Расы Эредана
Люди
MLoD 43
Люди
The humans of Eredane were once a proud and unified people who shared a rich historical legacy born
of invasion, expansion, and grand alliance. Now,
the conquest of Izrador has left them a broken and
divided people, increasingly suspicious and base. In
once-great cities, they live as a people subjugated
by the minions of the Shadow, and in the wilderness,
they live a brutal and wretched existence. Most live
in daily fear for their lives and those of their families. More isolated settlements drive off strangers
or kill them outright, as long as they think they can
get away with it. Towns and cities are lorded over by
human puppet rulers who conspire with the terrible orc warlords and the preening legates who back
their authority. Every settlement pays tribute to the
armies of the Shadow in food, supplies, and slaves,
and citizens live in mortal dread of having Izrador’s
soldiers garrisoned in their town.
But humans were not always the weak and hopeless
beings they are today; they once prided themselves on
their noble ancestry, drawn from the Great Houses of
the Dorns and the aristocracy of the Sarcosan Empire.
The descendants of these lineages have mingled to
create a diverse, adaptable, and quick-witted people.
This new people, the Erenlanders, are above all survivors. While many have bowed to the Shadow and let
go of their proud pasts, some have risen up to fight
for something even more important: their futures.
ability score increase:
Выберите две характеристики и увеличьте каждую на 1
age:
Люди считаются взрослыми по достижению 20 лет. Несмотря на то, что люди могут жить до века, под властью Тени лишь редкие счастливчики доживают до 50 лет.
Size:
Medium
speed:
30 футов
Languages:
Эренландский и ещё один язык на ваш выбор.
sub races:
Дорниец
Эренландец
Саркозиец
Дорниец
Эренландец
Саркозиец
race features:
- Навыки: Вы владеете одним навыком на ваш выбор.
- Особенности: вы получаете одну дополнительную особенность (feat).
Дварфы
Дварфы
The dwarves are an ancient p people and have a culture
as rich as any in Eredane. Dwarven society is structured
along familial lines, and as with the Dorns, clan
loyalty and honor lie at the center of their lives. Historical
records indicate that in the First Age, more
than six hundred dwarven clanholds were spread
throughout the Kaladrun Mountains. Now there are
fewer than two hundred, and this number continues
to fall as the Shadow advances.
The clan is the basic dwarven social and political
unit. The smallest clans may contain as few as one hundred
individuals and the largest many thousands. Alliances
between the clans are fluid, complicated affffairs,
most typically formed by intermarriage or common
enemies. In bygone days, skirmishes between the various
clans were common, but in the past centuries of
war, such hot-bloodedness has instead been exercised
against the forces of Izrador. For matttters of governance
that affffect all dwarves, great clanmoots were
once called where representatives of each clan would
meet in raucous assemblies to determine collective
courses of action. The cantankerous and aggressive
nature of these meetings is a reflection of dwarven
clan relations at large.
In addition to the clan structure of dwarven society,
there is another important social distinction within
typical dwarven culture. Most dwarves, about four out
of every fifive clans, live underground in warren-like
holdfasts carved out of the hard flesh of the mountains.
The remaining clans are called the Kurgun, the
"surface dwellers." The Kurgun still live in the old dwarven
surface cities of the southern Kaladruns that predate
the First Age and the digging out of the holdfasts.
Though dwarves were once known as the smiths of
Eredane, their work has become a rarity in the surface
world. They have grown increasingly isolationist
since the end of the Second Age, trading only with
the gnomes and only for necessities. Since the fall
of Erenland, the clanholds have severed almost all
contact with the world beyond their mountains, and
all their craftft has now been turned to their people’s
continuing survival.
The dwarves are master weaponsmiths and armorers
and rival the elves in the art of enchanting armaments.
Any weapon long used by a dwarf soon earns
a name, and its history can become a legacy passed
down in the history of the clan. Weapons that have
proven themselves are oftften subsequently enchanted
by the loremasters of the dwarven clans, and more
spells are laid upon the weapon as its glory waxes.
