The Races of Oaerth From: charles.summerhill@grapevine.lrk.ar.us (Charles Summerhill) [I have added several new races to my DQ campaign, and changed some of the others in various ways. What follows is those new and changed races (ones not changed are not included). The GM should carefully read the changes to the ShapeChanger, they are most significant -- strangely enough they resulted from my original gaming group and the way that we all read the rules.] XX.1 A player must choose his/her character's race. When the player chooses to play a non-human character, he is free to choose whichever one he wants to without restriction, except for those the GM makes. To keep from having an adventuring party full of Shapechangers, the GM is free to limit the number of players of this particular race, and this applies to any other race that the GM chooses. Also note that the GM may add to or subtract from the possible races. Remember that each race has its own strengths and weaknesses. If the player is a human character, none of his characteristics are modified. He gains no advantages and is subject to no restrictions. When a player wishes to play a non-human character, he must consult the following sections and modify his character accordingly, making note of any advantages and/or disadvantages. XX.2 Each race has an Experience Point Multiple that must be taken into account when spending Experience Points. When a character gains proficiency in an ability, it is represented in game terms by his player expending Experience Points. The Experience Point cost to advance in any ability is affected by the character's race. The player must multiply the cost for any advancement in an ability (see the Experience Cost Chart, 87.7) by the Race Multiplier. Race Multiplier Table: -------------------------- Ahl-at-Rab 1.1 Druas 1.3/(0.85)* Elf 1.2 Giant 1.5# Halfling 1.1# Human 1.0# Runir (Dwarf) 1.1 Shapechanger 1.6 Sylvari (True Elf) 1.4 Uruku (Orc) 0.9 [* Note that the Druas have a different Experience Multiple when learning Magic (0.85) and when learning other Skills (1.3). See XX.4 for further details.] [# No additional rules are provided for these races in this supplement. The standard rules for these races should be used.] ---------------------------------------------------------------- XX.3 Ahl-at-Rab Ahl-at-Rab are a warlike species of saurians who populate deserts and other wastelands throughout Oaerth. They are a nomadic race, continually moving from place to place in search of food. They are believed to be distantly related to the sea-dwelling Makara. Sometimes called 'Sand Devils,' they are humanoid in form. They are slow moving, but powerful creatures averaging about six-and-a-half feet tall, though seven foot tall males are not uncommon. They have scaly hides which range in color from tan to dark brown. A fin-like crest runs from the center of the forehead to the base of the neck, and is believed to help maintain body temperature. Like all reptiles, the Ahl-at-Rab are cold-blooded. These 'Sand Devils' live for combat and have a strong sense of honor and constantly seek glorious death in battle. They will almost never retreat unless hopelessly outnumbered. The Ahl-at-Rab are believed to be distant relatives of an extinct race of super-intelligent saurians, known only as the Old Ones, that once ruled most of the world. The Ahl-at-Rab rarely practice Magic. There is usually only one Shaman (plus assistant) per tribe. [Average Tribe Size: 20 to 100 individuals; children would be at the rate of 1.5 or so per couple.] A shaman would not always be found in the smaller tribes, and still only one per larger tribe (they are jealous of their secrets and power over the Tribe). Those who do perform magic will almost always choose the College of Earth Magics (and always the Druidic branch). However, rumors have been heard of some of the Ahl-At-Rab practicing magic of a College of one of the Entities (Black Magics, Necromancy, Greater and Lesser Summonings). Special Abilities: 1. The Ahl-at-Rab possess poor sight, but this is more than made up for by two extra senses: the sense of infrared smell (like some types of snakes) and the ability to sense ground vibrations. Range on "infrared smell" is similar to what a snake possesses. They would have a range of about 30 feet in calm weather, less if lots of wind. Ground Vibration sense should vary great depending on terrain. Useful over distance only if the Ahl-at- Rab "put their ear to the ground". Otherwise very short distance (good for fighting blind or against invisible foes). 2. If an Ahl-at-Rab character possesses the Ranger skill and chooses to specialize in Deserts/Wastelands, he pays one-half the Experience Points to progress Ranks. 