Peoples of Tòlanar XI: Relkìanèr (Humans)

XI. RELKÌANÈR (Humans)

[rehl-KAI-ah-neer]

This term, meaning “like us”, is the name given to humans by the Araèlikì scholars. There are currently five recognised sub-races: The Araèlikì themselves, the Erìdaèr, the Lausò, the Qaparè, the Uhasu, and the Vèôvene

XIa. ARAÈLIKÌ (Human Type A)

[ah-rah-EE-li-kai]

The Araèlikì can best be described as Caucasians, with pale skin and the range of hair and eye colours common to Europeans.

Wealthy Araèlikì male.
Wealthy Araèlikì male.

Their culture is one of the most ancient in Tòlanar, though it has morphed over the centuries, starting out as one of small independent city states into the present highly centralized and bureaucratic empire. The Araèlikì see themselves as the heirs of the old Lausòmian empire (thus the name they use to refer to their empire: Losòmìkur).

The Araèlikì are of four ancient tribal stocks, each with a slightly different dialect. These tribes are the Eòraèr in the Narušus (Middle Realm), the Ešaèyì in the Nirdìšus (Western Realm), the Ìular in the Eldurèšus (Eastern Realm), and the Nusayaèr in the Ludaršus (Southern Realm).

See the post on the Peopling of the World tale for more detail on these tribes.

Due to their centuries long interactions with the neighbouring Sirlazè, a large part of the nobility has elven blood.

Araèlikì characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: +1 Intelligence, -1 Charisma.
  • Size: Medium (As Medium creatures, Araèlikì have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Araèlikì is 30 feet.

    Araèlikì Lands
    Araèlikì lands
  • Bonus Feats: Araèlikì get 1 extra feat at 1st level.
  • Skills: Araèlikì gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Bonus Spell: Sorcerer characters (and other similar “natural” arcane casters) can cast one first level spell above and beyond their usual limit.
  • Favoured Class: Any (When determining whether a multi-class Araèlikì takes an experience point penalty, his or her highest-level class does not count).

Standard human from the SRD. with some ideas taken from the Britons from Dragon # 257, and the Antilan from the Astromundi Cluster Campaign Setting.

Source for image.

 

XIb. ERÌDAÈR/SIZMARKÖR ( Human Type B)

[ehr-AI-dah-eer]

Erìdaèr dancing girls
Erìdaèr dancing girls

The Erìdaèr, which means “vagabonds” is the Araèlikì term for these maritime nomads. They refer to themselves as Sizmarkör [SIZ-mahr-koor], which means “sea peoples”. They tend to a swarthy tan to olive complexion and dark brown to black hair and brown eyes, but almost any human coloration is possible. They were the original inhabitants of the islands in the middle of the northern Narrow Sea, they have long since taken to the sea, and they can be found nearly anywhere, but the are most commonly found along the coasts of the Narrow Sea.

They are divided into 12 “tribes” (Kawecoses, Korfòšòon, Lolrån, Losok, Mokòšò, Nawakò, Orulòon, Rimòkò, Rolè, Syešòušlun, Welèfö, and Zlol) each of which is made up of one or more clans (there is a total of 47 such clans).

Each clan speaks it’s own dialect of one of the three related mixed languages spoken by the Erìdaèr amongst themselves (these are an amalgam of the now lost language of their ancestors and the major languages of the groundling peoples – Araèlikì, Qaparè, or Lausonö, as the case may be).

Waters frequented by the Erìdaèr
Waters frequented by the Erìdaèr

While they are generally regarded with distrust, they are usually welcomed for the news that they bring from their wanderings.

Erìdaèr characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: +1 Constitution, + 1 Dexterity, -2 Charisma
  • Size: Medium (As Medium creatures, Erìdaèr have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Erìdaèr is 30 feet.
  • Roguish nature: All Erìdaèr start with a virtual level as a Rogue (characters with actual levels in Rogue function as if they were one level higher), and they count as multi-class Rogues for the purposes of determining class skills, etc. regardless of their actual classes.
  • Bonus Feats: Erìdaèr get 1 extra feat at 1st level.
  • Bonus Skills: Erìdaèr get one rank in Profession (Sailor) as a bonus skill, and it always counts as a class skill.
  • Skills: Erìdaèr gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favoured Class: Rogue.

Standard human from the SRD with a few ideas taken from the Rhenee from the Player’s Guide to Greyhawk book and the Sea Mingol from the Lanhkmar: City of Adventure book.

Source for image.

 

XIc. LAUSÒ (Human Type C)
[LAH-uh-soh]
The Lausò were originally a horse-based culture that evolved into a highly urbanized society that once created the greatest empire in the history of Tòlanar, and their cultural influence still dominates the continent.

Upper class Lausò woman
Upper class Lausò woman

Physically, they resemble the people of modern day Ethiopia, with dark skin, black curly hair and brown eyes, though reddish brown hair is not unknown.
They are a highly urbanized and culturally advanced people though their civilization has been deeply altered by the Rìsan conquest, becoming more violent, provincial, and diverse, with the older local cultures slowly reasserting themselves. As much as the Lausò have been changed by the Rìsan conquest, the Rìsa have been far more profoundly affected by their exposure to the Lausò changed, to the point that they could be accurately termed Lausòmo-Rìsan.
The Lausò have not lost their affinity for horses, and their cavalry is among the finest in all of Tòlanar. However, it is as administrators, engineers, and lawmakers that the Lausò have made their greatest contributions.
The Lausòemian Empire dominated most of western Tòlanar for much of the preceding 2000 years and the legal and political ideas of that empire still define how much of the continent is governed. They also dominate the religious life of southern Tòlanar.

Lausò Lands
Lausò Lands

Lausò characters have the following game-specific (3.5) characteristics.

  • Size: Medium (As Medium creatures, Lausò have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Lausò is 30 feet.
  • Bonus Feats: Lausò get Ride as a bonus feat in addition to the usual extra feat at 1st level.
  • Skills: Lausò gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favoured Class: Any (When determining whether a multiclass Lausò takes an experience point penalty, his or her highest-level class does not count).

Standard human from the SRD with ideas taken from the Anuirean from the Birthright Campaign Setting and the Land Mingol from the Lanhkmar: City of Adventure book.

Source for image.

 

XId. QAPARÈ (Human Type D)

[CHAH-pah-ree]

Qaparè Sword Dancer
Qaparè Sword Dancer

The Qaparè resemble the people of northern India. They have light copper to deep brown skin, dark brown to amber eyes, and black to brown hair.

They are an ancient culture and have several kingdoms. They have a completely different religion, with their own pantheon. At this point that is about all that I have on them.

Qjaparè characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +1 Constitution, -1 Wisdom
  • Size: Medium (As Medium creatures, Qjaparè have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Qjaparè is 30 feet.
  • Bonus Feats: Qjaparè get Track as a bonus feat in addition to the usual extra feat at 1st level.

    Approximate area of Qaparè population.
    Approximate area of Qaparè population.
  • Skills: Qjaparè gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favoured Class: Any (When determining whether a multiclass Qjaparè takes an experience point penalty, his or her highest-level class does not count).

Standard human from the SRD. with some ideas from the Flannae from the Player’s Guide to Greyhawk book.

Source for image.

 

 

 

 

XIe. UHASU (Human Type E)

[UH-hah-suh]

Wealthy male Uhasu merchant surrounded by his guards.
Wealthy male Uhasu merchant surrounded by his guards.

Physically the Uhasu resemble the Semitic peoples of the Middle East. They are an ancient culture, and the Yazilìic faith that dominates all of Tòlanar originated with them, and the holiest sites of that faith are located in their homeland.

Having been conquered by their neighbours many times, their culture is an amalgam of each of those conquering empires overlaid onto their original culture, and it differs greatly from one region to another, reflecting the different conquerors.

They, like the Lausò were originally a horse people, and they remain closely connected to horses and are renowned horsemen. Some parts of their lands are highly urbanized, while others are much less so.

They are a well educated people, with a higher rate of literacy and numeracy than the other peoples of Tòlanar, and many of the greatest scientific minds have been Uhasu. They are also well known as merchants and traders, with a reputation for honesty and hard bargaining.

Uhasu Lands
Uhasu Lands

Uhasu characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: -1 Strength, +1 Dexterity
  • Size: Medium (As Medium creatures, Uhasu have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Uhasu is 30 feet.
  • Weapon bonus: Uhasu get a +1 racial bonus with the short bow, and they have a virtual rank in Mounted Archery (meaning they suffer half the penalty, and if they take the feat, they suffer no penalty when shooting from horseback).
  • Bonus Feats: Uhasu get 1 extra feat at 1st level.
  • Skills: Uhasu gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favoured Class: Any (When determining whether a multiclass Uhasu takes an experience point penalty, his or her highest-level class does not count).

Standard human from the SRD. with some ideas taken from the Jennite from the Hollow World Box Set.

Source for image.

 

XIf. VÈÔVENE/KDIKREMSOK (Human Type F)

[vee-OY-veh-neh/KDIK-rem-sok]

Male Vèôvene spearman.
Male Vèôvene spearman.

Physically, the Vèôvene resemble the Sinhalese people of Sri Lanka. Culturally they are not terribly advanced, living for the most part in small villages throughout their jungle island homeland. The name Vèôvene means islanders in their language. The Kròšamqurd term for them is Kdikremsok, which means “dusklings” or “the people who live where the sun set”.

They worship their Djapari gods, but the Yazilìac faith has made some inroads in those areas overrun by the Sea Princes (Kùvremkar).

Vèôvene characters have the following game-specific (3.5) characteristics:

  • Size: Medium (As Medium creatures, Vèôvene have no special bonuses or penalties due to their size).
  • Movement: The base land speed of an Vèôvene is 30 feet.
  • Weapon bonus: Vèôvene get a +1 to hit and a +2 to damage when using a spear-like weapon.
  • Bonus Feats: Vèôvene get 1 extra feat at 1st level.
  • Skills: Vèôvene gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favoured Class: Any (When determining whether a multiclass
    Vèôvene Lands
    Vèôvene Lands

    Vèôvene takes an experience point penalty, his or her highest-level class does not count).

Sorry, that’s all I have for them at the moment. They inhabit much of southern Djapar and have a more advanced culture on the main land.

Standard human from the SRD. with some ideas taken from the Milenian from the Hollow World Box Set.

Source for image.

 

 

Peoples of Tòlanar X: Ràxràtar (Tabaxi)

X. RÀXRÀTAR (Tabaxi)

[rayks-ray-TAR]

A Ràxràtar resembles a lithe, graceful, athletic human with a feline head and a tail. They have beautiful spotted fur pelts that ranged in color from light yellow to brownish red. They have sharp teeth and retractable claws, which are their primary weapons in combat. They are tall and slender, usually growing to 6 or 6.5 feet and weighing around 200 lbs. All Ràxràtars have eyes of green or yellow.

Ràxràtar Scout
Ràxràtar Scout

Ràxràtars dwell in tropical jungles in clans of equal parts male and female. Hunter/gatherer groups of Ràxràtars are called Hunts (Rà in their language), and a clan usually contains several. The Hunts work the area around the clan lair. Some lairs are temporary, but most are small villages of crude huts consisting of a raised platform with a grass roof supported by tall poles, and no walls. A lair will typically contain some young Ràxràtars, plus an elder who leads the clan. 50% of these elder-leaders are aided by a shaman who venerates various spirits related to sunlight, rain, or animals.

Ràxràtars are clever and organized hunters, often driving prey into an ambush (though some play with prey before killing it). In combat they prefer to employ their natural weapons, though they also use javelin and short bows for ranged combat.

Ràxràtars are reclusive and avoid other intelligent beings, even other Ràxràtar clans. They do not engage in trade, which they consider demeaning, but some few have agents who trade for them. They are carnivores and generally view most other creatures as little more than potential prey. This attitude kept their islands undisturbed for the most part until the arrival of the Zardixasan raiders overran the islands, nearly wiping the Ràxràtars out. Today they live in small isolated settlements deep in the jungle, and do their best to avoid their overlords who hunt them for sport and their pelts except in the north western islands, where they continue to make up the majority of the population and live as they always have under the protection of the elves (Ralnafòr) of Mòkamhoa.

Ràxràtar Lands
Ràxràtar Lands

Some Ràxràtar leave their villages and join together into bands dedicated to ridding their lands of the foreigners; these are known as Klàwàrar (which means Cleanser). They use only their natural weapons, and they have developed their skills to the point that they are the most feared of all the Ràxràtars [In game terms they are Monks].