Every clan has an armory of hereditary weapons that
feature prominently in their legends and their war
cries. One of the greatest honors a clan can bestow
on one of its kin is to deign them worthy of carrying
one of these weapons into battttle.
ability score increase:
Ваше Телосложение повышается на 2.
age:
Dwarves mature at a rate similar to that of humans, but they traditionally weren’t given the rights of full members of the clan and treated as adults until they reached the age of fififtfty. With the terrible attttrition from ongoing war against the Shadow, however, most dwarves are treated as full adults once they reach their twenties. A lucky dwarf may live for four centuries.
Size:
Medium
speed:
Ваша скорость - 25 футов. Скорость не понижается при ношении тяжёлого доспеха.
Languages:
Вы можете говорить, читать и писать на диалекте вашего клана а также Старом языке дварфов. Также вы можете говорить на эренландском ИЛИ орочьем ИЛИ языке торговцев.r Orcish.
sub races:
Клановые дварфы
Кургун
Клановые дварфы
Кургун
race features:
- Тёмное зрение: Кровь ваших предков даёт вам сверхъестественное зрение. При слабом освещении вы видите словно при ярком на дистанции 60 футов, а в темноте словно при слабом освещении. В темноте вы не можете различать цвета, видите только оттенки серого.
- Стойкость дварфов: Вы получаете преимущество на спасброски против яда а также сопротивление урону ядом.
- Владение инструментами: Вы умеете использовать одни из следующих инструментов на ваш выбор: инструменты кузнеца, набор пивовара или инструменты каменщика.
Эльфы
Эльфы
The elves are more l like the elder fey than any of the
other fey peoples of Eredane, both physically and
culturally. They are a slight people, lithe, quick, and
agile. They are all children of nature, and even with
their ancient culture and powerful magic, they still
live close to the wilds as part of the Great Forest of
Erethor. Most are a unifified people, allied not to clan
or family groups but instead to a single royal line
that rules over all of Erethor. Their devotion to their
Queen, Aradil, is akin to worship, and though there is
a large and powerful council in the form of the High
Court, it seldom opposes Aradil’s will.
The elves of Erethor appear
as varied as the woodlands they
inhabit, with skin and hair ranging
from the rich, dark brown of
the ino tree to the pale hues of the
alpine yew. Their eyes are universally
large and dark, brimming with
the weight of their long lives. The
humans of Eredane say that the elves
are universally beautiful, but it is a
strange, ethereal beauty that is just as
likely to disquiet as it is to attttract.
Despite their greater shared history and society,
there remain various distinct cultures of elvenkind,
each with its own unique ways of life.
ability score increase:
Ваша Ловкость увеличивается на 2.
age:
Though elves mature physically aftfter living for twenty to thirty years, they do not claim emotional or intellectual maturity until they have experienced life for a century. Elves may live for a thousand
Size:
Medium
speed:
Ваша скорость - 35 футов.
Languages:
Вы можете говорить, писать и читать на Высоком Эльфийском.
race features:
- Тёмное зрение: Кровь ваших предков даёт вам сверхъестественное зрение. При слабом освещении вы видите словно при ярком на дистанции 60 футов, а в темноте словно при слабом освещении. В темноте вы не можете различать цвета, видите только оттенки серого.
- Наследие магического народца: Вы получаете преимущество на спасброски против очарования, а магия не может вас усыпить.
- Транс: Эльфам не нужно спать. Вместо этого они погружаются в глубокую медитацию, оставаясь в полусознании. После медитации вы получаете те же бонусы, что и другие существа после 8часового сна.
Гномы
Гномы
The gnomes are a clever a and resourceful people.
Though it is well-known that they share ancient
kin with the dwarves, even the Kurgun do not like
to claim responsibility for the lineage. Gnomes
are barely taller than halflings, with only a slightly
stouter build. They are bronze skinned but pale eyed,
with jet-black hair that they keep short, as they are
constantly in and out of the water.
