we'll see what we can do.