Ràxràtar characters have the following game-specific (3.5) characteristics.

Stat Adjustments: +2 Dex, +2 Cha, -2 Str, -2 Con

Size: Medium (As Medium creature, Ràxràtars gain no benefit of penalty to their attacks or armour class.

Movement: A Ràxràtars’s base land speed is 30 ft.

Low Light Vision (A Ràxràtar 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).

Stealth: Ràxràtars get a +2 Racial Bonus to Hide and Move Silently. Their Move Silently bonus climbs to +6 in jungle settings.

Agility: Ràxràtars get a +2 Dodge bonus to armour class. This bonus represents the Ràxràtars’s uncanny natural agility. Any time a character loses her positive Dexterity bonus to AC, such as when she’s caught flat-footed, she loses her dodge bonus too.

Claws: Ràxràtars possess natural, retractable claws. Taking the full attack option, a Ràxràtars may choose to attack with her claws extended, performing an attack with each claw. The Ràxràtars gets the claw attacks at her highest base attack bonus. These attacks do not provoke an attack of opportunity. The Ràxràtar’s claws do 1d6 + Strength modifier for damage. If a Ràxràtar attacks without her claws extended, she causes 1d3 points of nonlethal damage. A Ràxràtar monk may use her claws with her Flurry of Blows, keeping the monk’s attack bonuses, number of attacks, and damage, but changing the damage type to “slashing”.

Pounce (Ex): If a Ràxràtar leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the Ràxràtar must hit with a claw attack. If it gets a hold, it can rake.

Rake (Ex): A Ràxràtar that gets a hold can make two rake attacks (+5 melee) with its hind legs for 1d3+1 damage each. If the Ràxràtar pounces on an opponent, it can also rake.

Armour & Weapons: Ràxràtars normally eschew artificial melee weapons and armour in favour of natural weapons and martial prowess. In part this is because their fur makes even the lightest armour uncomfortable, adding an additional +5% arcane spell failure and +2 skill check penalty to any armour.

Racial Skills: Ràxràtars receive a +4 racial bonus to Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Favoured class: Monk for lawfully aligned Ràxràtars, otherwise, rogue is the favoured class.

Weakness: Ràxràtars suffer a -2 penalty to Will saves against mind-influencing spells and effects.

Based on the Tabaxi and Basti entries in the D&D Wiki.

Source for image.

 

Peoples of Tòlanar IX: Raufisè (Kitsune)

IX. RAUFISÈ (Kitsune)

[RAH-uh-fih-see]

These anthropomorphic foxes are known for their quick wit and guile. They tend to have a dry and quick sense of humour that takes some getting used to. They have a love for pranks and subterfuge but seldom hold any true hostility until physically threatened. When they meet someone for the first time they may make fun of the new person using metaphor and humour and judge the recipient as stupid if they do not understand or as hostile if they take it personally. They have a reputation for being pleasure seekers in their social lives which is for the most part deserved.

Male Raufisè rogue
Male Raufisè rogue

Raufisè resemble fox-headed humans, they are tall and often of a slight build. They have a burnt orange coat of except for white fur on the chest, hands, muzzle, and feet. They have reddish-brown eyes, pointed ears with black tips, brown padded palms and soles, black lips, sharp canine teeth, and a mane of long red hair (favourite mane styles are braids and ponytails). They have a floor length bushy tail that tends to move with their mood.

Long ago, nearly the Raufisè had their own kingdom, but they were conquered by the Lausò in the 4th century, and by the Rìsa during the 9th through 12th centuries, however their adaptability has allowed them to survive, albeit as a minority in their old homeland and with a vastly different culture than they once had.

Raufisè lands
Raufisè lands

They are an active people with a love of commerce and a craving for action, and they readily assimilate into cosmopolitan societies. As a result they make up a disproportionately large percentage of the traveling merchants of Dòkràkr and can be found throughout Tòlanar serving in that capacity. They often organize themselves into merchant leagues that are made up of several main large families.

Raufisè characters have the following game-specific (3.5) characteristics

  • Stat Adjustments: +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: Medium (As Medium creatures, Raufisè have no special bonuses or penalties due to their size).
  • Movement: Raufisè base land speed is 30 feet.
  • Low-light vision: Raufisè can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.
  • Racial skills: Raufisè get a +2 Racial bonus to Bluff and Diplomacy, both of which skills are always considered class skills for the Raufisè.
  • Raufisè Magic: 1/day per 3 levels (minimum one) Disguise Self with a caster level equal to the character level. The save is based on Charisma. This spell cannot completely hide your tail(s) so one must be cautious of this giveaway. Anyone familiar with Raufisè magic gains a +5 toward penetrating their disguise. Once per day Raufisè with 11 or more charisma may cast one of the following: Prestidigitation, Ghost Sound, and mage hand. The DC for these spells is 11+ the spells level + the Raufisè’s charisma modifier.
  • Saving Throws: Raufisè get a +2 Racial Bonus on saves to resist enchantment
  • Illusion Proficiency: Any illusion spells cast by the Raufisè have their DCs increased by 1.
  • Natural weapons: Raufisè have a bite attack that deals 1d4 points of damage.
  • Favoured class: Rogue or Wizard

Raufisè Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Raufisè Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Raufisè Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Based on the Yokai: Kitsune article on the D&D Wiki and the Kitsune article on the d20 Pathfinder SRD, as well as the Anuchu article in Dragon Magazine #119.

Image Source.

Peoples of Tòlanar VIII: Ralurì (Dwarves)

VIII. RALURÌ (Dwarves)

[RAH-luh-rai]

Ralurì means “born of the earth” and is the Araèlikì term for the dwarven race. There are two subraces: The Kuanòvod and the Lazyol. While the Araèlikì ethnologists recognize the kinship of the Kuanòvod and Lazyol , neither of those races does so, they see each as unrelated.

VIIIa. KUANÒVOD (Arctic Dwarf)

[ku-AH-noh-vod]

The Kuanòvod have a great love for nature. As a result of this love, Kuanòvod s have a strong love and empathy for wild animals. Kuanòvods generally live in clans similar to those of other dwarven races.

Kuanòvod elder
Kuanòvod elder

The skin of the Kuanòvod is fairly colorless, as indicated by its whitish-yellow complexion. Kuanòvods have grey or white hair, and their eyes are most often gray. Kuanòvods also usually wear drab, gray clothing. The average Kuanòvod lives for 900 years.

Kuanòvods have most of the aspects of their gnomish and dwarven cousins, although Kuanòvods are somewhat more cheerful than dwarves, but still less cheerful than gnomes. Kuanòvods enjoy eating, drinking, and telling stories around campfires – especially if they are about some famous ancestor of the teller or one of their great racial heroes. Kuanòvods love precious metals and gems, and are consequently excellent miners and gem cutters; they are also good woodworkers. Kuanòvods are highly courageous, and friends or foes are never forgotten.

They are semi-nomadic hunters and herders of caribou (the name Kuanòvod is derived from a root meaning Herder). Their society is tribal, with each tribe being made up of a number of independent clans. Each tribe has a specific territory within which the various clans roam freely, following the herds. There is, however, no formal government or social organization above the clan level, but they do have mechanisms for resolving intra-tribal disputes that involve having a disinterested third party (some other clan chief) acting as judge /arbitrator. For this reason, the relationships between the various clans are very important.

Kuanòvod Lands
Kuanòvod Lands

Kuanòvod s are 70% likely to have tame animals accompanying them. These animals are as follows: 5-30 giant badgers (01-30%), 2-8 brown bears (31-50%), or 5-20 wolves (51-00%).
Kuanòvod characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: +2 Constitutions, -2 Strength.
  • Size: Small (As a Small creature, a Kuanòvod gains a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character).
  • Movement: A Kuanòvod’s base land speed is 20 feet.
  • Low-Light Vision: A Kuanòvod 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.
  • Cold Endurance: Kuanòvod have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armour Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armour Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Sense Motive checks
  • Spell-Like Abilities: 1/day—speak with animals (mammals only, duration 1 minute).
  • Favoured Class: Ranger. A multiclass Kuanòvod’s Ranger class does not count when determining whether he takes an experience point penalty.
  • Restrictions: Kuanòvod are unable to cast arcane spells of any sort.

Based on the Uldra article in Dragon Magazine # 119 and the Arctic Gnome entry on the Hypertext SRD.

Source for Image.

LAZYOL (Hill Dwarves)

[LAHZ-yawl]

 

Lazyols live in areas of rolling hillsand low mountains. Their strongholds are primarily located underground, though they frequently have outposts on the surface.

Lazyol Lands
Lazyol Lands

A typical Lazyol stands 4 feet tall and weighs about 150 pounds. He is stocky and muscular. His skin is a deep tan or light brown in color and he has ruddy cheeks and bright eyes. His hair could be black, gray, or brown. He favors dark, somber, earth-toned clothes, and wears little jewelry.

Lazyol clans are family groups that are all related to one another. All the members of a clan trace their lineage back to a common ancestor. This could be the founder of a stronghold, but it may go back only as far as the previous generation. Each clan specializes in a particular craft or skill: blacksmithing, mining, and weaponsmithing are examples of the sorts of trades preferred.

Different clans usually live close to each other so that they can trade skills among themselves. The relationships between clans are complicated and interdependent. The blacksmith clan needs to eat, so they trade with bakers and butchers. Most clans are concerned with the manufacture of goods and services. They love to create things from raw material, and delight in the working of stone and metal. There are clans that specialize in military and political activities. A political clan is usually responsible for governing the stronghold and comprises the ruler’s own family, plus other high born Lazyols. These Lazyols have undergone long apprenticeships in their chosen trade and are experts. Like other Lazyols, they are convinced that they are always right. They tend to be argumentative with outsiders, even with political families from other strongholds.

In major strongholds, each clan practices its own craft. In smaller ones, a clan may practice a number of crafts. Out of preference, Lazyols practice one craft only, and that one skill may be honed to a higher level than would be possible if two, three or four skills were practiced.

Lazyol priests are drawn from all the clans in a stronghold and may be the only Lazyols who are not tied closely to their clans.

Lazyol carpenter
Lazyol carpenter

The clans are regulated by guilds that legislate all matters of trade. Guilds specify weights and measures, quality, and the pricing of items. For example, the Guild of Bakers establishes the weight, price, and ingredients of loaves of bread. All clans conform to these strictures. Those of other strongholds will have different strictures imposed by their guilds. This leads to situations where Lazyols from one baker’s clan will get into heated arguments with a baker’s clan from another stronghold over which one’s loaf is of the correct weight. This, combined with their stubborn nature and inability to compromise, is why Lazyols are so wary of each other. One view is always right, and all others always wrong. (Note, however, that this does not mean that Lazyols slavishly adhere to narrow production standards. Within the limits established by the guilds is tremendous room for individual expression. In fact, two loaves of bread that conform to the same guidelines may appear completely different to the uninitiated. And each guild typically has a bewildering array of accepted standards to choose from for any specific type of item.)

Even though the guilds control the business of the clans, they may not control the clan politically. This is left to elders who handle marriage arrangements, housing, and political dealings with other clans. The elders are the oldest Lazyols in the clan. They are frequently also the richest, having amassed large fortunes over the centuries. Some may be guild masters, but this is not a requirement. When this does occur, differences between clan and guild become even more blurred.

New clans are formed when a Lazyol decides to take up a different profession from that of his own clan. He may learn a new profession by apprenticing himself to another clan with the understanding that he will either become a member of the clan through marriage, or that he will practice his new trade at a different site. In both cases, he relinquishes membership in his original clan and swears never to reveal the secrets of its guild to others.

If he has served his apprenticeship and does not marry into the new clan, he is obliged to move to a different stronghold or found a new one. His descendants follow his profession. Although still related by blood to his original clan, he is no longer considered to be part of that clan. Ties to his immediate family remain strong, and he may call upon them for aid if he needs assistance. If he is attacked or insulted, his brothers and sisters will quickly come to his aid, as will others of their clan, but he cannot expect their help in matters of trade and daily life.

A sick or injured Lazyol will be fed and cared for by his clan. Those in good health are expected to work in order to maintain the welfare and reputation of the clan. No Lazyol would ever do otherwise.

Someone who cheats or doesn’t pull his own weight earns the disapproval of his fellow clansmen. He will be warned and pressure will be brought to bear to ensure that he does not bring the name of the clan into disrepute. If he does not heed the warnings, he will be ostracized. An ostracized Lazyol loses all benefits provided by the clan. The clan’s guild will prevent him from working and confiscate his tools if it can. If he shows a desire to mend his ways, he will be allowed back into the clan, and the guild will lift the ban. If not, he will be left to himself and even his family will shun him.

