Races

The Races of Thary.

With the exception of humans (who use the same stats as outlines in the players handbook) Thary introduces several new takes on old races.

#1 Elves

Moon elf

At home in the wilds of the worlds, secretive and untrusting of others, yet sought out for the sway they hold of the natural world, are the moon elves.

Personality: Moon elves are a two sided race. With trusted friends and family they can be carefree and jovial, telling stories and jokes and playing tricks on each other. But around strangers and people they don’t know, they become cynical and quite. They love the forests that make up their homes and are forever watching out for their protection. They are natural stewards of the land and it is never wise to attempt to harvest the trees from a settlement of moon elves.

Physical Description: moon elves stand slightly taller than humans, and weigh about the same, if not a little less. Hair colors tend to range from silver to black, though red isn’t uncommon. Moon elf eye color tends to be either red, blue, or green. Green being the more common color.

Moon elves garb themselves in loose flowing clothing such as robes or loose tunics, and they prefer to leave these articles simple and unadorned showing the natural beauty in simple things. Moon elves reach adulthood at about 100 years of age and can live to be over 1000 years old.

Relations: the moon elves view the other races as primitive and disruptive at best, savage and destructive at worst. That’s not to say individuals cannot make friends with the moon elves, and indeed one who does finds a life long friend and loyal companion in these mystical, reclusive beings. Sun elves and moon elves however do not get along and a conversation between them can be so cold that bystanders might freeze solid.

Alignment: although the moon elves have a long tradition reaching back millennia, their love of personal freedom and choice lend them to being chaotic, while their respect for the natural world and all living things cause them to lean strongly towards good.

Moon Elf Lands: it could be said that all the wild woods and untamed parts of the world belong to the moon elves. After the deluge split the land into several continents isolated pockets of these elves lost contact with each other. Interestingly enough they managed to create traditions and civilizations that were very similar to each other. While most moon elves are nomadic and travel with the seasons (or when they need a change of scenery) there are a few permanent moon elf settlements. These places are full of learning where every elf is encouraged to live their own life and find their own place in society.

Religion: moon elves rarely worship gods at all, actually tending to worship the Light Courts of the fey. Thats not to say the moon elves never worship the standard pantheon but it is very rare.

Language: the moon elven language is the oldest and most stable language in all of Thary, older than even the moon elves. After the Deluge transformed the original elves into the two subtypes, the moon elves were the only ones to keep the original language of the elves, and it has remained relatively unchanged since then. The language of the sun elves is similar enough for the two to converse. However misunderstandings are common as the two languages do not blend seamlessly and the two elves do not get along as is.

Names
Male names: Éanna, Donnchadh, Íarla, Éamonn, Ciarán, Rónán, Seosamh
Female names: Eilís, Treasa, Bríd, Nuala, Peigín, Aoife, Deirdre

Adventurers:
•+ 2 Constitution, -2 Charisma. Moon elves are hardy but reclusive and suspicious of outsiders.

•Low-light Vision: A Moon elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

•+2 bonus to spot and search checks while in areas of shadowy illumination or darker

•+2 bonus on survival and knowledge (nature) checks

•+2 bonus on fortitude saves against poison

•Weapon familiarity: Moon elves are immediately proficient with Elven thinblade and Elven lightblade.

•Favored class: Druid

Sun elf

Personality: Sun elves are a very flighty race. More advanced, in their opinion, than their cousins the moon elves. Early on when their races split, the sun elves adopted life in cities and towns, giving up the woods and forests and leaving them to the moon elves.

Physical Description: the sun elves are slightly shorter and lighter in weight than humans, with tan skin and brown eyes. They have light colored hair ranging from bright blond to a washed out brown. Their clothing tends towards bright flashy colors and many common humanoids in the upper classes consider sun elven fashion to be the best there is. Reaching adulthood at about the same time as a moon elf they live to be about the same age.