3. If an Ahl-at-Rab character takes the Beast Master skill, and he chooses to specialize in Reptiles, Avians and/or Humanoids, he spends three-quarters the Experience Points to progress Ranks. However, should he choose to specialize in other Animal types, he pays the normal Experience Points for that Rank. Should he choose to train any animals outside that group (Reptiles, Avians, or Humanoids) it will take twice the usual time to do so. Characteristic Modifiers: Physical Strength +2 Dexterity -1 Agility -2 Endurance +2 Willpower -1 Fatigue +2 TMR -1 Natural Armor +1 Average Life Span: 40 to 60 Oaerth years. Experience Multiplier: 1.1 ---------------------------------------------------------------- XX.4 Druas The most mysterious and least understood of the humanoid races are the Druas. At best, the origins of the Druas are uncertain; scholars have written that they are descended from the Korupira, or that they are a cross-breed of Elf and Demon; still others claim that they are the remnants of the fabled first race of humans which once inhabited the dark continent of Mu. In stature, Druas resemble Elves or Nymphs, and exhibit the same grace and ease of movement as most of the Sidhe. All have coal-black skin and white hair with no facial hair of any kind. Their eyes are steel-gray with the irises typically being flecked with traces of silver. A Druas' stare can be quite disconcerting, and has led to the claim that they possess the Evil Eye. In temperament, Druas are like no other humanoids. Most seem preoccupied or lost in thought, as if dreaming, even when engaged in conversations. Druas also posses a natural affinity for magic, and all have limited innate psychic abilities. Special Abilities: 1. When a Druas character is also a member of a Magical College, the experience multiple for all Talents, Spells, and Rituals is 0.85 rather than 1.3. 2. A Druas character who takes the Spy skill only pays three- quarters the Experience Points to progress Ranks. 3. A Druas character adds 10% to his/her chance to perform any action involving stealth. 4. If a Druas character takes the Healer skill, he will not be able to resurrect the dead (as is true with Elves). 5. Also like Elves, a Druas character is immune to the effects of the lesser Undead. 6. A Druas character receives the talent Detect Aura which functions just like the Magic Talent of the same name in the College of Naming Incantations. 7. The Druas all have the ability to cloak their minds, making them harder to read. This operates similarly to the spell, Mind Cloak in the College of Sorceries of the Mind. Characteristic Modifiers: Physical Strength -2 Agility +1 Endurance -2 Magical Aptitude +1 Willpower +2 Fatigue +1 Perception +2 TMR +1 Magic Resistance -5% Average Life Span: 200 to 5000+ Oaerth years (most tend towards the shorter life span). Experience Multiplier: 1.3 (except magic, which is 0.85) ---------------------------------------------------------------- XX.5 Elf An Elf is a lithe humanoid, of joyful demeanor, who frequents wooded areas. Elves are decedents of the Sylvari that have at some point in their past mixed their bloodlines with the Human race. Elves are great respecters of nature and learning. They are virtually immortal, and are, at the same time, repositories of great wisdom and highly enthusiastic merrymakers. Many Elves cannot handle their dual natures, and become either frivolous wastrels or grim questers. The Elves are ethical by nature, and, though they do not often interfere in the affairs of others, are traditionalists. Elven warriors favor bow weapons and disdain metal armor. Members of other races generally find Elves attractive. Special Abilities: 1. An Elf may see in the dark as a human does on a cloudy day. His effective range of vision in the dark is 150 feet under the open sky, and 75 feet elsewhere. 2. If an Elf character takes the ranger skill and specializes in a woods environment, he expends one-half the Experience Points to progress Ranks. 3. An Elf receives a Magic Talent which functions in all respects as Witchsight (Talent T-I, Book 11, pg. 60). 4. An Elf makes little or no noise while walking and adds 10% to his chance to perform any activity requiring stealth. 5. If an Elf character takes the healer skill (see 55), he expends three-quarters the Experience Points to progress Ranks, though he may not resurrect the dead. 6. An Elf is impervious to the special abilities of the lesser undead. 7. If an Elf character takes the courtesan skill (see 54), he expends one-half the Experience Points to progress ranks. 