Though the gnomes have been subjugated along
with the halflings, they continue to enjoy a sort of
freedom. Even the forces of the Shadow need to transport
cargo and soldiers, and the river barges of the
gnomes suit this purpose well. Izrador’s orcs and legates
suffffer the existence of the gnome barges as long
as they move only cargoes in Izrador’s name, while the
traitor princes and the false sussars give them free
reign as long as they receive the fifirst pick of choice
goods from afar.
Most other former free peoples see the cost of this
semi-freedom as the worst kind of enemy collaboration.
What few realize is that the gnomes fifight the
fallen god in their own way: as consummate spies and
smugglers. It is their secret trade that keeps weapons,
magic, and information flowing among the former
free peoples of Eredane.
Eredane’s gnomes wear loose pants and garish vests
marked with the trader seal of their family. Raftfters
carry sharp daggers hidden in their belts and use small
crossbows to spear pike or to protect their crews from
hungry river eels. When they get the odd chance to
turn their crossbows on the occasional minion of the
Shadow, the weapons prove both stealthy and lethal.
Gnomish culture and history reflect their adaptable
nature. Their nimble outlook on life allowed them to
fifirst move from mountain life to that of the coastal
hills of the Ebon Sea, and from there to become adroit
seafarers and river runners. Though they were forced
to flee before the onslaught of the Dornish invasion,
their solicitous demeanors and mercenary hearts
allowed them to return to their conquerors bearing little
ill will and offffering their services as merchants and
guides. The gnomes even welcomed the Sarcosans,
knowing that they could stand to make a profifit as the
newcomers’ liaisons to the fey.
Through all these years and new trading partners,
the gnomes always knew that their conquerors longed
only for land and goods. With the coming of Izrador,
this has not been the case. They cannot fool themselves
into believing that the fallen god and his minions
will be content to let the survivors of the war live
their lives in peace. Whatever the eventual goals of
the Shadow, the gnomes know that Eredane cannot
survive the heavy-plated burden of his orcs and the
dark mantle of his legates. But the river fey’s strength
was not in war. So, as always, they bowed before their
new masters and offffered to serve.
Or so it seemed.
ability score increase:
Ваш Интеллект увеличивается на 2, а Харизма - на 1.
age:
Gnomes typically mature at the same rate humans do, but if they’re smart (and lucky) they can live to be anywhere from 350 to 500 years old.
Size:
Small
speed:
Ваша скорость - 25 футов.
Languages:
Вы можете говорить, читать, писать на эренландском и языке Торговцев, а также умеете говорить на двух других языках на ваш выбор.
race features:
- Тёмное зрение: Кровь ваших предков даёт вам сверхъестественное зрение. При слабом освещении вы видите словно при ярком на дистанции 60 футов, а в темноте словно при слабом освещении. В темноте вы не можете различать цвета, видите только оттенки серого.
- Гномья хитрость: Вы получаете преимущество на спасброски Интеллекта, Мудрости и Харизмы против магии.
- Речной народец: Вы владеете навыками Атлетики, Проницательности и Убеждения а также умеете управлять водными средствами передвижения.
Полурослики
Полурослики
Halflings are a t tiny folk whom some believe
descended from the elves. They call themselves the
Dunni, or “the people” in their own tongue. They
share the same range of skin and hair color as the
elves, but their ears are less pointed and their brown
or green eyes are not as large and penetrating.
Where still free-living, the nomadic tribes dwell on
the open plains in large hide tents they share with
their extended families. The farming families have
almost been wiped out by the advance of the Shadow,
but a few groups still remain along the southeastern
margins of Erethor. They dwell in cozy sod villages
and keep themselves alive through their exceptional
horticultural skills and the watchful presence of their
wogren companions. Whether farmers or nomads, halflings
wear durable clothes of boro leather and fifine,
intricately woven wool. They keep their hair long and
done up in complex braids that indicate their family
and community.