Relations: Sun elves get along with almost everyone, at least initially. Sun elves are very friendly when first meeting new people but are extremely biased against those who don’t share their opinions, as they view themselves as the most advanced race on Thary.

Alignment: Sun elves opinions of things can change daily and can frequently go from one extreme to the other. Because of this it is almost impossible for them to maintain a lawful alignment and tend to strongly favor chaos. Because of constant changing beliefs among them they have a strong tendency towards neutrality.

Sun Elf Lands: For the most part do not have their own lands and integrate readily into human civilization. There are a few outposts where the elves have managed to carve out their own land, and these tend to be rich with art and architecture, as well as more progressive with personal freedoms.

Religion: Very few sun elves take religion very seriously, rarely going further than sending a few prayers of thanks to the gods when they have something go right or wrong.

Language: the sun elves have a more recent form of elvish, borrowing words from other languages when needed, using the same alphabet as the moon elves language. Although they have a similar spoken version as the moon elves, they have different dialects and misunderstandings are common.

Names
Male names: Belolsoar, Elracd, Tethein, Tiroldaar
Female names: Cadiit, Gadaib, Gasleil, Hitill

Adventurers:
•+2 Dexterity, -2 intelligence. Sun elves are quick and nimble, but their closed-mindedness to anything other than Sun-elven opinion and school of thought makes them poor students.

•+2 bonus to spot and search checks while in areas of shadowy illumination or brighter

•+2 bonus on Spellcraft and Knowledge (arcana) checks

•+2 bonus on will saves against enchantment effects

•Weapon familiarity: Sun elves are immediately proficient with Elven thinblade and Elven lightblade.

•Favored class: sorcerer

#2 Dwarves

Lore Dwarves

Personality: Lore dwarves are merry happy folk, living in hilly or mountainous area. Quick to offer strangers a seat next to the fire and tell stories, lore dwarf hospitality is legendary. They love stories and sometimes will offer services and goods for stories they haven’t heard before. With all this merriment, however, they can be angered and when they are one would be best to avoid them. They are eager scholars and as they’re name suggests are the lore keepers of the world.

Physical Description: A lore dwarf is around 4 and 4 ½ feet tall, with a deep ruddy skin tone, their cheeks and noses frequently being red. Brown hair is the predominant color though blond and black are not unheard of,. They favor simple clothes and tend to wear jelwery with semiprecious and precious stones.

Relations: Lore dwarves are quick to welcome moon elves and humans into their settlements, though the reservedness of the moon elves sometimes put them on edge. lore dwarves love having their cousins the metal dwarves visit and view them as the same family, albeit a strange and sometimes odd member. They dislike sun elves because of their habit of talking about others behind their back and their judgmental attitudes. Gnomes are honored guests, the tiny spellcasters knowledge of magic being bartered with the lore dwarves for goods and services. Halfings are welcomed, though with reserve.

Alignment: While they do seem to have a chaotic bent, they are actually very lawful, having a strong family and clan tradition. Their care greatly for others and because of this concern for others gives them good majority.

Rock Dwarf Lands: Lore dwarves live in the hills, building into the dirt that surrounds them. They build large stone buildings that descend into the earth, great palaces of learning and knowledge. Of all the histories of all the races of the world, lore dwarf history is one of the purest and truest accounts. The destruction of the written word is among their highest crimes.

Religion: The main god worshiped by all dwarves is Genero, god of creation, along with the god of truth, Verum.

Language: Lore dwarves speak Dwarven and often learn kobold and orcish

Names
Male names: Aznub, Dwalrak, Garro, Thirob, Yerdan
Female names: Adra, Dekna, Gilla, Isdlarin, Rokshar

Adventures:
•+2 to Intelligence, -2 dexterity. Lore dwarves are intelligent and dedicated students, but life time of study dulls the reflexes.