To an outsider, Lazyol clans appear very complex, and the relationships between them highly convoluted, because they are. Lazyols would not organize their lives any other way. They know where their loyalties lie: first to the family, then to the clan, the guild, the stronghold, and then to any other strongholds to which the clan is allied. Lazyols are a proud race and maintain their loyalties. They are willing to defend each other, often to the death. An insult against one Lazyol is considered to be an insult against all Lazyols.

Most Lazyols choose life underground. It is unusual for them to live in a surface settlement unless events force them up. Living underground for thousands of years has affected the world view of Lazyols dramatically. They believe themselves to be the dominant race in the world, the primary force of civilization and culture. This attitude applies even in campaigns where other races are actually predominant. Lazyols who live below ground don’t care who controls the land above as long as they are left alone. The surface races may as well be on another plane of existence as far as the average Lazyol is concerned. Lazyols see little reason to communicate with other races unless an overpowering common cause exists.

This Lazyolicentric view is deeply rooted in all Lazyols, regardless of where they live, even when among other races. Lazyols in such places may grudgingly admit that humans or elves have achieved some level of civilization and political power, but these are inferior to their own achievements.

Life underground has had a lasting effect on Lazyol personalities. They have developed an instinctive love of earth and rock that represent stability and permanence. Earth and rock may be tunneled and carved, arched and buttressed, yet they remain always solid and reliable.

The sea, however, is ever changing, with no stability, and prone to tempestuous storms. It represents the force of chaos prevalent in the world above, and is the antithesis of the safe, womb-like caverns that are home to the Lazyols.

Themes of solidity and reliability recur continually in the Lazyolish world view. The world is solid and constant, so life should be conducted in the same manner. This is closely allied to their predominantly lawful good alignment.

Lazyols value law and order, and see these as part of the natural order of the world. Society should be as solid and reliable as the stone of the earth. Lazyols live 350 years on average, during which time trees grow and die, axe hafts are made and replaced many times, and wooden structures decay and rot away. Compared to the strength and durability of metal and rock, other things seem very transitory. Building to last means building well.

Lazyols are expert craftsmen not out of some god-given ability, but because they serve long, exacting apprenticeships. Lazyols traditionally serve a 25-year apprenticeship, which begins at the age of 25. To Lazyols this is part of life. “A job worth doing is worth doing well.” This attitude is deeply ingrained and explains why Lazyols love to create beautiful objects and lavish so much time on them. They seek to create that which will last until time’s end, and they have difficulty comprehending why other races consider work a chore rather than an act of artistic expression to be savored and enjoyed. Lazyol craftsmen, because of their skills, produce weapons, armor, and other goods more quickly than other races, yet of superior quality.

Lazyols are viewed as humorless, if not downright grumpy, by other races. This is a fair assessment. They do not often tell jokes, and have no appreciation of practical jokes. Society is based on law, order, and a respect for one’s fellows. A Lazyol does not abuse that respect by ridiculing another’s dignity.

Lazyols love to work and find pleasure in it. This pleasure is so spiritually uplifting that any attempt at humor appears facile. Those not content with work or their position in life may need such diversion, but humor is seen as insult.

That’s not to say that Lazyols are humorless, they have a very black humor concerning their racial enemies, but their sense of humor is very different from that of humans, for example. They do not find jokes about personal suffering or failure funny. They do find those based upon clever stories entertaining. The problem is that lazyolen jokes tend to follow a standard narrative pattern. Because of their great length, endless genealogies, and catalogs of lazyolen concerns, it is difficult for other races to maintain any interest in them. Lazyol comedians, telling jokes to other races, are frequently annoyed when audience attention slips after 15 minutes or so, or when the audience has no concept of the importance of lineage in the joke’s ‘punch paragraph!’ Races who have been subjected to lazyolen humor fail to realize that it does not rely on the delivery of one liners, but on the slow presentation of a chapter, if not an entire book.

The lazyolen concept of wealth is different, as well. Lazyols are attracted to objects for their intrinsic beauty, not for any commercial value. They prize fine workmanship, but know that craftsmen only augment what the earth has provided.

Gold has the greatest significance to them, not for its value, but for its natural beauty and pliability. In the hands of a master craftsman, gold can be heated and poured into molds, beaten with a hammer, drawn into wires, or carefully filigreed with a chisel. Well made golden objects are treasured for workmanship and beauty. Poorly made objects are melted down to be remade as coins or other objects.

Lazyols are aware of the scarcity of gold, and of its value. No Lazyol has ever sold gold at less than its current value, a fact that has led other races to see them as mean and avaricious.

The Lazyols’ passion for gold is well known, as is their love of gemstones. They love to possess these treasures of the earth, polishing and cutting them into brilliant shapes that catch the light perfectly. Each stone is seen as a shining example of the beauty of the earth. To those who have left their underground homes, they are reminders that true beauty comes from within the earth.

Lazyols are well aware of the value of gems. Where others value stones by weight and scarcity, Lazyols value them according to their beauty.

They have, however, no desire to own or collect pearls. As products of the sea and shellfish, they are not considered to be gems. Lazyols find them unattractive. Pearls lack the deep lustre of natural stones. Still, it is a foolish Lazyol who does not realize that beauty is in the eye of the beholder. While pearls are worthless, Lazyols are aware of their trade value.

Gold and gems are their greatest loves, but other metals are important to them too. Platinum has many of the attributes of gold and is even rarer. Silver is easy to work and holds its shape better than gold. Its color is not as desirable, but it has its own appeal. Copper and other metals are also considered beautiful. While other metals are more common than gold, their comparative rarity lends them value.

Iron ore is crucial to the Lazyols. With it they make weapons, armor, forges, and tools. Iron ore veins are seen as the bones of the earth; bones bequeathed to the Lazyols to be used for their own purposes. When forged with carbon, Lazyols transform iron into steel that is durable and hard without being brittle (the Lazyol were the first to do this, and for many years they managed to keep the proxess secret, which allowed them to throw off the Dsòkritan yoke.

Though they would love to work exclusively with gold and gems, Lazyols are a practical folk. They know that iron and steel wear hard and are infinitely more practical as tools. Therefore they work extensively in iron and steel. Lazyol craftsmen produce some of the finest weapons, armor, and tools in any world. These goods, because of their quality, bring higher prices that are gladly paid for lazyolen craftsmanship. All crafts necessary to ensure the strongholds are places of beauty are also worked.

Lazyols willingly live under lawful institutions, respecting privacy and personal space. Law induces order, organization, and a stable society. The society reflects the natural order of the world, with everything in its proper place. Laws exist to be obeyed, not to be broken. Society exists so that Lazyols may be free from unnecessary intrusions.

Even though law is important, Lazyols are fairly individualistic. They have personal views that they rarely make known to others, one reason they are seen as a taciturn race. However, when a Lazyol thinks that his own views are not being heard, he will become grumpy, silent, and bear his distress stoically.

This stoicism, and the desire not to grieve others, is evident in the way they view wealth as a private matter. Only powerful and respected Lazyols are expected to display wealth openly, and even then ostentatious displays are frowned upon. All Lazyols are expected to, and prefer to, keep their wealth hidden.

It is considered bad manners to flaunt accumulated wealth. Such behavior is offensive and has caused Lazyols who travel in the surface world to be deeply insulted. Wealth, particularly gems and precious metals, are for personal delight. They should be carefully hoarded and displayed for one’s closest family or cherished friends. It is a mark of acceptance and friendship among Lazyols for one to reveal his wealth. By doing so, he is not only sharing the joy of his possessions, but is saying, “You are my friend, whom I trust not to steal from me.” (The exception to this, of course, is wealth displayed through excellent craftsmanship in utilitarian items. A beautifully crafted and gilded axe with an inlaid gem or two is not ostentatious if it is functional. Lazyols claim this is not a subjective distinction, but most other races find it hard to follow the reasoning.)

Other races, and elves in particular, find this attitude very strange. Humans and elves delight in the display of their wealth, allowing others to admire its beauty. No Lazyol would do such a thing. It’s no surprise that Lazyols are considered mean and greedy by races who cannot understand their motivation.

A private people, Lazyols often have difficulty expressing emotion. Their society is structured to make displays of anger, envy, jealousy, and hatred unnecessary. They are capable of harboring grudges and hatreds, but these are usually directed outside of the stronghold.

Lazyols rarely insult or distress each other, but other races distress them greatly. Not giving them the respect they demand, enquiring casually about wealth, or making them the butts of jokes, are guaranteed to make Lazyols angry. But this anger will normally only show itself as a scowl or a contraction of the brows. Other races have concluded, therefore, that Lazyols are humorless, not realizing that Lazyols do not release their anger. They allow it to simmer and increase until they explode, becoming their own stereotypes grumpy, taciturn, stubborn, and unyielding. Lazyols often despair at the extremely poor manners of other races.

Lazyols are basically good people. They seek to harm no one, merely to coexist with them, or even better, to be left alone. Because of their good nature, Lazyols have been known to persevere in the face of insults and inexplicable behavior. They have banded together with men and elves in times of crisis, and have entered long term trade agreements of mutual benefit.

They have little patience for the ways of humans who simply do things wrong. Humans either waste time in petty pursuits or are so keen to achieve their goals, they are willing, almost eager, to be forceful and rude. They have no conception of the proper rhythm of the world, which is hardly surprising since they allow their lives to be dominated by the changes of night and day and the seasons. No sooner do they achieve something, than their children want to change it, replace it, or worse, lose interest in it entirely.

Elves should know better, but they lack the simplest virtues of patience, diligence, and consistency. They are renowned for wasting their lives enjoying themselves instead of producing lasting goods.

The differences between elves and Lazyols have led to many disagreements. This usually occurred because Lazyols considered agreements to be binding until the end of time, while the elves thought they were to last as long as they were useful. Entire strongholds may have been threatened or destroyed because elves failed to honor a pledge. Perhaps some minor slight elves have forgotten, has been harbored and nurtured and passed on to the next generation.

Lazyols do not compromise when dealing with evil people, particularly when competing with them for living space or when their welfare is threatened.

Lazyols detest the Dsòkit, eradicating them whenever found. Some strongholds are not above ensalving such creatures and forcing them to work in labor camps. Their hatred of these races is as ancient as the Lazyols themselves, stemming from the centuries of warfare between these two peoples. Lazyols have no doubt that they are involved in a war of massive proportions. It is known as the “War to the Death,” for the Lazyols have sworn to fight until their enemies are destroyed.

Lazyolen families are called hearths (Legiqerqè: abmegrudè [AB-meg-ruh-dee]; Nidmolarqè: abmerudè [AB-meh-ruh-dee]; Qataxorqè: abmerudèda [ab-meh-ruh-DEE-dah; Rudlòkorqè: abmegrudè [ab-MEG-ruh-dee]). The hearth is the basic unit of Lazyol society. A clan may be composed of two to a hundred or more hearths, depending on its strength.

A hearth includes grandfather and grandmother, their children, and any offspring of their children. Family members share the same dwelling and are extremely close-knit. Unlike human or elf families, the lazyolen hearth is not an insular unit, but part of a larger clan. Hearths within a clan are united by blood, and this links the clan together, making it more than just a collection of individual families.

A hearth has a single line of descent. Cousins, aunts, and uncles are not part of the hearth but, as members of the clan, are close to the family.

In some ways the hearth is a convenient social organization rather than an important entity in its own right. Its primary purpose is to create a legal and social environment into which children may be born and to provide a stable environment in which children may be nurtured and educated in the rudiments of Lazyol beliefs and conduct. At the core of the hearth is the institution of marriage.

Lazyols are not romantics. The vast majority of marriages are arranged by clan elders. Their main concern is to secure the continuation of the clan by ensuring that children are properly raised. They select suitable males from eligible candidates and ensure that the family has a warm and secure place to live.

Lazyol society is about one-third female. Lazyols are monogamous, and marriages are entered into for life. That, along with the fact that males outnumber females about two to one, means that many males do not marry. A woman who loses her spouse will, after a year of mourning, remarry. Grandparents play as important a role in child rearing as do parents; elders find mates for widowed grandmothers.

Divorce does not exist in Lazyol society. Couples who have grown distant from one other will continue to share the hearth and the responsibilities of child rearing. Only death can end a marriage.

