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Okay, here's a goodly chunk of character creation. PLEASE give comments- I don't think these are overpowered in any particular way, but I might miss things and comments are always useful. Edit- I added some more details and fixed a few things on 05/10/11!



A Brief History of Anuris

Anuris is a world old to the concept of Civilization. Long ago, the Old Gods (or perhaps Gods divinities even more ancient) created the world from dust and fire, bringing into being the life thereon soon after. Creatures great and small spread out upon the face of the world, populating sea, sky and land in their multitudes. To this mix, those ancient Gods added the gift of thought.

The first of what are now known as the Five Civilized Races were the Akim. A proud and warlike people at first, they carved out their first kingdoms with strength and magic, ruling what of the world they could reach. Both good and evil came of them, and these qualities would trail in their wake to this day.

Next, the Gods created the Elves. Not so physically strong as the Akim, they more than made up for the lack in magic. Their long lives and careful, planning natures gave their mysterious lands a permanence that the Akim lacked. They held against the ever-expanding firstcomers, but their unchanging nature was their curse as well as a blessing.

Dwarves and Humans were next upon the face of the world. A stalemate had developed between the Akim and Elves, and their wars were now more matters of statecraft than actual conflict. The newcomers changed that, giving both older races something to trade with, strive against and wonder about. This was the time when both the Akim and Elves waned, and the two new races rose to great heights... Or depths, from the Dwarven perspective. Unlike those who had come before, Dwarves and Humans had an odd kinship despite their differences, and often came together rather than fighting.

The last of the Five Civilized Races were the Locin. These wolfish tricksters were creative in the extreme, and seemed mad even to the widely-tolerant humans. Locin generally didn’t change the world with war; instead, they modified it through their odd interactions with their fellow races. This is not to say they never fought- they did, and well- but they had a way to work their way inside a situation and turn it to their advantage without a single sword being drawn. Sometimes, their opponents didn’t figure out just what had happened until long after.... When it was of course far too late.

For twenty thousand years the Five Civilized Races existed, weaving a tapestry through time of great depth and vast complication; not all of history is remembered of course, but fragments and tattered bits surface here and there to reveal ancient lost secrets to those who seek them out. There are other thinking beings on Anuris- violent Orcs, bloodthirsty Goblins, and things that seem to have sprung from nightmares as well as more benevolent and lovely beings; however, only the Five Races have aspired to create and maintain the true concept of Civilization... Until recently.

A contender to the idea of a Sixth Race has risen- the Sarind. Reptilian and ancient in origin, they have founded cities and towns and begun trade. They seem young as a race, however, and seem to be looking forward to when they will have mastery of some part of the world. What this means for Civilization is anyone’s guess.

Despite the coming of this fresh blood to the blend of Civilization, it feels to many that the world is in its twilight; that the End Times, whatever that means, are upon them. It seems only a feeling, but it is a widespread one. Many kings and lords sleep uneasily in these troubled times, and there are those who wander the lands speaking of dark portents and Signs in the heavens. The Gods, they have said nothing on the matter.

There is one certainty- Change is coming. Upheaval for good or ill looms on the horizon, and once again it is a time for Heroes to stand against the coming tide.

The Civilized Races

Akim

The Akim appear to be bipedal winged lions who stand between 6 1/2 and 7 1/2 feet tall. Proud and regal in appearance, they have digitigrade legs, clawed hands, furred bodies and vast wings like those of a predatory bird on their backs. To human ears, their voices bear a snarling quality. Males have prominent manes, while females have naught but fur on their leonine heads. In coloration they range from pure white to pure black, with some individuals bearing rosette patterns like those of a leopard on their hides. Manes and tail-tufts tend to be of counterpoint coloration. The plumage of their wings is usually light on the undersides, dark above.

Akim tend to be of Lawful alignment, though PC’s can be of any good alignment. They tend to seem arrogant and proud in the manner of royalty despite their actual station, but rarely cruel. They are determined, thoughtful warriors, and even the darker-aspected members of their kind are loyal to their allies to a fault. Long ago their last empire was broken, and ever since they have lived amongst the other races, or in small isolated settlements. Culturally, they have a vague similarity to the middle eastern cultures of earth, especially in clothing.