•Darkvision: 60 feet

•Stonecunning: This ability grants a rock dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A rock dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A rock dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Rock dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

•+2 racial bonus on all knowledge checks, as a life of study grants them knowledge on a wide range of subjects,.

•+2 to craft checks involving items made of stone.

•Weapon familiarity: Lore dwarves are immediately proficient with the Dwarven Buckler axe

•Favored class: Bard

Metal Dwarves

Personality: Metal dwarves are much more stoic and reserved then their cousins, the lore dwarves. Very reserved, the metal dwarves are often seen as full of themselves though in actuality they just don’t feel the need to make a lot of friends. One has to prove themselves to a metal dwarf before obtaining the right to be allowed inside of a metal dwarves internal workings.

Physical Description: Metal dwarves stand at about the same height as a rock dwarf. Their skin tends to be very metallic in color (though it can be any color so long as its metallic), and their hair is often times the same color as their skin. They frequently wear clothing that resembles armor or at the very least look as if its made of sheets of metal.

Relations: Metal dwarves reserve themselves around all other races except around others of their race and lore dwarves, though they view the lore dwarves as a little bit to flighty for their own good.

Alignment: Metal dwarves live in a very strict society and even individuals that live in other lands find it difficult not to be lawful. Because of their strong sense of secrecy they tend more towards neutrality then good or evil.

Metal dwarf Lands: metal dwarves make their homes in mountains and tunnel into the great bones of the earth, erecting amazing wonderful cities beneath the crust of the earth, though the often trade for things that they cannot obtain with the lore dwarves.

Religion: Metal dwarves worship Genero in the highest regard. Second to him is often Vorishon, goddess of valor. The other gods of good and neutrality are worshiped as well but worship of the gods of evil is heresy and practitioners are often driven out or put to death.

Language: Metal dwarves speak the oldest form of dwarvish on Thary and secretly enjoy hearing the lore dwarves speaking in their form of the language, much as parents enjoy hearing their children speaking in their broken tongue.

Names
Male names: Arathik, Kaznit, Lorfolir, Thealgian,Throtdatrin
Female names: Fossolynn, Glathaserd, Kamdawynn, Kumonelyn, Thorfula

Adventures:
•+2 to constitution, -2 wisdom. Metal dwarves are sturdy but tend to be absentminded

•Darkvision: 60 feet

•Metal Cunning: This ability grants a metal dwarf a +2 racial bonus on Search checks to notice unusual metalwork, such as sliding walls, metalwork traps, new construction (even when built to match the old), unsafe metal surfaces, shaky metal ceilings, and the like. Something that isn’t metal but that is disguised as metal also counts as unusual metalwork. A metal dwarf who merely comes within 10 feet of unusual metalwork can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find metalwork traps as a rogue can. A metal dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Metal dwarves have a sixth sense about metalwork, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

•+2 to craft checks involving items made of metal

•+2 to appraise checks involving metal objects

•Stability: Metal dwarves are exceptionally stable on their feet. A metal dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly

•on the ground).

•Weapon familiarty: Metal dwarves are immedialty proficant with the Dwarven Warmace.

•Favored class: Fighter

#3 Gnomes

Personality: Gnomes are the arcanists of the world, and hold magic and its practitioners in the highest regard. During the research of magic a gnome is very serious and many cultural sayings of hard work revolve around gnomes and their studying. However when not studying the gnomes are a very friendly and open people, though their not to fond of being reminded just how short of stature they are.

Physical Description: Gnomes are short, coming up usually around 3 feet, though the tallest can reach 4. they have earth tone color hair, eyes, and skin. They also prefer to have loose, flowing robes as clothing instead of tight restricting things. Gnomes have one abnormality in their kind however. Because of their close association with magic, sorcerers pop up with more frequency. Sorcerers have a tendency to have black skin and red eyes (not all sorcerers appear this way, but all gnomes like this are sorcerers). Most races would associate this with fiendish influence, however the gnomes view this as a blessing by the gods.