Sadly, most halflings now live in slavery, captured
and forced to work in the occupied cities or military
camps of Izrador’s armies. The free-living halflings
feed on their livestock and crops, while the enthralled
survive offff what scraps they can scrounge, beg, or
steal. The halfling weapon of choice is the spear, with
which they protect their flocks, hunt wild boar, and
skewer the occasional orc.
ability score increase:
Ваша Ловкость увеличивается на 2.
age:
A halfling tends to grow to adulthood by the age of twenty and can usually live for over a century. Those unfortunates born into slavery do not survive nearly as long.
Size:
Small
speed:
Ваша скорость - 25 футов.
Languages:
Вы можете говорить на языках полуросликов, эренладнском, а также языке Торговцев ЛИБО орочьем.
sub races:
Порабощённые полурослики
Полурослик-кочевник
Порабощённые полурослики
Полурослик-кочевник
race features:
- Удача полуросликов: Кровь эльфов, текущая в ваших жилах, одаряет вас невиданной удачей. Когда вы выбрасываете 1 на броске атаки, проверки навыков или спасбросках, вы можете перебросить и использовать новый бросок.
- Магия полуросликов: Вы знаете кантрипы Починка и Фокусы.
- Ловкость полуросликов: вы можете передвигаться по области, занятой другим существом, если его размер больше вашего.
- Наследие: за прошедшее столетие кульура полуросликов разделилась на кочевников и рабов Израдора. Выберите одну из них.
Орки
Орки
The odrendor, or "orcs" as most of the peoples of
Eredane call them, were shaped by the malign will
of Izrador. Though scholars only suspect it, and
every dwarf would savagely deny it, the orcs and the
dwarves share a common elder fey lineage. In the prehistory
of the Kaladrun Mountains, the dwarves who
would become the orcs settttled in the north. Though
they did not suspect it, they dwelled too close to the
home of Izrador, and over the centuries, he corrupted
their people to his cause.
Orcs are huge beings, sometimes twice the size
of their dwarf ancestors and bigger even than the
Dorns. They are heavily muscled, with broad builds
and powerful limbs. Their thick hides are tough and
range from light flint gray to a deep slate. Their hair is
tawny and mane-like, growing over their heads, along
their spines, and down their chests to their groins.
Their large black eyes are hooded and protected by
thick, bony brows. Their jaws are large and strong,
with tusklike lower canines.
In the lands of the far north, most of orc society
has been shaped by the will of Izrador for thousands
of years. Instead of communities or families, orcs
live in violent warbands known as legions, each ruled
by the female priest-leaders known as the kurastch
udareen, “the mother-wives of Izrador.” Life in the
legions is specififically designed to produce the most
bloodthirsty killers for Izrador’s armies. As soon as
children are old enough to clutch a rock, they are
pitttted against one another in violent blood sports.
The strongest ascend to lead gangs of their peers,
while the weak are killed. The gangs roam the desolate
northlands by night, slaying any animal (or lone
orc) that crosses their path.
Once they’ve seen their tenth winter, young orcs
are taken into the ranks of one of their legion’s many
“spears,” squads of roughly ten warriors, where
through brutal discipline they are beaten into some
semblance of soldiers. Their cultivated aggression is
barely held in check by the strength of their superiors,
and infifighting and even outright wars against other
legions can consume much of a legion’s strength. This
suits the Shadow perfectly, as it ensures no one leader
emerges amongst the legions who might challenge the
rule of the legates or even Izrador himself. And, aftfter
all, there are always more orcs to refifill the ranks.