8. Elves are immortal, living forever; and are highly resistant to diseases. However, because an Elf possesses a spirit rather than a soul, he cannot be raised from the dead. If an Elf dies, he must be healed up to 1 Endurance Point within 1 hour of death otherwise he can never be raised from the dead. 9. Necromancers cannot speak to the spirit of a departed Elf. Characteristic Modifiers: Physical Strength +1 Agility +1 Endurance -l Magical Aptitude +1 Willpower +1 Fatigue +2 Perception +1 TMR +1 Estimated Life Span: Circa 30,000 Oaerth years. They are effectively immortal. Experience Multiplier: 1.2 ---------------------------------------------------------------- XX.5 Runir A Runir (or Dwarf) is a stout, usually taciturn humanoid who frequents mountainous areas. Commonly called "Dwarves" by Man, the Runir are enamored of precious stones and metals, and of intricate work incorporating the same. They form strong community ties, and are distrustful of strangers, especially those of other races. Their strongest antipathies are towards orcs (Uruku) and the Sylvari (not so much so of the Elves, however). Though Runir are greedy by nature, they are essentially honest. Runiran warriors favor the axe as a weapon. Pride matters as much to the Runir as 'face' does to the Japanese. Special Abilities: 1. A Runir may see in the dark as a human does at dusk. His effective range of vision in the dark is 50 feet under the open sky, 100 feet inside manmade structures, and 150 feet inside caves and tunnels. 2. A Runir may assess the value of and deal in gems and metals as if he is a Merchant (see 57) of Rank 5. If a Runir character progresses in the Merchant skill, his ability to assess the value of gems and metals is five greater than his current Rank, with a total maximum of ten. 3. If a Runir character takes the Ranger skill, he expends one-half the Experience Points to progress Ranks if he specializes as a spelunker (i.e. a mountain environment). 4. A Runir's capacity for alcohol is twice that of a human's. Characteristic Modifiers: Physical Strength +2 Agility -2 Endurance +1 Magical Aptitude -2 Willpower +2 Perception +1 TMR -1 Average Life Span: 175 to 250 Oaerth years Experience Multiplier: 1.1 ---------------------------------------------------------------- XX.6 Shapechanger A shapechanger is a separate genetic strain of human, with the ability to change into the form of a particular animal. Shapechangers are identical in appearance to human when not in animal form. Shapechangers are somewhat bestial in nature, adopting traits one might expect from an anthropomorphized wolf, tiger, bear, boar, or other animal. There exists a love/hate relationship between humans and shapechangers. Shapechangers possess some degree of animal magnetism, but, if discovered, can expect severe treatment at the hands of humans. Shapechangers are, on the whole, bitter towards humans, and are not above using humans to their advantage. There are very few ways to tell a Shapechanger from a human (e.g., they will be discomforted by wolfsbane, etc.), and these will vary by shapechanger type. In general, shapechangers are a ruthless lot. The player must pick, from the choices listed below, which type of animal that he or she becomes when shape-shifted. It is also possible, with the Gamesmaster's permission, to create a new animal type. >Wolf - the most common animal form of the Shapechanger, the wolf is also the only one capable of speech while in animal form. Although it is extremely rare, the wolf-form Shapechanger is the only one that can be an Adept, either in human or animal form. >Boar - one of the least common Shapechanger forms. >Bear - one of the more common animal forms, the bear is the only animal form that can use tools and weapons and wear armor. >Big Cats - this is a whole subset of animal forms, which include, but are not limited to: Tiger, Lion and Saber-Tooth Tiger. In human-form, they gain +25% to Stealth. Special Abilities: 1. A Shapechanger may change from human to animal form (or vice-versa) in 10 seconds (two pulses) during daytime and 5 seconds during the nighttime. 2. A Shapechanger possesses a dual nature. While in animal form, human inhibitions will be muted, and while in human form, animal instincts will be dulled. 3. A Shapechanger cannot be harmed while in animal form, unless struck by a silvered weapon, magic, or by a being with a Physical Strength greater than 25. Five Damage Points are automatically absorbed in the latter case. 4. The Shapechanger will regenerate 1 Endurance Point every 60 seconds while in animal form. 5. A player of a Shapechanger character must devise a separate set of characteristics for his animal form. Take the difference between the average for each characteristics in animal and human form, and modify the human characteristics appropriately. 6. A Shapechanger will automatically be lunar-aspected (see 7.3). 7. A Shapechanger may remain in animal form for one-quarter of the night multiplied by the phase of the moon; thus, during the full moon the Shapechanger could remain in animal form all night. A Shapechanger may remain in animal form for one hour multiplied by the quarter of the night during the day. A Shapechanger may make one set of transformations times the quarter of the moon. 8. If the Shapechanger is in animal form during the day, there is a 1% cumulative chance for each 5 minutes he remains in animal form that he will never be able to change back into human form. Similarly, if the Shapechanger exceeds the time limits given in Ability 7, there is a 1% cumulative chance (per 5 minutes) of his not being able regain human form. Roll up a new character, or know an extremely powerful wizard. 