Drakir Dragonborn Dwarves turned Dragon Dwarves Crafter Hill Scholar Duergar Warrior Mountain Elves Dark Drow Light High Wild Wood Goblins Gnomes Fey creatures Forest --- Rock --- Humans Nordir North Scovans East (Woods) Reikling (South) Yokanir Far North Jotunkin Goliath Jotun-Human hybrids Trolls Firbolgs Vaetir Half-Elf Demi-gods Drakir Names In ancient days, a Dwarf-King took possession Drakir still retain Dwarven given names, though of a great horde, a cursed horde. He their surnames have shifted to reflect their new transformed himself into a Dragon in order to nature, usually referencing their draconic better guard his wealth, and extended this curse appearance. to all his kin and housecarls. These poor souls became Drakir, half dragons. When the king fell, Stats his cursed descendants scattered to the corners Drakir use a modified form of the Dragonborn of the world. statblock found in the D&D5E PHB. Physical Drakir Drakir are humanoids with distinctly draconic ASI Increase your Strength by +2, physical traits, including horns, scales, all of it. and your Charisma by +1. They are broad and tall, standing around six Age Drakir mature by 12 and can feet, and their scales are brightly colored in live up to 400 years. many hues. Size Medium Speed 30 ft Personality Language Common, Draconic, Dwarven Most Drakir are descended from the Warrior Darkvision You can see normally in dim clans of the Dwarves, and they retain much of lighting up to 60ft, and that cultural outlook. Drakir are aggressive and through darkness as though domineering, but match this with a level of dim. pragmatism and mercenary logic most Dwarves Claws You have claws, which deal would balk at. Drakir still do not betray their 1d6 slashing damage and use own or their masters for coin, but their choice in your Strength. clients and in sides can be quite mercurial up Dragon When unarmored your AC is until coin is produced. Scales equal to 12 + your Dexterity modifier. You also gain Society Resistance to Fire. Drakir organize themselves along non-familial Breath As a Bonus Action, breathe a lines, instead often opting to identify themselves Weapon 15ft cone of fire. This deals based on their relationship to various 1d6 Fire damage, plus 1d6 for institutionalized warbands and mercenary every 4 character levels you guilds. Drakir villages, therefore, are more akin possess. Enemies can make a to Company Towns, their ultimate authority Dexterity save (DC13) to take being the organization that funds their existence. half damage. You can make Despite this, Drakir are possessed of a this attack a number of times democratic mindset. Military service is equal to your Constitution rewarded with voting power in their assemblies, modifier before needing a and leadership is sometimes measured by the short or long rest. number of kills one has committed in battle. Adventurers Drakir who join adventuring parties are either desperate and outlawed by their own folk, or ambitious enough to strike out alone and join up with like-minded individuals. It is often a quest for wealth or glorious battle that convinces a Drakir to abandon his kin and set out into the wide world. Dwarves The Dwarves make their homes in the great Names Mountain Halls of Myrkheim, where glowing Dwarves have many names, concerned about forges and hearthfires fight back against the having their real name stolen by magic. encroaching winter storms. Dwarven smiths Dwarven names are harsh, slurred, and often craft wonders beneath the mountain, while their long. Their surnames and clan names are warriors wage endless campaigns against the usually very descriptive, and can help outsiders Dragons, Dark Elves, and fellow Dwarves who keep track of Dwarves by physical description lust after their treasures. alone. Physical Stats Dwarves are broadly built, as physically Crafter and Warrior Dwarves use the Hill and unyielding as the stone itself, though they pay Mountain Dwarf stats, respectively, found in the for this with a bit of height compared to Men or PHB. Scholar Dwarves use the Duergar stats Elves. They are a hard-scrabble folk, accustomed found in MToF, with the following exception: to hard-living which is etched onto their face Your Intelligence increases by +1 in place of and hands. They are most noted for their beards, your Strength. in both length and in meticulous and wondrous styles. Labor Dwarves may use either the Hill or Mountain Dwarf stats, but always have Personality Disadvantage to social checks involving other Dwarves are the exacting sort of people. All non-Labor Dwarves. things must be exactly as they are meant to be, as though life itself were terms in a contract. And be sure, Dwarves hold tight to contracts. They will never break a rule directly, but will always seek a means of bypassing laws or promises which hinder them. You can always trust a