Lazyols reproduce very slowly compared to humans and orcs. The birth of twins is rare and triplets and quadruplets do not occur. The majority of families have only one or two children to care for. This is seen as a virtue because it allows them to lavish their time and care on one child, and give that child a better education than would be possible with several.

Until the age of 10, young Lazyols are cared for within the hearth. During these formative years, they learn to speak and are taught the traditions and history of their clan and stronghold. The children socialize with others daily, often in a special clan nursery, while their parents and grandparents are at work. In the nursery the children are taught the rudiments of their clan’s craft. Children from an armourer’s clan will play with miniature suits of armor, those from a baker’s clan will play with scales and bread dough. They are allowed to follow their natural instincts and are provided toy tools and allowed to dig tunnels and “hidey-holes” in the nursery.

At the age of 10, more formal education begins. For eight hours every day the children learn runes and local history. Training in crafts begins with basic techniques and skills constantly drilled into them. Their education continues until their 25th year.

On their 25th birthday, great celebrations are held to mark the coming of age. The whole clan assembles to witness the event and join in the fun. The climax of the celebration arrives when parents deliver the youth to the clan’s guild master and apprenticeship begins. Males and females both serve the same apprenticeship, with no differentiation based on sex.

Once the apprenticeship begins, the youth leaves his family hearth and goes to live in the apprentices’ dormitories; if apprenticed to individual craftsmen, to the craftsman’s hearth. They may return home for one day a week, otherwise they are busy learning their trade.

Lazyol apprenticeships are served for 25 years. At the end of the apprenticeship, celebrations are held to mark the Lazyol’s entry into adulthood and the acceptance of adult responsibilities.

Once Lazyols have attained adulthood, they are eligible for marriage. Most female Lazyols are expected to marry at this time. Females from military clans, such as Hearth Guards, frequently delay marriage until later in life. Few young males have much hope of marrying soon, as the clan elders invariably choose suitors who have plied their craft for at least 10 years after apprenticeship. Males, achieving adult status, will spend their time honing their skills and amassing wealth. Those from military clans may leave their strongholds to go adventuring, in the hope of acquiring wealth and reputation enough to enhance their chances of marriage.

Adult Lazyols usually work 8 to 12 hours a day. Those with children are limited to 8 hours a day and are expected to spend the rest of the time with their children. Female Lazyols work the same hours until a month before they are ready to give birth. Pregnancies are 12 months long, and tradition dictates that the month preceding the birth be spent preparing the hearth for its new member.

After working hours, the time of unmarried Lazyols is their own. For the first few hours, unmarried Lazyols usually seek their own solitude, and an opportunity to count their wealth. Then they will visit the hearths of married relatives. Around the hearths stories are told, songs are sung, and children play. Single Lazyols often congregate in one of the clan’s great halls to feast and swap stories, and to be amused by entertainers with juggling, acrobatics, and other displays of skill. After an evening’s amusement, they sleep 8 hours before rising to work.

Lazyols enjoy a wide variety of food, with a preference for meat. They keep cattle, goats, sheep, pigs, and fowl. These animals are grazed above ground on upland meadows or plateaus, where they are allowed to roam, a practice that leads to many Dsòrkit raids. Lazyols also keep animals more suited to subterranean existence: giant lizards and beetles. Although meat is a staple of their diet, large quantities of grains are also consumed. When possible wheat, rye and barley are grown close to the stronghold. They are harvested and kept in underground granaries. Many who live close to humans or halflings buy large quantities of grain to supplement their own production.

They also cultivate various types of fungi underground. Like the giant lizards and beetles, many of these fungi have been carefully bred to produce a wide variety of flavors to excite the palate. Most are very careful about the kinds of fungi they eat.

Lazyolen cooking also makes use of vegetables for flavor and variety. They do not eat spicy or heavily seasoned food, and consequently lazyolen cooking tastes bland to humans and elves, but the food is wholesome, consisting of thick stews served on broad slices of bread. While they are not voracious eaters like halflings, few humans or elves can eat as much as a Lazyol in a single meal.

Lazyolen clothing tends to be heavy, somber in color, and serviceable. Made from thick wool or spun strands of fungi, it is designed to keep the Lazyols warm in the unheated places in their strongholds. To the untrained eye, colors are uniformly drab grays and browns. Lazyolen languages have over 500 words for rock, and almost as many to describe different rock hues. Particular shades of gray and brown reveal much about the clan and status of Lazyols, if one has the eye to see.

Boots, belts, and hats are usually made by the leather guilds of tanned leather from the hides of cattle or giant lizards.

Lazyols love to sing. Many have rich baritone voices that echo splendidly about their chambered halls. Numerous great halls are specially constructed around natural acoustic properties. Except for solo performances by entertainers, singing is a group activity. On formal occasions songs written to display their vocal ranges are sung by massed choirs. On less formal occasions, any Lazyol may sing within a hall or around the hearth.

Their songs speak of the beauty of the earth; commemorate famous deeds of valor, or sing of the construction of a magnificent bridge or other edifice. Some are laments that tell of the death of a loved one or great hero, or the loss of a stronghold to monsters.

The songs tend to be long and very well written. Most races would lose patience with a spoken story, but even elves have sat entranced for hours by the story songs of Lazyols.

Lazyols also enjoy playing instruments; flutes, horns, bagpipes, drums, and percussion instruments especially. They rarely play stringed instruments because short fingers are ill suited to plucking strings and picking out chords. Their music is either martial or mournful. Rarely will musicians accompany singers: music dampens the true resonance of the voice. However, special songs have been written, and are performed, for voice and instrument.

Lazyol strongholds appear very bland to outsiders, with smooth walls, however, to the Lazyol, and those who can see infrared spectrum, the walls, floors and ceilings are covered with intricate patterns which the Lazyol create by building ducts behind the walls through which hot air is passed, which heats the stones, which appears to them as various subtle shades depending on the thickness of the stone.

Lazyol characters have the following game specific (3.5) characteristics.

  • Stat adjustments: +2 Constitution, –2 Charisma.
  • Size: Medium (As Medium creatures, Lazyols have no special bonuses or penalties due to their size).
  • Movement: Lazyol base land speed is 20 feet. However, Lazyols can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Sight: Infravision: Lazyols can see the infrared spectrum up to 60 feet. Infravision is not entirely black and white, but the colours are subtle and muted (here is an example), and it is otherwise like normal sight, and Lazyols can function just fine with no light at all.
  • Stonecunning: This ability grants a Lazyol 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 Lazyol who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Lazyol can use the Search skill to find stonework traps as a rogue can. A Lazyol can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Lazyols may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A Lazyol gains 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).
  • Saving Throw Bonuses: Lazyol get a +2 racial bonus on saving throws against poison, a +2 racial bonus on saving throws against spells and spell-like effects.
  • Combat bonuses: Lazyol get a +1 racial bonus on attack rolls against orcs and goblinoids. They also get a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Racial Skills: Lazyol get a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
  • Favored Class: Fighter. A multiclass Lazyol’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.

Lazyol Random Starting Ages

Adulthood Simple Moderate Complex
40 years +3d6 +5d6 +7d6

Lazyol Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
125 years 188 years 250 years +2d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Lazyol Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 9” (115 cm)1 +2d4” (5-20 cm) 130 lb. (59 kg) × (2d6) lb. (1-5 kg)
Female 3’ 7” (110 cm)1 +2d4” (5-20 cm) 100 lb. (45 kg) × (2d6) lb. (1-5 kg)
  1. The Lazyol of Qatarxò tend to be taller than their brethren from the other realms. They have the following base heights: 4’ 2” (127 cm) for males and 4’ 0’ (122 cm) for females.

Mostly taken from the Complete Book of Dwarves, with stats from the entries on Hill Dwarves and Mountain Dwarves on the D&D Wiki.

Source for image.

 

 

Peoples of Tòlanar VII: Nukavul (Wemics)

VII. NUKAVUL (Wemic)

[NUH-kah-vul]

A Nukavul has a leonine body with a humanoid torso extending from what would be a lion’s neck. The typical Nukavul measures ten feet from head to rump. When standing erect in centaurian posture, the Nukavul stands 6 to 7 feet tall. Most of the body is covered in dusky golden fur. The tail is tipped by a brush of long, black hair. Adult males also have a mane of long black hair; the mane covers the top and back of the head and extends to the neck and shoulders. Male cubs develop this mane in their third year. The underbelly is covered in short, white fur. The nose may be black or russet. The eyes are gold with vertically slit pupils. The digits on all limbs end in claws, though those on the humanoid hands are rudimentary. The claws on the forelegs are retractable.

Male Nukavul
Male Nukavul

In combat, the Nukavul use their forelegs to claw and employ their hands to wield weapons. Nukavul possess keen senses. They are masters of ambushes and hunting strategy. If they cannot surprise an intended victim, 1-3 Nukavul move to outflank the prey. Nukavul possess powerful leg muscles. They can leap 10 feet upward or 30 feet forward.

Mating occurs at any time of year. The female bears a litter of one to three cubs in ten months. The cubs are born with a camouflage pattern of black spots; these fade within two months. Nukavul cubs are playful and curious; they possess few instincts and thus must learn everything. Cubs are born with 1 HD and gain 2 HD each year. They reach maturity at age 3. They are excellent trackers and guides. They may hire out their services in exchange for treasure and tools, such as weapons and magical items. They may also charge travelers a toll for safe passage through their nation’s territory.

Nukavul Lands
Nukavul Lands

The Nukavul are well adapted to their harsh homeland, and their traditional society is semi-nomadic , centred around the herds of camels they guard. They traditionally live in small family groups of 10 to 20 members, the membership of which is somewhat fluid, with members leaving to join other groups or forming their own being a common occurrence. Despite this apparent temporary nature of these groupings, members are fiercely loyal to the grouping they are currently a member of, and they will readily risk their lives for the other members.

The original Nukavul nation was divided into seven great tribes (Dulkuv, Kild, Kòkna, Kol, Kòva, Nòkavol, & Vavok), who regarded themselves as separate peoples, but since the establishment of the Knarunate, tribal affiliation has lost any real relevance beyond some small social competition or as a source of collective pride.

Nukavul consider themselves to be superior to all other races, and are often condescending or even outright insulting when interacting with them. Nukavul distrust arcane magic and wizards and sorcerors, but bards and clerics are highly honoured in Nukavul society.

Since their adoption of the Irhilùrite faith, the Nakavul have become a stern and severe people. While in the past, Nukavul loved to celebrate and sing and dance, they now see these things as vices. Instead they channel their artistic ability into weapon-smithing and inventing new fighting styles and techniques. Their music has become sad and mysterious. Their bards’ performances are extremely intense. Bards have the ability to use “Warcry” during battle. This cry causes fear in non-Nakavul.

  • Nukavul characters have the following game-specific (3.5) characteristics.
    Stat Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma
  • Size: Large (As large creatures, Nukavul suffer a -1 size penalty on attack rolls and AC. They also suffer a -4 size penalty on Hide checks. However, they can use larger weapons than humans can, and their lifting and carrying limits are twice those of medium-sized characters).
  • Movement: Wemic base land speed is 40 feet.
  • Natural Armour: Nukavul have a base AC of 13
  • Darkvision: Nukavul have Darkvision out to 60 feet.
  • Weapon Familiarity: proficient with all simple weapons and shields.
  • +8 racial bonus on Jump checks
  • Natural Attacks: Nukavul can make 2 claw attacks, dealing 1d6 points of damage on each. A Nukavul can attack with a one-handed weapon at his normal attack bonus, and make a claw attack as a secondary attack (-5 penalty on the attack roll, and half Str bonus on the damage roll).
  • Languages: Sylvan. Bonus Languages: Common or by region.
  • Favored Class: Barbarian

Based primarily on the Wemic article on the World of Azolin Wiki and the Wemic entry in the 2E Monstrous manual, with bits and pieces garnered from the various sites listed on the links page of Cayzle’s Wemic Site.

Source of the image.

Peoples of Tòlanar VI: Nuekìnar (Orcs)

VI. NUEKÌNAR (Orcs)

[nuh-eh-KAI-nahr]

Nuekìnar is the term Araèlikìan academics use to refer to the orcish peoples. It means “beastly, and so is viewed as derogatory by the orcs, who refer to themselves as Kamkram [KAHM-kram] (which has the same basic meaning as “mankind”, but referring to orcs) outside of Dòkràkr, or Rìsa [RYE-sah](which means “folk” or “people” in a similar sense as the German word “volk”) within Dòkrkàkr.