The Akim find Humans to be curious and unfocused, but understand that variability is the strength of Humanity. They are frustrated by and have nothing but contempt for the ‘humor’ of the Locin, even if they grudgingly accept the successes of the wolf-people at the game of Civilization. They like the Dwarves, seeing kinship with the industrial nature of that people, and they pity the Elves. In them, they see a reflection of themselves, that it could be the Akim that were dying out as well, but for the grace of the Gods. Of the Sarind... They are uncertain. Too little is truly known, even though Sarind were known to them throughout history. It is only in the last thousand years that the reptilians ever attempted to be more than shoredwelling nomads and barbarian tribesmen.

Akim Racial Traits

Stats: +2 Str, +2 Int, -1 Dex and -1 Wisdom
Size: Medium, but only just. Akim are BIG.
Movement: Ground movement is 30, flight is 60 with Poor maneuverability.
Abilities: Darkvisiion to 60 feet, +2 to Perception skills, Claws and bite can do 1D6 damage; if unarmed they can attack with both claws normally, and bite at -2 to hit.
Weaponry: The only bonus weaponry gained are the weapons specifically created by the Akim, and their natural attributes.
Languages: Akim, Elven and Common. Additional languages may be known according to high Intelligence with only the GM restricting the choice.
Aging: As Dwarves, but mature as per Humans.
Class Restrictions: No Barbarians or Rogues.

Elves

Pale, thin humanoids, the Elves are a dying race. Fine featured with large pointed ears, they tend to be no particular alignment, and are becoming rare as a sight as they slowly contract their numbers back to their remaining strongholds. For the most part, they are as they appear in the Pathfinder rules otherwise.

Aging: Per the rules at start, Ignore aging effects thereafter.
Class Restrictions: No Barbarians, Monks or Paladins.

Dwarves

Pretty much as they are in Pathfinder. As is traditional for my games, they have a very Scottish aspect to them, both in their stereotypical behavior and in their accent.

Class Restrictions: No Monks.

Humans

Humans, are... Well, Humans. Use the standard Pathfinder rules. They are exceedingly variable as a people, which is their greatest strength. They have the largest population of the FIve Races.

Locin

In appearance, the Locin look a lot like upright wolves, coyotes or foxes. They stand about the same height as humans, but are lighter in general build. They have clawed fingers and digitigrade legs, and furred bodies- much thicker than that of the Akim. Their coloration is widely variable, and can match that of almost any wild canine.

They tend to be Chaotic but can be of any alignment. They have... Unusual senses of humor, and tend to like practical jokes. However, they generally don’t target their companions. Usually.

Stats: +2 Dex.
Size: Medium. Use the Human tables for random height and weight.
Movement: 40 feet.
Abilities: Dark Vision to 60 feet, +2 Perception rolls, Claws do 1d4 damage, Bite does 1D6- They can fight weaponless with these as do the Akim.
Weaponry: The only bonus weaponry are those weapons created by the Locin.
Languages: Locin and Common. They can start the game with any of the Civilized languages according to Intelligence.
Aging: As Humans.
Class Restrictions: No Paladins.

Sarind

The ‘newest’ Civilized race, the Sarind are reptilian humanoids who traditionally dwell along seashores or in swampy, boggy areas. They have no body modesty, but at the same time they have almost no sexual dimorphism- male and female look the same, at least outwardly. They stand between six and seven feet tall, with heavy tails and scaled hides. Coloration varies, but is usually solid colors in the blue and green spectrums, with some patterning on spinal ridges and the like. When they wear clothing it tends to be loose and light- Armor is the exception to this.

They don’t have any tendency towards any particular alignment, and have a quiet, careful mien; however, this is the civilized branch of the species. They still have a great number of their kind who are decidedly barbaric- these are dangerous and often violent.