Dwarf to follow his word, but only his exact words. Society Dwarven society is divided into castes. These are the Crafter, Warrior, and Scholar castes. Among these, all Dwarves are considered equal, at least until one proves their worth with great deeds, masterly crafted inventions, or the creation of new and mighty magic spells. Theirs is a meritocracy, where the squeaky wheel ascends to the heights of the bureaucracy. The less said of the lowly, Laborer caste the better. Adventurers Dwarven adventurers are often exiles looking to gain glory and gold enough to return home in triumph. Others are sent out into the world by their clans and elders on special tasks for the betterment of the Dwarves, and often these tasks take many years to be resolved. Elves themselves actually speak Elvish correctly, It is said by some that Alfheim was dredged up because only they can hear all the secret and from the sea. Others say that it was pulled down hidden notes and subtle variations. from the heavens, from another branch of the World Tree. All agree that Alfheim is a place of Stats deep magic and wonder, and its masters the Elves use the stats provided in the Plane Shift Elves, are at one with its mysterious nature. Zendikar pdf. Light Elves, those who hail from the ancient Elvish Royal bloodlines and who Physical practice Aesir magic, use the Mul Daya Elf stats, Elves appear quite beautiful by human though exclude Superior Darkvision and Sunlight standards. Tall and fair, with fine features, Sensitivity. Wild Elves, those who practice the bright eyes and hair. Their odd proportions and Elven martial arts and commune with nature, seeming immortality give Elves an alien allure. use the Joraga Elf stats. And the Dark Elves, But this otherworldly beauty hides a menacing those who were exiled, those who learned many power. Elves are swift and alert, perceiving crafts at the side of the Dwarves and battle even things far beyond the senses of other mortals. now in Myrkheim for supremacy, use the Tajuru Elf stats. Personality The Elven mind is a tricky thing to imagine. It is both simple and calculating like a cunning animal, while also being a repository of ancient knowledge and wisdom. Elves are patient creatures, capable of planning a century ahead, but emotional to the extreme. While they are capable of devious plans and insight, they are often undone by their unquenchable passions. Society Elven piety is absolute, with their society centered around its temples and monasteries. Grand Abbots and Abbesses rule through ecumenical councils, unifying towns and farming villages under religious law. But those who dwell in their fortress monasteries are not fat, lazy priests. They train their bodies, minds, and souls in ancient forms of warfare, learning to kill with blade, spear, bow, fist and foot. Adventurers Elven adventurers often travel for reasons of their own personal natures. They wish to prove themselves and their martial training, or they wish to travel the world and see what wonders Midgard has beyond the dense woodlands of Alfheim. Some also seek glory for their gods, in particular the Vanir Freyr. Names Elven names are long and flowing, filled with vowels and sounds that are difficult for many to speak or hear properly. It is said only the Elves Goblins Society From out of the forests and cavernous warrens Goblins come from very, very large families of Midgard came the Goblins. Considered the where children can be born a dozen at a time. least of the mortal Fey people, the history of the They are used to living in squalid, close-knit Goblins is one of enslavement by the larger races units, and handle crowds well. With no nations such as the Elves and Men. But such oppression of their own, they content themselves with has not dulled their wit, nor their ancient building their communities amongst the Bigfolk. magical prowess and their knowledge of lost Men and Elves often keep them around as things. servants and spies, but the Dwarves would sooner burn their beards. Physical Goblins are smallfolk, barely reaching half the Adventurers height of the average Man. Their ears, and teeth Born with nothing, many Goblins feel that as well, are long and sharp. Their skin runs charging out into the wider world to conquer through many hues of green, brown, orange, and loot is the only option they have. Many and others besides. Many would describe them though take a more generous look to as ugly, though only sometimes directly to adventuring, seeing it as a chance to rise above them, which is unwise for they are far tougher the stereotypes and myths about their people. and quicker and nastier than they appear. Names Personality Goblins take many names. Their true names are The Goblins are far more intelligent than they only known by close friends and family.
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