9. A Shapechanger will be inconvenienced by those wards which can be used against were-creatures. 10. A Shapechanger's magic resistance is increased by 5%. 11. If a Shapechanger takes the courtesan skill (see 54.), he expends three-quarters the Experience Points necessary to advance Ranks. Average Life Span: 55 to 65 Oaerth years. Experience Multiplier: 1.6 ---------------------------------------------------------------- XX.7 Sylvari The Sylvari (or True Elf) is descended directly from the ancient Shining Ones. The Sylvari are the direct descendants of true fey creatures, the Shining Ones, and are of pure fairy blood. Because of their fairy blood, cold-iron is somewhat poisonous to the Sylvari, and as such they do not employ weapons, armor, shields or other tools of cold-iron. The Sylvari are highly magical creatures, and none of them are without some spell- casting ability. The Sylvari, like their Oaerthier cousins, the Elves, have a natural affinity for nature and the woodlands. They are taller than humans and very lithe, and even appear fragile. They are also very fair of skin and hair, even more than Elves are. Special Abilities: 1. Because of their .problem. with cold-iron, Sylvari will not use cold- iron weapons or use shields or armor of cold-iron. Additionally, they take a one point of Endurance damage for each wound inflicted upon them by a cold-iron weapon (one that does damage to Endurance). 2. The difficulty factor for a Sylvari to perform Minor Magic is increased by +2 (making it easier). 3. Because of their innate magical abilities, all Sylvari are considered members of a College of Magic when determining their Magic Resistance. 4. A Sylvari may see in the dark as a human does on a cloudy day. His effective range of vision in the dark is 150 feet under the open sky, and 75 feet elsewhere. 5. If a Sylvari character takes the Ranger skill and specializes in a woods environment, he expends one-half the Experience Points to progress in Rank. 6. A Sylvari receives a Magic Talent which functions in all respects as Witchsight (Talent T-1, Book II, pg. 60). 7. A Sylvari makes little or no noise while walking and adds 10% to his chance to perform any activity requiring stealth. 8. If a Sylvari character takes the Healer skill (see 55), he expends three-quarters the Experience Points to progress Ranks, though he may not resurrect the dead. 9. A Sylvari is impervious to most of the special abilities of the lesser and greater undead. 10. Sylvari are immortal, living forever, and they are highly resistant to diseases. However, because a Sylvari possesses a spirit rather than a soul, he cannot be raised from the dead. If a Sylvari dies, he must be healed up to 1 Endurance Point within 1 hour of death otherwise he can never be raised from the dead. 11. Necromancers cannot speak to the spirit of a departed Sylvari. Characteristic Modifiers: Physical Strength -2 Agility +3 Endurance -1 Magical Aptitude +2 Willpower +3 Fatigue +2 Perception +2 TMR +1 Average Life Span: Immortal. The Sylvari tend to reach even higher ages than their Elven cousins. Experience Multiplier: 1.4 ---------------------------------------------------------------- XX.8 Uruku An Uruku (or Orc) is a stoop-shouldered, surly humanoid who is nomadic by nature. The Uruku are a cruel, violent folk, liking nothing better than to rape and pillage. Individually, Uruku are a cowardly lot, but a charismatic leader can turn a band of Uruku into a conquering horde. Uruku enjoy the sensual pleasures of life, and reduce their already short life span through hard living. Uruku warriors favor the scimitar. Uruku are considered unattractive by the other humanoid races. Special Abilities: 1. An Uruku possesses infravision, which allows him to see faint red shapes where living beings are located in the dark. His range of vision is 150 feet. 2. An Uruku's eyes are highly light-sensitive. The GM should decrease an Uruku's chance of aiming at a target during daytime by 5% to 15%, depending on the brightness of the sun. 3. An Uruku is not an adept student. Increase the game time required to learn or improve upon any ability by one day per week required. 4. An Uruku's seed is highly fertile. The Uruku and hybrid-Uruku population increase mitigates against their high fatality rate. Characteristic Modifiers: Physical Strength +2 Endurance +1 Magical Aptitude -2 Willpower -2 Fatigue +2 TMR -1 Average Life Span: 40 to 45 Oaerth years. Experience Multiplier: 0.9