Relations: Most other races are slightly uncomfortable around the gnomes, mostly the sorcerers of their race. For the gnomes, however, they derive a secret pleasure from the awkwardness others show from being around these slight humanoids. They believe that friends should be made often and with vigor, often reserving opinions of others even after that person has been rude to them before. However, once genuinely insulted, a gnome has little chance of wishing to be friends with that person and may go out of their way to hinder them.

Alignment: Gnomes tend towards neutrality in respect towards law and chaos. In their research they wish very much to be left alone though when out of a scholarly environment they like to frolic and enjoy their time with their friends. Their affection towards others lends them well to the path of good.

Gnome Lands: Gnomes enjoy the lands that are very often left behind by the other races. The areas between the dwarves, the elves, and the humans are very often theirs and they relish the frequent interaction with the other races. They get along very well with halflings, one of the only races to do so.

Religion: The gnomes frequently worship the ordered and chaotic gods of magic, even those who don’t actually practice the art. Other gods often worshiped are Ryniatia and Sapenk, both of whom are believed to watch out for the gnomes more so than the other deities.

Language: Gnomes speak gnomish, a language that has been left relatively unchanged since its development. They frequently learn draconic to better learn the secrets of the dragons, the first creatures to use arcane magic on Thary.

Names
Male names: Birbfile, Bilfrird, Dilfre, Gilvroli, Illivan,
Female names: ErfWann, Falryne, Ilrina, Iwnyne, Yrviri

Adventures:
•+2 constitution, -2 strength. Gnomes are hardy but their small size prevents them from gaining much muscle.

•Small size

•+1 racial dodge bonus to armor class

•+2 bonus on Spellcraft and Knowledge (arcana) checks.

•+2 bonus on Craft (alchemy) checks

•Darkvision 60 feet

•Weapon familiarity: Gnomes are immediately proficient with the gnome tourtise blade and gnome hooked hammers.

•Favored class: Wizard

#4 Halflings

Personality: Halflings are a grating and obnoxious race. Frequently they manage to convey the feeling of looking down their nose at someone, despite often not coming up above their waist. They are a proud people and take great offence to the slightest insult, real or perceived. They often expect others to do as they say and quickly become angered when they are not listened to.

Physical Description: halflings stand at about the same size as gnomes, though few if ever have reached the 4 foot mark as gnomes sometimes do. More often the stand 3 to 3 ½ feet tall. Their eyes are often dark brown and black and they tend to have very tan skin, bordering on brown.

Relations: Halflings frequently manage to get on the other races bad sides. They hold themselves in very high esteem and often act in a very grating manner. Only the gnomes will put up with them for extended periods of time, and the gnomes put up with almost anyone for extended periods of time.

Alignment: halflings are very often true neutral. They see good, evil, law, and chaos as social restrictions and don’t put much faith in these titles. That’s not to say that individuals don’t frequently vary from this but on the most part halflings are unwilling to take sides until someone forces their hand.

Halfling Lands: Halflings frequent the plains of the worlds, and are very good farmers and hunters. They live a tough life and as such view most other races as soft, unable to deal with the harsher realities of life.

Religion: Halflings are not the most pious race in the world. They rarely become clerics or druids and more often than not worship their ancestors than any actual gods.

Language: Halflings speak their own language, as well as gnomish. No other languages matter enough to them to bother learning.

Names
Male names: Aedaical, Eurithphos, Hiarith, Neothesti, Yalaerin
Female names: Aedueriam, Bryadue, Heurithnurgue, Illyllora, Pheona

Adventures:
•Con -2, Dex +2:

•small Creature

•Halfling base land speed is 20 feet.

•Automatic Languages: Common, Halfling

•Low-Light Vision: A halfling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

•Weapon Proficiency: Halflings receive the Martial Weapon Proficiency feats for the Long and Short bow (including composite bows) as bonus feats.