Nuekìnar Lands
Nuekìnar Lands

There are actually five sub-races of orcs:

  • Greater Orcs: found throughout Dòkràkr. Known as Dekmekom [DEK-mek-kom], which means “owned” or “possessed” in the sense of being property.
  • True Orcs: Known collectively as Bakràkam [bah-KRAY-kam), which means “unshackled” by the Delmelkom, they refer to themselves collectively as either Kamkram or Rìsa. There are three distinct sub-races of true orc.
    • Highland Orcs: Found in northern Dòkràkr. Known as Vurdamqurd [VUR-dahm-churd], which means “people of the clouds”, a reference to their mountain home.
    • Lowland Orcs: Found in southern Dòkràkr, Kùvramkar, and Zardixas. Known as Kròšamqurd [KROW-sham-churd], which means “people of the shadows”, in Dòkràkr; and as Qèrkomkuds [CHEER-kawm-kuhds], which means “volcano-born”, in Zardixas; and as Uàbwarma [uh-ay-bwahr-mah], which means “island dwellers”, in the Kùvramkar.
    • Wetland Orcs: Found in the Mošaràkr and Sàkrom regions of Dòkràkr. Known as Ràadenar [ray-AH-den-ahr], which means reed dweller or people who dwell among the reeds.
  • Lesser Orcs: Found throughout the orcish lands. Known as Okmàk [ok-MAYK] which means labourer in Dòkràkr, and as Reqasma [reh-CHAS-mah] and Reqasam [reh-CHAH-sahm], both of which mean “serf” in Kùvramkar and Zardixas respectively.  The lesser orcs in Zaulin and in the states of Nirmaunku and Zulon in southern Laulolru refer to themselves as the Kràa [KRAY-ah], which means “free”, and to those in other lands as Imkràa [im-KRAY-ah], which means “unfree” . They make up the bulk of the orcish population in Dòkràkr and Zardixas. and parts of Kùvramkar, where they are a serf class, and while technically not slaves, they are legally bound to the land. In Zaulin and southern Laulolru, they make up the basic ruling class, despite being a distinct minority.

Culturally their three great realms are quite distinct, with Dòkràkr being based on the ancient Vurdaqurd and Dekmekom slave cultures, heavily influenced and enriched by the Lausò society they overran, while that of the two smaller southern realms is derived from the old Kamkram culture which has been preserved mostly intact with little change due to outside influences. Despite their different origins and influences, they share certain characteristics. They are all gender neutral, with males and females being considered equals in all ways, though the males tend to gravitate more towards the military, fighter types while the females tend to dominate among the clerical and more roguish sorts. They are also all very merit oriented, having little regard for the concept of an hereditary nobility, most of their rulers are elective in nature, though eligibility for any given position is usually restricted to members of a given clan or bloodline.

VIa. DEKMEKOM (Greater Orcs/Orog)

[DEK-meh-kom]

Dekmekom Lands
Dekmekom Lands

Found throughout Dòkràkr, the Dekmekom were bred by the Rìyadak from Vurdaqurd and ogre stock (some say this is the reason the Dekmekom hate ogres so deeply) as a race of elite slave warriors, who though technically slaves, now make up the de facto ruling class of Dòkràkr, and as such are the most powerful of all the peoples of Tòlanar. Rather than resent their status, they take great pride in it, they all wear symbolic shackles, some of which are very elaborate, as a physical symbol of it.

The Dekmekom have a thick hide-like brownish grey skin that has a faint tinge of green to it. They stand 215-250 cm (7′-8′) tall and have broad shoulders and long, powerful arms that reach well past the waist (though not as far as the knee). They have a thick build and tend to be heavily muscled. They have broad noses, prominent brows and shallow sloping foreheads. They all have small pointed ears set low on their heads and tusk-like lower canines that protrude past their lips. They have dark reddish black eyes and thick stringy hair that often runs partway down their backs and across their shoulders in the males. Their hairline is somewhat receded, and often forms a widow’s peak, and they often shave the top of their heads altogether.

Male Dekmekom with human (Araèlikì) captive
Male Dekmekom with human (Araèlikì) captive

Dekmekom  society is highly militaristic, and is divided into three classes, Blades, Shields, and Shadows. All children are raised communally in a barracks like setting, and military training begins in infancy, where the core tenets of their code, known as the way of the possessed (Vasbavix [vahs-BAH-vix]), are instilled. When the child reaches the age of five he (or she, Dekmekom society is completely gender neutral) begins their formal training, a brutal regimen of physical and mental training that lasts for 9 years. The majority of trainees do not survive the training, but those that do are accepted as full adults at age 13. During this training, the young are watched and evaluated carefully, and upon completing their training they are initiated into one of the three houses.

The trainees who excel that excel mentally are initiated into the House of Shadows (Ròìk Kròšam [ROH-ik KROH-sham]) those that excel physically are initiated in to the House of Blades (Ròik Kukrôkarm [ROH-ik kuh-KROY-kahrm]), and the remainder are initiated into the House of Shields (Ròik Kukrerdam [ROH-ik kuh-KREH-dahm].

Dekmekom characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +6 Strength, –2 Dexterity, –2 Wisdom, -2 Charisma
  • Size: Medium (As Medium creatures, Dekmekom have no special bonuses or penalties due to their size).
  • Movement: Dekmekom land speed is 40 feet.
  • Vision: Dekmekom have Darkvision up to 120 feet.
  • Proficient with the appropriate weapons for a Blade (Khopesh & Sapara if male, Adarga & Assegai if female) or Shield (Medium Sword Shield and Khopesh if male or Assegai if female). These weapons are considered status symbols to the Dekmekom , and they spend their lives training in their use.
  • Base AC: Dekmekom get a +2 natural armor bonus to their base AC..
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a Dekmekom for 1 round. In addition, Dekmekom suffer a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
  • Resistances: Dekmekom have fire resistance 5 and cold resistance 5.
  • Orc Blood: For all special abilities and effects, a Dekmekom is considered an orc. Dekmekom , for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
  • Favored Class: Fighter (a special samurai-like sub-class I have to create).
  • Level Adjustment: +2.

Based on the Orog entry in the Races of Faerûn book.

VIb. BAKRÀKAM/KAMKRAM (True Orcs)

[bah-KRAY-kam/KAHM-krahm]

These terms refer to the three sub-races of True Ors, each will be detailed in their own sections below.

VIb1. VURDAMQURD (Highland Orcs]

Vurdaqurd swordsman
Vurdaqurd swordsman
Vurdaqurd Lands
Vurdaqurd Lands

The highland orcs are the largest of the true orcs, standing 180-200 cm (6′-6’6″) tall, like all orcs they have broad noses, prominent brows and shallow sloping foreheads. They all have small pointed ears set low on their heads and tusk-like lower canines that protrude past their lips. They have dark reddish black eyes and thick stringy hair that often runs partway down their backs and across their shoulders in the males. They have dark grey skin.

Vurdaqurd characters have the following game-specific (3.5) characteristics.

  • Stat adjustments: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Bakràkam have no special bonuses or penalties due to their size).
  • Movement: Vurdaqurd land speed is 30 feet.
  • Vision: Vurdaqurd have Darkvision up to 60 feet.
  • Proficient with the one melee weapon and long bow (Vurdaqurd train with weapons from childhood).
  • Light Sensitivity (Ex): Mountain orcs suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Orc Blood: For all special abilities and effects, a Vurdaqurd is considered an orc. Vurdaqurd, for example, can use or create orc weapons and magic items with racially specific orc powers.
  • Favored Class: Fighter.
  • Level Adjustment +1.

Taken from the Mountain Orc entry in the Races of Faerûn book.

VIb2. RÌSA/KAMKRAM (KRÒŠAMQURD/QÈRKOMKUDS/UÀBWARMA) (Lowland Orcs)

Both these terms, Rìsa (which means simply “people” or “folk”, similar in meaning to the German term

Rìsa/Kamkram Lands
Rìsa/Kamkram Lands

“volk”) and Kamkram (which has a meaning similar to mankind, but in reference to orcs rather than humans) refer to the same group of four closely related peoples. Rìsa is the term used in Dòkràkr, and Kamkram is used in Kùvremkar and Zardixas. They are a warlike people who have overrun much of the continent, their realms stretching from the Thaele in the far north to Antithaele in the far south.

The lowland orcs are smaller than the highland variety, standing 165 – 180 cm (5’6″-6′) tall. They have the same basic features as all of orc-kind, the broad nose, sloping forehead, etc. They have the darkest skin, a shade of gray so dark it verges on black.

Rìsa/Kamkram characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Strength, –2 Intelligence, +2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Lowland Orcs have no special bonuses or penalties due to their size).
  • Movement: Lowland Orc land speed is 30 feet.
  • Proficient with the one melee weapon and light crossbow (Lowland Orcs train with weapons from childhood).
  • Vision: Low-Light Vision (A Lowland Orcs 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.
  • Skill Bonus: Lowland Orcs get a +2 racial bonus on Heal and Survival checks
  • Light Sensitivity (Ex): Lowland Orcs suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Orc Blood: For all special abilities and effects, a Lowland Orcs is considered an orc. Lowland Orcs , for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
  • Favored Class: Fighter in Dròkràkr, Barbarian elsewhere.
  • Level Adjustment +1.

Based on the Gray Orc entry in the Races of Faerûn book with some details from the Jungle Orc entry on the D&D Wiki.

Lowland orcs: Kròšamqurd archer, Qèrkomkuds cleric, and Uàbwarma archer in cold weather gear.
Lowland orcs: Kròšamqurd archer, Qèrkomkuds cleric, and Uàbwarma archer in cold weather gear.

VIb3. RÀADENAR (Wetland Orcs)

The Ràadenar are the smallest of the true orcs, averaging 150 – 165 cm (5′-5’5″) in height and they have

Ràadenar Lands
Ràadenar Lands

greyish green skin. They share same basic physical characteristics with the other sub-races of orc, the broad noses, prominent brows and shallow sloping foreheads, etc.

Ràadenar characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Strength, –2 Intelligence, +2 Wisdom, –2 Charisma
  • Size: Medium (As Medium creatures, Ràadenar have no special bonuses or penalties due to their size).
  • Movement: Ràadenar land speed is 30 feet.
  • Proficient with the one melee weapon and javelin (Ràadenar train with weapons from childhood).
  • Light Sensitivity (Ex): Ràadenar suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Scent (Ex): Ràadenar have the scent ability, as detailed in the DUNGEON MASTER’S Guide.

    Ràadenar scout
    Ràadenar scout
  • Racial Skills: Ràadenar receive a +2 bonus on all Listen and Survival ChecksThose two are also considered class skills for all Ràadenar.
  • Orc Blood: For all special abilities and effects, a Ràadenar is considered an orc. Ràadenar, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
  • Favored Class: Fighter or Cleric.
  • Level Adjustment +1.

Based on the Gray Orc entry in the Races of Faerûn book and the Green Orc entry on the D&D Wiki.

 

VIc. OKMÀK/KRÀA/IMKRÀA (Lesser Orcs)

Okmàk Lands
Okmàk Lands

The Okmàk are the smallest and most bestial of the orcish sub-races, standing only 120 – 150 cm (4′-5′) tall. They are more heavily muscled than their larger cousins, and have pale, chalky whitish gray skin. Their tusks tend to be more pronounced as well. Other than these differences, they have the basic characteristics common to all the Nuekìnar.

Okmàk characters have the following game specific (3.5) characteristics.

Ràadenar characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma
  • Size: Medium (As Medium creatures, Okmàk have no special bonuses or penalties due to their size).
  • Movement: Okmàk land speed is 30 feet.

    Okmàk (Kràa) soldier.
    Okmàk (Kràa) soldier.
  • Orc Blood: For all special abilities and effects, a Ràadenar is considered an orc. Ràadenar, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
  • Favored Class: Commoner.
  • Level Adjustment +0.

Extrapolated from the above entries.

 

NOTE: As with the Araèlikì and Lausò, the Rìsa/Kamkram are one of the major races of Tòlanar and so most of the details regarding culture, etc. will have to be detailed in the future description of their nations.

Source for Dekmekom image.

Source for Okmàk image.

Source for Qèrkomkuds image.

Source for Ràadenar image.

Source for Uàbwarma image.

Source for Vurdaqurd image.

Peoples of Tòlanar IV: Kavakörö (Selkies)

IV: KAVAKÖRÖ (Selkie)

[kah-vah-KOO-roo]

Kavakörös are Fey creatures native to the ocean. They are comfortable in the deep sea and on the ground. Kavakörös resemble elves but have some differences. They always have shinning blue hair (dark or light) and deep blue or green (less common) eyes. They do not have any facial or body hair and soft pale skin. Males are noticeably larger than females and are usually muscular, while females are more delicate and graceful.