Stats: +2 Str & Con, -1 Int and Wis.
Size: Medium. They Range from 6 to 7 feet tall, and weigh from 250 to 400 pounds roughly.
Movement: 30 feet, either on land or water.
Abilities: +1 to Perception rolls, Water Breathing, Claws do 1D6, Bite does 1D4. Unarmed they can attack as the Akim and Locin with these natural weapons. They can strike with their tail for 1D4 damage at a -2 to hit.
Weaponry: No special weaponry, though spears and javelins are commonly known.
Languages: Sarind and Common. They can start the game with any of the Civilized languages, Orc or Goblin according to Intelligence, and other languages might be available at GM option.
Aging: As Dwarves..
Class Restrictions: No Monks or Paladins.

Halfbreeds

The halfbreed races are pretty much as they appear in the Pathfinder books. The Half-Celestials and Half-Infernals, however, are initially created as if they were normal members of the race their mortal parent was. During play, their unnatural abilities and flaws will come to be known. Consult with the GM for additional languages for Halfbreeds.

Class Restrictions: Half-Celestials and Half-Infernals cannot be Paladins, Half-Orcs cannot be Monks.

More of the World

Anuris is about the same size as Earth, at least if it is a traditional globe. Ships seem to travel as if they’re following the contours of a globe, but philosophers and geographers have argued the point for centuries. There are two moons- Ilbur and Lin. Ilbur is the larger, about two-thirds the visual size of our Moon, and Lin is about a third the size. They can seem to be much larger at times.

In terms of technology, Dwarves are the masters. They have some well-made firearms, but nothing more than flintlock-variants. However, they do have some breech-loading guns, and cannons of varying power and size. Fortunately, they guard these weapons jealously, and they are only rarely seen outside of Dwarven caverns. Both the Dwarves and the Locin have some amusing clockwork devices, and the Dwarves have steam-powered devices of terrifying power- once again, these are not seen outside of their lands; in this case its simply because they’re too big to move.

Cement is a known material and is widely used in construction. Vehicle technology is no higher than the early eighteenth century on earth- some copper cladding on ships, but the motive power is muscle or wind. On land it is horseback, carriages and wagons of varied form, or walking. It is said that the dwarves have a strange steam-driven conveyance, but none aside from them have seen it.

Roads are for the most part packed earth outside of cities. Towns and villages use cobblestones, while in cities you do see actual cement streets. Alleyways tend to remain unpaved unless the property owner deals with it himself.

There are sewers in most major cities, and even some flush toilet systems- but most homes and businesses rely on chamberpots and midden-pits. However, there have long been laws barring the dumping of waste from windows into the streets.

Glass windows are common for the middle class and the wealthy; the poor make do with waxed paper or with open portals closed with shutters. The Dwarves make the best glass, it being related to forgework, but it is the Locin who have the greatest craftsmanship working with glass as a sculpture medium.

Racial Weaponry

Akim Warfang
The Warfang is a weapon made up of a staff roughly eight feet long, tipped on one end with a blade designed for slashing and piercing. Primarily meant for use in aerial combat, most Akim are taught the rudiments of its usage as part of growing up. Most examples carried by warriors are Masterwork weapons, made for the individual warrior. For someone skilled in wielding a Warfang to use one of the specially crafted versions incurs a penalty 0f -1 to hit until they acclimate to the different balances and weight.

Cost: 10 GP (+100 for Masterwork), Damage (S) 1D10 (M) 1D10, Critical x3, Range n/a, Weight 8#, Type S/P, Special- Reach.

Locin Crescent-Axe
An odd cross between a punching-dagger and an axe, the Crescent Axe is usually wielded in pairs. The haft is actually at the midpoint behind the cutting blade, with the deadly surface curving back over the hand of the wielder. It is used to slash and punch-strike, and can be used by a Locin Monk.

Cost: 8 GP (each), Damage (S/M) 1D6, Critical x3, Range n/a, Weight 3#, Type S.

Date: 2011-05-10 06:06 am (UTC)
From: [identity profile] zxizaraxii.livejournal.com
A few questions and the like:
1st: Why the -2 hit on natural attacks?

2nd: I don't understand the bit about weaponry as listed on the Akim and the Locin.

3rd: Minor bit, but you forgot to add a spot about the dwarves in your more detailed race section.

4th: I'm not sure if it's been changed between DnD and Pathfinder, but on the subject of Locin Sprinting/Running, isn't that actually covered as a mechanic (a multiplier of the base speed)?