• +2 Racial Bonus on Listen, Spot, Search. Halflings are naturally alert, and generally have keen senses.

•+2 Racial bonus to Climb, Move Silently, Jump and Balance checks.

•+2 Racial bonus to Escape Artist checks. Halfling are amazingly flexible.

•Haughty and aloof: Halflings receive a -2 to all Gather Information and Diplomacy checks when dealing with other races familiar with them (Aside of course fellow halfling). The DM may waive this penalty in the case of halfling who are well known to the people they are dealing with.

•Favored Classes: Rogue

#5 War-forged

Personality: The war-forged are a cold and calculating creatures. They are cold calculating and usually emotionless…or at least that is how they display themselves. Some mages hypothesise that the war-forged actually experience emotion too intense, having none of the filters living things have to deal with them. In the end, it is moot. All but a few of the war-forged show no emotion when dealing with living things. To the war-forged, living things are at best a nuisance, and at worst something to be eradicated.

Physical Description: The war-forged have several different body types though they have several common themes among them. They are all made of wood and metal, all have glowing eyes, though the colors may differ. And all have magic runes on the forehead and face plates.

Relations: To the war-forged have no relations with other races other than wiping them out and using what resources can be stripped from the civilizations they destroy. Some war-forged reject this philosophy, and attempt to join with the living races. Most attempts are rarely successful.

Alignment: War-forged do not hold to the petty ideals of living races. However to magics that can scan them their shows to be mostly lawful-evil. They follow their own logical processes to the extreme, and can be reasoned with, if presented with alternate processes.

War-forged Lands: War-forged live almost exclusively on the floating citadel-nation of Skyforge. They have no need for lands other than where they exist, and the function more like locusts, moving from place to place strip mining all resources for the production of their constant war effort.

Religion: The war-forged have no gods as the gods are just as flawed as the living creatures who worship them.

Language: War-forged speak to each other exclusively through a kind of telepathy. They are also able to speak common and learn other languages. They rarely do so however.

Names: Unknown, all war-forged choose a given name if interacting peacefully with the other races.

Adventures:

War-forged states:
All war-forged possess the following traits
◦Type: Living construct

◦Languages: War-forged (silent telepathic communication in a range of 100 ft), Common

◦Special Qualities: War-forged networking (War-forged were designed to communicate with each other, and as such unless all war forged within 100 feet are considered flanked, none are)

◦All other War-forged traits are determined by the current body they have. These bodies can be changed but it is time consuming. It takes a full day to make a transfer and the recipient body must be empty.

◦ All war forged are proficient with the war forge crossbow, a built in heavy repeating crossbow that is attached to one of there arms.

War-forged soldier

◦— +2 Constitution, –2 Wisdom, –2 Charisma.

◦—Warforged base land speed is 30 feet.

◦—Special Qualities (see above): Composite plating, light fortification, living construct traits.

◦—Automatic Language: Common.

◦—Favored Class: Fighter.

War-forged Charger
◦— +10 Strength, +10 Constitution, –6 Intelligence, –4 Wisdom, –8 Charisma.

◦—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

◦—Space/Reach: 10 feet/10 feet.

◦—A warforged charger’s base land speed is 30 feet, but this is reduced to 20 feet by its Adamantine-Laced Body bonus feat.

◦—Racial Hit Dice: A warforged charger begins with four levels of construct, which provide 4d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort

◦+1, Ref +1, and Will +1.

◦—Racial Skills: A warforged charger’s construct levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skill is Jump.

◦—Racial Feats: A warforged charger’s construct levels give it two feats. It also receives Adamantine Body and Powerful Charge as bonus feats.

◦—Natural Weapons: 2 slams (1d8).

◦—Special Attacks (see above): Adamantine fists.

◦—Special Qualities (see above): Adamantine plating, damage reduction 2/adamantine, living construct traits, moderate fortification.