Male Kavakörö
Male Kavakörö

Kavakörös tend toward neutrality in both good and evil, law and chaos axis.

The Kavakörö religion is shamanic/druidic, centred on the worship of spirits of nature and their ancestors.

Kavakörös society is tribal, headed by the shamans and druids (almost always female). Like other shamanic society, spirituality has great importance in everyday matters. Their society is matriarchal, females are the leaders and males are the hunters and warriors. Despite these gender roles, males and females are considered equal.

They are nomadic and live in a hunter-gatherer lifestyle, travelling from beach to beach, setting up their tents and huts. If the resources are sufficient they may remain in place for many years.

Clothing is mostly made of sealskin (basically leather); the clothes of Kavakörö shaman are often embroidered with jewels and semi-precious stones, and can be insanely expensive.

Kavakörö Lands
Kavakörö Lands

Kavakörö wear light armours made of seal or walrus hide, some wear medium armour made of bone. The armour often only covers the torso. Most Kavakörö weapons are made of bone, and are of primitive design.

Kavakörö characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Dexterity, −2 Constitution, −2 Intelligence, +4 Charisma:
  • Size: Medium (As Medium creatures, Kavakörö gain no benefit of penalty to their attacks or armour class.
  • Movement: A Kavakörö’s base land speed is 20ft: however Kavakörös have a base swim speed of 30ft and get a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.
  • Darkvision: Kavakörö have Darkvision out to 60 feet.
  • Siren Form: When in water, the Kavakörö may take the form of a siren with a seal tail. In Siren form the Kavakörö is granted a +4 Bonus to Dexterity and a swim speed of 40 ft. but take a -2 penalty to attack roll to attack any creature outside of water.
  • Water Breathing (Ex): Kavakörö s may breath in water (salt or fresh) as if it is air, and may never drown.
  • Water Adaptation (Ex): Kavakörö s are vulnerable to hot climates and become thirsty twice as fast, they get -2 to fortitude save to resist hot climate, and they become thirsty in half the required time for an human. However they get +2 to resist cold environment. Kavakörö get a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. Swim is always a class skill.
  • Resistances: Frost Resistance 10, Acid Resistance 5, Fire Weakness 10
  • Favoured Class: Sorcerer
  • Level Adjustment: +1 ECL.

Kavakörö Random Starting Ages

Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6

Kavakörö Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
55 years 93 years 150 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Kavakörö Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 163 cm (5’ 4”) +3d10 cm (+1d12”) 60 kg (130 lb.) + 3d6 kg (+ 4d10 lbs.)
Female 137 cm (4’ 6”) +2d10 cm (+1d8”) 50 kg (110 lbs.) + 1d12 kg (+ 3d10 lbs)

Based on the Selkies article on the D&D Wiki and the Selkie entry in the D&D Fiend Folio.

Source for image.

Peoples of Tòlanar III: Kàakö (Frost Giants)

III. KÀAKÖ (Frost Giant)

[KAY-ah-koo]

Kàakö have a reputation for crudeness and stupidity. This reputation is not entirely undeserved, but they are crafty fighters. The Kàakö resemble huge muscular, humans. An adult male is about 12 feet tall and weighs about 1,400 pounds. Females are slightly shorter and lighter, but otherwise identical with males. They have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes. They can live to be 160 years old.

Kàakö warrior
Kàakö warrior

Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewellery they own. They will usually start combat at a distance, throwing rocks or huge chunks of ice until they run out of ammunition, or the opponent closes. One of their favourite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.

A Kàakö‘s oversized weapons do double normal (man-sized) damage to all opponents, plus the Kàakö’s strength bonus. Warriors favour huge battle axes but have been known to use swords or spears as well.

Kàakö live in small tribal bands consisting of a chief, his henchmen, and their camp followers. A band usually will occupy a crude fortress or frigid cavern. Particularly strong or intelligent Kàakö chieftains will occasionally gain command of three or four bands.

Kàakö Lands
Kàakö Lands

Kàakö often capture and tame other creatures as guards. There is a 50% chance that a Kàakö lair will contain 1-6 winter wolves. Larger than normal groups check once for every eight Kàakö. Bands with 20 or more Kàakö have a additional 30% chance to have 1-4 yeti, larger groups check once for every 16 Kàakö. Legends even tell of some bands having subdued white dragons in addition to other guards (age category 2-5 (1d4+1)). Kàakö also take captives to hold for ransom or use as slaves. There is a 15% chance that a lair will contain 1-2 captives, larger bands check once per eight Kàakö. Captives can be of any race.

As a general rule, Kàakö senses are far superior to those of mankind. The average Kàakö can see and hear twice as well as the average man, a result of their oversize sensory organs. In addition, their eyes are particularly sensitive to the higher end of the visible spectrum, helping them navigate and identify friends/foes in blinding snowstorms.

Most Kàakö tribes are loosely organized into hòana [HOH-ah-nah], or families, that take on the responsibility of child rearing. Typically, a full third of any Kàakö tribe comprises young giants who have yet to reach maturity. Among Kàakö, a hòana bond is more important than any connection save Kulkokdù (“the order”, see below).

For the most part, giant females bear their young in the same fashion as their human counterparts.

The gestation period is 12. Kàakö babies of all breeds are between 3 and 4 feet tall at birth (with 2 Hit Dice). It takes approximately 20 years to reach maturity. Over the course of this development, the Kàakö grows in height and Hit Dice proportionately. In other words, a 10-year-old giant has half his final Hit Dice and stands half his final height.

Kàakö society is based on the concept of the Kulkokdù — the order. Kàakö societies are always organized around a stringent pecking order that stretches from the tribe’s leader or chieftain all the way down to its lowliest runt. Unlike most other civilized societies, the Kulkokdù is not based upon classes or castes, but upon single individuals. There are no equals in Kàakö society, just inferiors and superiors. Every Kàakö is always aware of his or her exact rank within the Kulkokdù: the chieftain is Avka (or “One”), his closest adviser is Kuǩa (or “Two”), etc. all the way down to the lowliest member of the tribe. The Kulkokdù is based around wrestling, revelling, and boasting. To rise in the Kulkokdù, one simply challenges a superior to a contest in one of those skills. Challengers who win change Kulkokdù rankings with the superiors they bested. Some tribes place no restrictions upon such contests, while others have devised special rules dictating when and if challenges may be issued.

The Kulkokdù is seen as sacrosanct, and violating it is considered an especially vile act (the Kàakö term is “Nuik” which carries the connotation of evil and abhorrent). Violations include: refusing to show respect for a superior, refusing to share resources (treasure, food, etc.) with superiors, mocking/belittling superiors, refusing to obey valid orders, granting inferiors access to things above their station, etc.

Although their Kulkokdù ranks measure the Kàakö’s station only within their own tribes, the customary greeting between members of two different tribes includes an oral exchange of ranks. Though a Kàakö is under no obligation to treat a higher ranking Kàakö from another tribe as a superior, any other reaction is a blatant insult. The obligation to their own tribal superiors is always stronger than their obligation to a superior from another tribe. Failure to respect the rank of an outsider is merely an insult or faux pas, not Nuik.

Although giant priests and shamans rarely occupy the top spot within their tribes, an old custom allows two priests of different tribes to band together and temporarily overrule both their chieftains. Whenever two tribes stand in conflict, the highest ranking holy men on each side have the authority to jointly call a parley to resolve the situation. During such a parley, the holy men work together to discuss the will of Annam. If they reach a consensus, their decision is traditionally binding upon both tribal leaders.

Though many priests like to perpetuate the myth that clerical parleys are solved through complex religious rites and magical divination, the simple truth is that they are usually little more than power-brokering sessions. In fact, rival clerics have been known to maneuver their tribes into conflict just to give themselves the opportunity to hold a binding parley. Implementing such a scheme isn’t necessarily nuik, so long as the cleric believes the best interests of the tribe are served.

These days, clerical parleys are quite uncommon. The “splitting of ranks” that generally accompanies a parley would seem a bit out of place in the Kàakö societies of today. Most contemporary priests and shamans stand in absolute accord with their chieftains.

Kàakö characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +14 Strength, +8 Constitution, –2 Dexterity, –4 Intelligence, –4 Charisma.
  • Size: Large (–1 penalty to Armour 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.
  • Movement:    A Kàakö‘s base land speed is 40 feet.
  • Immunity: Kàakö are immune to all cold effects, whether natural or magical.
  • Low Light Vision (A Kàakö can see twice as far as a human in starlight, moonlight, torchlight, and
  • Racial Hit Dice: A Kàakö begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: A Kàakö’s giant levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: A Kàakö’s giant levels give it five feats.
  • Armour Class: +9 natural armour bonus.
  • Natural Weapons: 2 slams (1d4).
  • Weapon and Armour Proficiency: A Kàakö is automatically proficient with simple weapons, martial weapons, light and medium armour, and shields.
  • Rock Throwing (Ex): Adult Kàakö are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A Kàakö of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects, 2d6) up to five range increments. The range increment is 120 feet for a Kàakö’s thrown rocks. A Huge Kàakö can hurl rocks of 60 to 80 pounds (Medium objects, 3d6).
  • Rock Catching (Ex): A Kàakö of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a Kàakö that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Kàakö must be ready for and aware of the attack in order to make a rock catching attempt.
  • Favoured Class: Barbarian.
  • Level Adjustment: +4 ECL.

Kàakö Random Starting Ages

Adulthood Simple Moderate Complex
20 years +2d4 +5d6 +5d12

Kàakö Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
60 years 130 years 150 years +3d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Kàakö Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 330 cm (10’10”) +5d12 cm (+2d12”) 613 kg (1345 lb.) + 5d8 kg (+5x(3d6) lb.)
Female 309 cm (10’2”) +6d8 cm (+3d6”) 458 kg (1010 lb.) + 3d10 kg (+5 x (1d12) lb.)

Based on the Hill Giant, Frost Giant, and Mountain Giant entries in the D&D Wiki with additional details drawn from the Giancraft book and the entry in the Monstrous Manual.

Source for image.

Peoples of Tòlanar II: Edheledur (Elves)

II. EDHELEDUR (Elves)

[ed-HEL-eh-duhr]

This is the Araèlikì term for elves as a species. It means “immortal”and it is now the commonly used word for elves. The Aàvov do not consider themselves related to the other elven sub-races, for whom they have no specific name. The other three subraces all refer to their race as the “first people” (Amòwamik: Höakòwàò [HOO-ah-koh-way-oh]; Ralnafòr: Nafarègyòar [nah-FAR-ee-gyoh-ahr]; Sirlazè: Nilzèìsike [nil-zee-AI-keh].

IIa. AÀVOV (Arctic Elf)

[ah-AY-vov]

Aàvov are crude, narcissistic, and generally unpleasant to anyone other than an Aàvov. Aàvov distrust the magic of other races, targeting enemy spellcasters first in battle.

http://features.cgsociety.org/newgallerycrits/g84/75184/75184_1237671329_large.jpg
Aàvov warrior

Aàvov are around five feet tall, lean and trim. Their skin is gaunt and pale with a tinge of blue on the tips of their extremities. Their eye are a chilly pale blue or even white and their hair, worn loose, has tinges of blues and purples, but is so pale, that only Aàvov, with their keen sight and pickiness, ever care to make a distinction other than white.

Aàvov are generally insufferably arrogant, Aàvov actively dislike all races other than their own, and they go out of their way to make that fact known if given the opportunity.

Rarely caring for the feeling, rights and personal safety of others, Aàvov tend to be Neutral Evil, doing what they please as long as they can get away with it.

Aàvov generally do not have many possessions, as living in such foreboding lands affords them little resources. As such, their possessions are often very old, handed down for generations and kept in maintained in excellent condition.

Aàvov Lands
Aàvov Lands

Aàvov live in tight-knit, extremely isolationist families or clans of 3-30 members, Aàvov are very territorial and hostile toward trespassers who are almost always attacked on sight, and those who surrender are usually questioned and then left exposed to the elements to die.

These clans live in small villages consisting of 2-10 dome-shaped huts of whale bone covered with furs and skins and packed on the outside with snow. Such villages house members of one clan only and lie generally near the center of that clan’s territory. Territories average two square miles in size for each member of a clan’s village. Communities numbering more than 30 undergo a branching off, wherein two or more family groups pack their belongings in early spring and set out in search of new territory.