They already have a higher base move (meaning that when the run/sprint etc they have those also higher) so the extra bit seems odd?

Date: 2011-05-10 01:26 pm (UTC)
From: [identity profile] sorien.livejournal.com
Weaponry in the racial desc refers to any specialized weaponry that the species is specifically known for- like the Dwarven Urgosh in the Pathfinder books. As to the -2 to hit, its just the bite that gets the penalty generally. I'll get the Dwarves in the next pass too. I'll look into the movement thing- you're likely right on that, and I'll fix it when I read things over better. :)

Date: 2011-05-10 08:49 pm (UTC)
From: [identity profile] zxizaraxii.livejournal.com
I see. Then perhaps at some point we'll be seeing race specific weapons for said races? :}

Date: 2011-05-10 11:21 am (UTC)
From: [identity profile] joshuwain.livejournal.com
Interesting. I'll read more later; I'm just heading out the door, now.

But in the interim, you may wish to consider the Akim's Wisdom penalty. How you describe them makes them sound like they would have a bonus, if anything, rather than a penalty. For example:
They tend to seem arrogant and proud in the manner of royalty despite their actual station, but rarely cruel. They are determined, thoughtful warriors, and even the darker-aspected members of their kind are loyal to their allies to a fault.
Perhaps you could lower their Strength by one and get rid of the Wisdom bonus or give them an off-setting Charisma penalty (since they appear to have a problem with people's perception of them).

Either way, it's your choice, most certainly. I just found it odd given your description of the race. This is because "Wisdom" stands in for both perceptiveness as well as the ability to be wise.

Yours,
Dave

Date: 2011-05-10 01:27 pm (UTC)
From: [identity profile] sorien.livejournal.com
You make a valid point, and I may change it. But there's the flipside to it as well- they're proud and arrogant, and that definitely goes against being wise! But yeah, I should think it over some more.

Date: 2011-05-10 04:28 pm (UTC)
From: [identity profile] joshuwain.livejournal.com
Maybe; I like your description and it should work pretty well. Just thought you'd want a "head's up" on the whole "Wisdom = perception" thing.

Date: 2011-05-11 03:25 pm (UTC)
From: [identity profile] joshuwain.livejournal.com
Possible typo:
Reptilian and ancient in origin, they have founded cities and towns and begun trade. They seem young as a race, however...
Ancient and young at the same time? Are the Sarin Time Lords? :)

Yours,
Sylvan (Dave)

Date: 2011-05-11 04:55 pm (UTC)

Date: 2011-05-11 03:28 pm (UTC)
From: [identity profile] joshuwain.livejournal.com
Rolling 4d6 and discounting the lowest, I get: 15, 13, 15, 8, 11, 12.

If going the Ranger route, I would probably put the stats:

S: 13
D: 15
Co: 12
I: 11
W: 15
Ch: 8

You should try it: D-n-D dice roller (http://www.wizards.com/dnd/dice/dice.htm).

Yours,
Sylvan (Dave)
Edited Date: 2011-05-11 03:35 pm (UTC)

Date: 2011-05-11 04:58 pm (UTC)
From: [identity profile] sorien.livejournal.com
Whoa, slow down there, Tex! I'm not that far along yet! Besides, I'm either going 10+2D4 (spread of 12-18 before racial mods) or 4D6 top 3, reroll ones. This will be a 'Heroes' game, so that should factor in on stuff. Wait til I get the character generation stuff up. I should have that pretty much banged out before the weekend.

Also, I have a class that I'd like you to take a look at called the Scout. I'll email it to you when I get it typed in.

Date: 2011-05-11 09:38 pm (UTC)
From: [identity profile] joshuwain.livejournal.com
So, I didn't know about the "re-roll one's" bit. So, that would have resulted in:

16, 15, 13, 15, 14, 12 which would sort out to (in the previous example):

S: 15
D: 16
Co: 14
I: 13
W: 15
Ch: 12

Date: 2011-05-12 11:52 am (UTC)
From: [identity profile] sorien.livejournal.com
Are you thinking of a race yet?

Date: 2011-05-12 01:37 pm (UTC)
From: [identity profile] joshuwain.livejournal.com
Not entirely.

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