◦—Automatic Language: Common. Bonus Languages: None.

◦—Favored Class: Fighter.

◦—Level adjustment +4.

War-forged Scout
◦— +2 Dexterity, –2 Strength, –2

◦Wisdom, –2 Charisma.

◦—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

◦A warforged scout’s base land speed is 20 feet.

◦Special Qualities (see above): Composite plating, light fortifi cation, living construct traits.

◦Automatic Languages: Common. Bonus Languages: None.

◦Favored Class: Rogue.

#6 Dragonborn

Personality: Dragonborn are a no nonesence race, very dour and straightforward. While few would call them friendly, many admit that their are few who wouldn’t want one at their back in a fight. Dragonborn are willing to lay their lives down for friends and family, some say they have an almost self destructive urge to die and take as many foes with them as they can. They revel in battle and long to test their might against new challenges.

Physical Description: Dragonborn stand from 5’6’’ to almost 7’ tall and heavily built. Other then their humanoid shape they look just like dragons, with metallic and chromatic scales as determined by their heritage. Many dragonborn have multi colored scales that reflect the generations of interbreeding between the breeds, but their heritage almost always manifests itself in one main type of true dragon.

Relations: Being a secretive and warlike race, few outsiders have more then a very healthy fear of the Dragonborn. They mostly interact with humans, and the interactions tend to end with bloodshed. Thats not to say their are Dragonborn who get along with humans, but those tend to be more outsiders to major Dragonborn circles of thought. However, all Dragonborn have a deep seated hatred of true dragons and other dragon creatures, seeing themselves as the perfect picture of Zenith’s creations and all others as inferior.

Alignment: Many of the Dragonborn who venture among the more common races can be of any alignment, but many are lawful neutral. The more typical of the race leans towards evil, viewing Zenith’s teachings as a reason to commit genocide on the other races of Thary.

Dragonborn Lands: Dragonborn lands are currently unknown as no one has seen their homelands and lived to tell about it. At the very least the people who found them have been kidnapped and enslaved.

Religion: Dragonborn are fanatical followers of Zenith, taking his teachings to an almost illogical bent and skewing his words from the typical teachings of the dragon god to foster the continuation of dragons in the world into eradication of none draconic races.

Language: Dragonborn speak Draconion and common.

Names
Male names: Gorakax, Iornaar, Krivlasar, Lorroth, Orlabarum, Sulrinn
Female names: Belwyn, Carith, Faeriel, Rashiriel, Urifaeth, Zenlyassa

Adventurers: Dragonborn adventurers tend to be outcasts from their people, refusing to help in the murder and butchering of the humanoid races to the glory of the dragon god. In humanoid lands they can take up any trade and service as they attempt to make peaceful and friendly contact with the other races.

• Dragonborn are medium Humanoids with the dragonblood subtype.

•+ 2 Constitution, -2 Dexterity. Dragonborn are a hardy but not very nimble, preferring instead to meet opponents head on in all aspects of life.

• Speed 30 feet

•+2 Dodge bonus on AC against dragons

• Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.

•Breath weapon: A dragonborn has a breath weapon usable once a day that is determined by its heritage.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft line (Dex save)
Blue Lightning 5 by 30 ft line (Dex save)
Brass Fire 5 by 30 ft line (Dex save)
Bronze Lightning 5 by 30 ft line (Dex save)
Copper Acid 5 by 30 ft line (Dex save)
Gold Fire 15 ft cone (Dex save)
Green Acid 15 ft cone (Con save)
Red Fire 15 ft cone(Dex save)
Silver Cold 15 ft cone (Con save)
White Cold 15 ft cone (Con save)

Those affected by the breath weapon must make a saving throw. The DC of the saving throw is 10 + the Dragonborn’s Hitdice + its Constitution modifier. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on).

• Automatic languages: Common and Draconic

•Favored class: Paladin

Races

Adventures in Thary Kaean