This prevents overpopulation and starvation in a rugged environment that offers no bountiful harvests for large communities. Such branching off is now a rare event.

Aàvov develop classes as do any other sorts of elves. They may become fighters, rangers, druids, wizards, or thieves. By tradition, males are most often found as fighters, rangers, and thieves; females are usually wizards, and either sex may become druids. Fully half of any clan will belong to a character class (the rest are zero-level characters). Those Aàvov having a class will be 1st level, usually fighters (if male) or wizards (if female.

Aàvov have no ability to work metal — no small surprise as they use but dislike fire — and disdain all metal armour, including studded leather and even elven chain. They prefer to wear leather, skins, or their own special garb (an arctic variant of the traditional elven cloak).

Adventurers passing through an area inhabited by Aàvov are 35% likely (+10% per day) to encounter traps set by the Aàvov (snares, deadfalls, and triggered avalanches of snow or rock) or to be attacked.

Aàvov use hoar foxes (90%) or trained bears (10%; any available sort) as pets and guards.

Aàvov clans, while not at all interdependent, will not hesitate to aid one another in repelling invaders or raiding nearby settlements. Clans often come together in spring and fall for various festivals and religious holidays. An Aàvov will never turn another of his kind away empty-handed, although the proud Aàvov only rarely admits the need of another’s assistance.

Aàvov religion centres on their secluded druidic shrines. These holy places, tucked in the wildest and most remote nooks and crannies of the hills of their homeland, house druids of the highest levels. The shrines are reportedly places of great power and are considered by all Aàvov to be extremely holy areas and will be aggressively defended. These shrines are all source holdings and are dedicated to the spirits associated with the manifestation

Aàvov characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: ++4 Dexterity, +2 Constitution, −2 Charisma.
  • Size: Medium (As Medium creatures, Aàvov have no special bonuses or penalties due to their size).
  • Movement: Aàvov base land speed is 30 feet.
  • Environmental Adaptation (Cold): Aàvov have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure. They also get a +2 racial bonus on Survival checks made in arctic environments.
  • Magic Resistance: Aàvov are immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-light vision: Aàvov 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 Proficiencies: Aàvov receive the Martial Weapon Proficiency feats for the javelin and spear as bonus feats.
  • Perception: Aàvov get a +2 racial bonus on Listen and Spot checks.
  • Bonus Skills: Aàvov get a +2 racial bonus on any one Craft skill appropriate to the arctic environment (chosen by the character at the time of creation).
  • Favoured Class: Ranger.
  • Level Adjustment: +0 ECL

Aàvov Random Starting Ages

Adulthood Simple Moderate Complex
100 years +1d6 +3d6 +6d6

Aàvov Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 250 years 360 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Aàvov Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 41 kg90 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.

Based on the Snow Elf from Dragon Magazine #155 and the Frost Elf entry on the D & D Wiki (http://www.dandwiki.com/wiki/Elves,_Frost_%283.5e_Race%29)

Source for Aàvov warrior image

IIb. AMÒWAMIK (High Elf)

[ah-MOW-ah-mik]

The Amòwamik are perhaps the most reclusive of the peoples of Tòlanar. They have, to a large extent, withdrawn from the world and take little interest in the goings on in the wider world. While the Amòwamik view themselves as the protectors of good in the world, they will stir from their island home to protect the “lesser” races only when they are faced with great evil.

Amòwamik are often supercilious and condescending, full of their own importance. They think nothing of speaking their minds, provided that this remains within the bounds of their own ideas of decorum. They are often haughty, disdaining contact with other races.

Male Amòwamik of noble birth
Male Amòwamik of noble birth

Amòwamik typically have silver hair and amber eyes, or more rarely pale golden hair and violet eyes and they garb themselves in silken robes and tunics of gold, silver, white, or yellow. Over these, they wear cloaks of dark blue or purple. Their striking dress and their elegant bearing and pure beauty make them almost appear as supernatural creatures.

When arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master craftsmen, shine brightly under any light. Mounted warriors have been known to ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.

While not exactly bigoted toward other races, the Amòwamik do believe in the purity of the elven line, and their specific branch in particular. They are the least tolerant of other races, and they take pains to ensure that they remain secluded from all others. Only the mightiest mages of other races are allowed within their shining citadels, and these are greeted with suspicion. The Amòwamik are not rabid in their dislike of the other races, but they do fear the corruption that the other races can bring to them, even other elven races as they consider themselves to be the purest form of all elves and that others are somehow corrupted lesser versions.

Amòwamik Lands
Amòwamik Lands

Of all peoples, Amòwamik rely the most on their intelligence, they trust less in physical prowess than they do the mind. Their line breeds more mages and mage combinations than any other, and scholars are highly esteemed in their society. Their mages are without peer in the world. Even mages of greater power from other races speak of the knowledge of the Amòwamik with no small measure of fascination.

The Amòwamik are fiercely dedicated to the idea of perfection, and that combined with the fact that their crafters have had centuries to perfect their art makes their products finer than any others in the world. Only some dwarves can rival the expertise shown by Amòwamik —but even then they cannot rival the sheer beauty exhibited in Amòwamik manufacture. It is a guaranty that almost any Amòwamik work can hold the strongest magicks and enchantments. The very qualities of the manufacture work subtle charms into the item, making it more receptive to whatever potent magic a mage might use to enhance it.

They are particularly devoted to the creation of tomes and scrolls and often have extensive libraries. Nearly all Amòwamik will have some sort of library, often rivaling those of any major city or wizard. Since they value the constant expansion of their stores of books, many spend their lives in research (either magical or scientific), writing learned treatises.

Amòwamik tend to live in individual homesteads and villages based on an extended family and eschew urban environments, and their larger settlements resemble a collection of villages and manors rather than an actual town or city. Their land is a loose confederation of four kingdoms headed by hereditary kings (Ma in their language), each of which is made up of two to four provinces ruled over by a hereditary under king (Ròàama). The King that has been the longest on the throne serves as the head of the confederation with the title of Over-King (Mawama). The Mawama is mostly a ceremonial position and he has little or no authority over the other three kings except when the Amòwamik are faced with a foreign or collective threat.

Amòwamik character have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Dexterity, –2 Constitution.
  • Size: Medium (As Medium creatures, Amòwamik have no special bonuses or penalties due to their size).
  • Movement: Amòwamik base land speed is 30 feet.
  • Magic Resistance: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An Amòwamik 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 Proficiencies: Amòwamik receive the Martial Weapon Proficiency feats for the long sword, rapier, longbow (including composite longbow), and short bow (including composite short bow) as bonus feats.
  • Perception: Amòwamik get a +2 racial bonus on Listen, Search, and Spot checks. An Amòwamik who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Favoured Class: Wizard.
  • Level Adjustment: +0.

Amòwamik Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Amòwamik Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Amòwamik Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Taken directly from the Elf in the SRD with additional ideas from the Grey Elf entry in the Complete Book of Elves (PHBD8).

Source for Amòwamik image.

 

IIc. RALNAFÒR (Elf, Gray)

[RAL-nah-fohr]

The most commonly seen of all elves, the Ralnafòr are also the most open and friendly. They have no compunction about travelling in the world outside their lands, and they do so much more often than other elves.

Male Ralnafòr
Male Ralnafòr

While at first they may seem aloof and arrogant, a glimmer of true self can be learned with a little effort. Ralnafòr know the value of friendship and alliance with the other good races of the world. However, they are not always easily befriended. Many Ralnafòr are cautious about trusting the shorter-lived races; quite a few learned to distrust humans and dwarves in their younger days. Thus, although Ralnafòr serve the cause of good, one can never be sure of what the reception from them will be.

Ralnafòr are very pale, their skin having the color of new cream. However, they cover themselves in extensive tattoos (thus their ethonym, Ralnafòr which means painted or coloured people); which have both personal and social significance and can be read by those who understand them. Their hair and eyes fall into two major variations. One is fair not only of skin, but of hair as well. These elves generally have blond hair and blue eyes. The other variation, equally numerous, seems far more mysterious. They have dark hair, ranging from sandy brown to sheerest black, and intense green eyes. These two varieties of Ralnafòr have no other significant differences, but they are nonetheless often treated differently simply because of their appearance. Ralnafòr prefer light pastel shades over the bright colors worn by Amòwamik.

Ralnafòr lands
Ralnafòr lands

Their preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks “woven of the essence of the woods,” which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forests and hills of their homelands. Only on the long-distance journeys or on the plains will Ralnafòr use mounts.

The nations of the Ralnafòr is loose and often chaotic as their clan-based culture places great emphasis on personal freedom, in living how one wishes rather than how someone tells them to. Despite this chaotic nature their lands are peaceful places, for the Ralnafòr all look out for one another and are deeply loyal to their own kind. They have noble bloodlines of sorts, but few elves pay it much heed. They do not respect someone purely on the basis of birth. Rather the clan leadership is based more on merit and earned respect.

Ralnafòr live in a constant relationship with nature, never taking more than they need and giving back ever more. They replenish the forests and the plains constantly, ensuring that there will always be nature within their world. As such, they are often regarded by other good-aligned races as the highest epitome of goodness. Although those who prefer law over freedom do not always agree, they nearly always have respect for the quality of elven life. There is no doubt that the Ralnafòr lead a fine life: Freedom, nature, and the sheer vitality of being alive comprise the daily existence of a Ralnafòr.

The Ralnafòr have few cares or worries, and their lives are often characterized by idyllic splendor. While they face problems from rampaging humanoids or the encroachment of humans, they seem to live free of the cares that so often plague others of their kind. Because they live so closely in harmony with nature, they have little trouble finding sustenance in the areas near their homes. Game proliferates near Ralnafòr communities, and the earth is fertile for them. However, should the Ralnafòr roam farther afield, they often discover a different matter entirely

Ralnafòran characters have the following game specific (3.5) characteristics:

  • Stat Adjustments: +2 Dexterity, Intelligence and Wisdom, –2 Constitution.
  • Size: Medium (As Medium creatures, Ralnafòr have no special bonuses or penalties due to their size).
  • Movement: Ralnafòran base land speed is 30 feet.
  • Magic Resistance: Ralnafòr get a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: A Ralnafòr 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: Ralnafòrs receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Perception: A Ralnafòr gets a +2 racial bonus on Listen, Search, Knowledge Nature and Spot checks. A Ralnafòr who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Heightened Reflexes:  Ralnafòr who have reached adulthood gain Uncanny Dodge as a bonus feat. This improves over time as his senses and reflexes improve and grow sharper so that they gain Improved Uncanny Dodge when they reach the middle age.
  • Bonus Feat: Ralnafòr get one bonus feat
  • Favored Class: Wizard or Ranger.

Ralnafòr Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Ralnafòr Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Ralnafòr Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Based on the 1st Variant High Elf article on the D&D Wiki and the High Elf entry in the Complete Book of Elves (PHBR 8).

Source for image.

 

IId. SIRLAZÈ (Wood Elf)

[sir-LAH-zee]

The Sirlazè. Which means “forest lords” inhabit the vast primeval temperate forest that stretches across the northern coast of Tòlanar. They have yellow to coppery-red hair, which contrasts with their lightly tanned skin. Their eyes are generally light brown, although bright green is not uncommon. Hazel or blue eyes are exceptionally rare, cropping up only two to ten times in an entire generation. Superstitious Sirlazè believe that twins who have blue or hazel eyes are an omen of good fortune for both the twins and Sirlazè as a whole. Thus far, they have not been disappointed.

Male Sirlazè archer wearing "elven" cloak to blend into the forest vegetation.
Male Sirlazè archer wearing “elven” cloak to blend into the forest vegetation.

Sirlazè clothing is much less gaudy than one would normally expect from an elf. The focus of their clothing is to allow the wearer to blend with the woods easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds Sirlazè wearing white leather so that they can hide in snow.

Sirlazè are often described as wild and temperamental. This is true to the extent that these elves are a very emotional people. They live with their hearts, not their minds. Whatever they feel, they know it is the right answer. Logic plays little part in their lives, for logic cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the wildwood.

Sirlazè are an independent folk and do not lightly brook intruders into their forests. Anyone, even another elf, who even draws near to a Sirlazè settlement (within three miles) will have a constant, unseen escort of at least two Sirlazè (possibly more) until the intruder leaves the area. Unless the settlement is directly threatened, the Sirlazè will leave the intruder strictly alone. Occasionally (say 25% of the time) Sirlazè will allow trespassers to know that they are being watched. If those encroaching on the settlement draw too near and evince hostile intent, the Sirlazè have no compunctions about utterly destroying them

Sirlazè have a notable disinterest in the arcane arts. To a wood elf, the wizard’s spells are little different from the mason’s castle walls or the tiller’s plow – a means of controlling the natural world, which is contrary to the common ethic of living in harmony with nature rather than trying to dominate it that so many wood elves espouse.

Sirlazè Lands
Sirlazè Lands

Sirlazè commonly feel that they are in harmony with their natural surroundings and an examination of their art helps to justify this belief. While Sirlazè do not wander like wild animals they do their best to make a minimal impact on their natural surroundings, a fact reflected in their architecture. Frequently, Sirlazè homes are made of natural fieldstone or carefully furnished wood but on occasion Sirlazè have been known to do without even these creature comforts, living in the limbs of mighty trees or sheltered caves, rejecting furniture or any possessions they cannot carry with them. So close do Sirlazè villages resemble their surroundings that outsiders have been known to wander through one without even noticing.

In keeping with their naturalistic inclination, Sirlazè are not particularly fine metalworkers and have no interest in developing any such skills. However, Sirlazè are among some of the world’s finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning. Sirlazè have even developed a number of specialized arrows, including those that fly further than usual as well as some that are used as signal devices. So carefully guarded are Sirlazè crafting secrets that even experienced fletchers from other races have difficulty emulating Sirlazè designs. Sirlazè leather armor also often doubles as camouflage, disguising a Sirlazè hunter from potential enemies.

While Sirlazè feel that is best to make a minimal impact on their surroundings, the race has no particular aversion to meat-eating and are passionate hunters. Many hours of the typical Sirlazè’s life is spent on the hunt, which is both a practical activity and a pleasurable one. Most of the time that Sirlazè are not hunting they are enjoying themselves at ease within the branches of their forest homes. Sirlazè associate more often with the animals of the forest than with any other beings. Sirlazè do not, however, keep pets like other races do, but instead form bonds with local wildlife in a manner similar to that of a ranger. Wood elves are particularly fond of giant owls and often have them guarding their homes or, more rarely, giant lynxes.

Sirlazè characters have the following game-specific (3.5) characteristics.

  • Stat adjustments: +2 Strength, +2 Dexterity, –2 Intelligence, –2 Constitution.
  • Size: Medium (As Medium creatures, Sirlazè have no special bonuses or penalties due to their size).
  • Movement: Sirlazè base land speed is 30 feet.
  • Magic Resistance: Sirlazè are immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Vision: Low-Light Vision (A Sirlazè 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: Sirlazè receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Perception: Sirlazè get a +2 racial bonus on Listen, Search, and Spot checks. A Sirlazè who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Favored Class: Ranger.
  • Level Adjustment: +0

Sirlazè Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Sirlazè Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Sirlazè Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Based on the Sylvan Elf section of the Complete Book of Elves, the Wood Elf entries on the D&D Wiki and the Forgotten Realms Wiki

Source for the image.

Peoples of Tòlanar I: Dsòrkit (Goblinoids)

DSÒRKIT (Goblinoids)

[DSOHR-kit]

The Dsòrkit consist of three closely related subraces: the Atkàkod, the Dusqaer, and the Xiqròr. The Atkàkod (roughly 15% of the population) are the nobility of the Dsòrkit, the Dusqaer, who make up roughly 80% of the population, form the common people, they are the peasants and cannon fodder. And finally the Xiqròr (roughly 5% of the population) are the military elite of the Dsòrkit, serving as shock troops and the enforcers for the Atkàkod.

Dsòrkit lands
Dsòrkit lands

They once ruled over a large region, but have now been driven back into the blasted wasteland known as The Infertile Crescent.

Dsòrkit are militaristic and fecund, a combination that makes them quite dangerous in regions near the wasteland. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a Dsòrkit lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten.

Dsòrkit settlements are ruled by a single leader and are effectively military tyrannies with the leader (general) commanding numerous ranking subordinates (officers) each with their own subordinates (NCOs) and so on down to the grunts and labourers who make up the majority of the population. A Dsòrkit “general” can control vast swaths of territory under this system, but the Dsòrkit’s own ambitious and disloyal nature usually prevents them from forming such empires. All inhabitants of a Dsòrkit realm are effectively members of the realm’s army. Roughly one in three Dsòrkit are deemed fit for active combat duty; the remainder are relegated to the position of general labour. Labourers are technically part of the army, but are scorned and never rise above their station until they display skill in battle. For this reason, Dsòrkit labourers actively wish for attacks on their settlements so they can prove their worth in combat. Luckily for them, such attacks and raids are commonplace.

Dsòrkit are natural backstabbers who don’t hesitate to use underhanded means to get their way, but if caught, they punish their own kind ruthlessly. Each “officer” is responsible for dictating punishment within their area of responsibility, which takes one of four forms: demotion, exile, slavery, and death. Enslavement is by far the most common. Dsòrkit subjected to exile, as well as deserters, sometimes gravitate toward neighbouring societies as scavengers, bandits, gangsters, or pirates.

As a society, the Dsòrkit mistrust and even despise magic, particularly arcane magic. In its place, Dsòrkit commonly employ science and alchemy, especially that which produces smoke and fire, which they love. Burning oil, rigged mineshafts, and explosives are among the tricks of Dsòrkit alchemy and engineering Some Dsòrkit practice divine magic, however they are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the settlement.

Each of these subraces is dealt with separately below.

Ia. Atkàkod (Hobgoblin)

[at-KAY-kod]

Of all the Dsòrkit subraces, the Atkàkod are by far the most civilized. They see the larger and more solitary Xiqròr as tools to be used where appropriate, and look upon the teaming masses of their smaller Dusqaer kin with a mix of shame and frustration. They admire Dusqaer tenacity, yet their relative weakness and innate cowardly nature make them undeserving in Atkàkod eyes.

Atkàkod warrior
Atkàkod warrior

Atkàkod are nearly the same height as a human. Their round, hairless heads sit atop wide, thick necks, and their long, tattered ears flank a pair of savage orange eyes. Their dull, gray-green skin is coarse and largely devoid of hair. Their short, powerful legs coupled with their long, muscular arms grants the hobgoblin vague similarities with that of a brutish ape.

Every Atkàkod in a settlement receives military training, with those who excel serving in the army and the rest left to serve more menial roles. Those deemed unfit for military service have little social status, barely rating above favoured slaves. Despite this, Atkàkod society is egalitarian after a fashion. Gender and birth offer no barrier to advancement, which is determined almost solely by each individual’s personal merit. Atkàkod eschew strong attachments, even to their young. Matings are matters of convenience, and are almost always limited to those of equal rank. Any resulting baby is taken from its mother and forcibly weaned after 3 weeks of age. Young mature quickly—most take no more than 6 months to learn to talk and care for themselves. An Atkàkod ‘s childhood last a scant 14 years, a mirthless span filled with brutal training in the art of war.

Many Atkàkod combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most Atkàkod, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the realm. Slaves with analytical minds are quite valued, and as such raids on the Ukrixan cities are commonplace.

Atkàkod characters have the following game-specific (3.5) characteristics

  • Stat Adjustments: +2 Dexterity, +2 Constitution.
  • Size: Medium (As Medium creatures, Atkàkod have no special bonuses or penalties due to their size).
  • Movement: An Atkàkod’s base land speed is 30 feet.
  • Darkvision: Atkàkod have Darkvision out to 60 feet.
  • Stealth: Atkàkod get a +4 racial bonus on Move Silently checks.
  • Favoured Class: Fighter.
  • Level adjustment: +1 ECL.

Atkàkod Random Starting Ages

Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6

 

Atkàkod Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
25 years 33 years 50 years +2d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

 

Atkàkod Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 170 cm5’ 7” +5d8 cm+2d8” 75 kg130 lb. +4d8 kg+2d8 x 5 lb.
Female 160 cm5’ 3” +5d8 cm+2d8” 66 kg100 lb.) +4d8 kg+2d8 x 5 lb.

From the Hobgoblin entry in the D&D Wiki with details from the articles on Hobgoblins on the Pathfinder Wiki and the Pathfinder Reference Document, and the entry in the Complete Book of Humanoids.

Source for image.

Ib. Dusqaer (Goblin)

[DUS-chah-ehr]

The Dusqaer are by far the most numerous of the Dsòrkit, and they are the serfs of the society, viewed as little more than beasts by their larger and stronger compatriots. The name Dusqaer itself means “runt” in the Dsòrkit language.

Dusqaer archer
Dusqaer archer

A Dusqaer is basically a small emaciated version of an Atkàkod with green skin and a more human face. They are roughly the size of a Halfling, standing roughly three feet tall. Their skin tends to be leathery, often covered in scars, and scabs. Dusqaer grow little, if any, hair, relying on their thick skin and huddling together in groups to keep warm. Being the serfs of the Dsòrkit society, Dusqaer often dress in rags and scraps cast off by others and bear coarsely cobbled-together equipment.

Many non-Dsòrkit races find it hard to distinguish between male and female goblins, though they do possess the appropriate organs. Given their squalid hand-to-mouth existence, excessive weight is seen as a desirable attribute, and indeed, obesity is considered a sign of beauty among female Dusqaer.

Dusqaer babies are almost completely self-sufficient very shortly after birth, and such infants are treated almost like pets. Many Dusqaer raise their children communally in cages or pens where adults can largely ignore them. Mortality is high among young Dusqaer, and when the adults fail to feed them or food runs low, youths learn at an early age that cannibalism is sometimes the best means of survival.

Dusqaer characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: -2 Strength, +2 Dexterity,-2 Charisma.
  • Size: Small size (+1 bonus to Armour 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).
  • Movement: A Dusqaer’s base land speed is 30 feet.
  • Darkvision: Dusqaer have Darkvision out to 60 feet.
  • Stealth: Dusqaer get a +4 racial bonus on Move Silently and Hide checks.
  • Favoured Class: Rogue.

Dusqaer Random Starting Ages

Adulthood Simple Moderate Complex
12 years +1d4 +1d6 +2d6

 

Dusqaer Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
20 years 27 years 40 years 40+1d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

 

Dusqaer Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 81 cm2’ 8” +5d4 cm+2d8” 13.5 kg30 lb. +5d4 kg+2d4 lb.
Female 76 cm2’ 6” +5d4 cm+2d4” 11.5 kg25 lb.) +5d4 kg+2d4 lb.

From the Goblin entry in the D&D Wiki with additional ideas from the Goblin entries on the Pathfinder Wiki and the Goblin articles on the Pathfinder Reference Document, and the entry in the Complete Book of Humanoids.

Source for image.

Ic. Xiqròr (Bugbear)

[KSICH-roar]

Xiqròr warrior
Xiqròr warrior

A Xiqròr is a medium humanoid, rising to the same height as a human, though they often stoop, making them look considerably shorter and more bestial. Short, dark fur spreads all across its powerful, hulking frame. Its large ears hang loosely from its skull, and its eyes are unnaturally large – almost alien. It is not unusual for Xiqròr to reach nearly 7 feet in height and they always weigh more than humans, some even reaching 400 pounds.

Within Dsòrkit society the Xiqròr serve as the elite shock troops and the enforcers, terrorizing the Dusqaer into obedience to the Atkàkod.

Xiqròr characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
  • Size: Medium (As Medium creatures, Xiqròr have no special bonuses or penalties due to their size).
  • Movement: A Xiqròr’s base land speed is 30 feet.
  • Darkvision: Xiqròr have Darkvision out to 60 feet.
  • Racial Hit Dice: A Xiqròr begins with 3 levels of “humanoid” which give it 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A Xiqròr humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
  • Racial Feats: A Xiqròr humanoid levels give it two bonus feats.
  • Armour Class: Xiqròr have a +3 natural armour bonus.
  • Stealth: Xiqròr get a +4 racial bonus on Move Silently checks.
  • Favoured Class: Rogue.
  • Level Adjustment: +1 ECL.

Xiqròr Random Starting Ages

Adulthood Simple Moderate Complex
10 years +1d6 +1d8 +1d10

Xiqròr Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
32 years 44 years 65 years 65+2d10 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Xiqròr Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 183 cm6’ 0” +5d10 cm+2d10” 95 kg210 lb. +3d10 kg+6d10 lb.
Female 173 cm5’ 8” +5d10 cm+2d10” 81.5 kg180 lb.) +3d10 kg+6d10 lb.

From the Bugbear entry in the D&D Wiki with additional details from the Bugbear article on the Pathfinder Wiki, and the entry in the Complete Book of Humanoids.

Source of image.