In conquered Erenland, orcs have taken over human
cities, turning large buildings into meeting halls, communal
barracks, and storage depots. They feed and
resupply from the tribute they demand of the subjugated
peoples around them. Orc forces are garrisoned
in cites throughout Erenland, and orc armies
war with the elves in the west and the dwarves in the
east. Large orc patrols range across the heartland,
subjugating their human thralls and hunting spies,
smugglers, and insurgents. In short, they are seen by
most as the enemies of all other people of Eredane.
However, this is not always the case. Some orcs
rebel against the lives they lead. Perhaps they harbor
a powerful grudge against an orc captain or legate, and
that grudge leads them to abandon Izrador’s service.
Others may reject being one more disposable pawn
in the Shadow’s armies and strike out for themselves.
Some orcs see past a lifetime of vicious and merciless
conditioning and choose to stand against cruelty and
injustice. And a few see Izrador’s plans for what they
truly are, and choose to stand against the eventual
destruction of all life everywhere.
In many cases, these orcs have littttle choice but to
obey their leaders or suffffer the same fate as all those
who resist Izrador’s will. On some occasions, however,
these orcs fifind themselves in a position to escape the
army and to try to make a new life elsewhere. Such
orcs are oftften turned in by citizens bent on revenge
for the mistreatment of their people, but not always.
Orc warriors, whether servants of the Shadow or
hunted by their own kind, take great pride in their
fifighting prowess. Amongst the armies of Izrador, it
is traditional to add a scarred mark on their arm for
each foe they kill in battttle. The arms of warlords are
usually covered in such marks from hand to shoulder,
and at least half the marks are for killing other
orcs. Orcs favor large spears they can both throw
and use as thrusting weapons. They also carry heavy
iron swords called vardatches, which have blunt but
serrated edges. These weapons are slow but brutal
and so heavy that the smaller fey peoples can hardly
liftft them.
Orcs Against the Shadow
Izrador considers those orcs who leave his service to be the greatest threat to his conquest of Eredane. He has commanded his legates to hunt down any orc who leaves the legions. Even more telling is the order that such orcs be quickly and quietly eliminated. While the Shadow is happy to rely on public executions to cow the oppressed populace of Eredane, Izrador fears (if fear is possible for a god) revealing that it is possible for orcs to abandon his service and think for themselves. Too much of his control of occupied Eredane relies on keeping the orc legions and oppressed people locked in eternal and mutual hatred. The legates take to hunting rogue orcs with gusto. Witch takers are oftften pulled away from their duties and dispatched to track down deserters in the legions, and the Conclave of Tender Mercies prowls at the edges of the legion warrens, searching for signs of dissent and dispatching their astirax servants to spy upon the kurasatch udareen. Of course, the legions do not appreciate this suspicion, and unwary legates may end up butchered by vardatches and buried in the warren’s deepest crypts. This infifighting reaches the highest levels of the Shadow’s army; the Night King Sunulael insidiously suggests that his hordes of undead could replace the orc legions, while Othaeron violently objects to the idea and insists his armies are the backbone of the Shadow’s rule. So far, these divisions have been mostly hidden from the enemies of the Shadow. However, littttle escapes the eyes of the Witch Queen. Aradil and her Council are aware of the growing trickle of deserters from the orc legions, even if most elves are not. So far they are unsure as to the best way to exploit this vulnerability, since most orc legionaries remain indoctrinated into the worship of the Shadow. If they learned of the existence of groups like the Followers of the True Mother, perhaps they could reach out to form a secret alliance right in the heart of the enemy. In the meantime, however, the best chance to spread the word of dissent within the orc legions comes from the individual orc deserters. Unfortunately, they are unreliable ambassadors at best. Many orcs who leave the legions do not do so out of any idealistic motive. They simply want to escape the unrelenting harsh violence of life in Izrador’s armies, where the most they can expect is an early death. These orcs are more likely to form bands of bandits or mercenaries living in the wilds and preying on isolated communities just as oftften as they attttack legion supply convoys. For the peoples of Eredane, these orcs are not much betttter than the orc legionaries who enforce Izrador’s rule. But sometimes isolated farmsteads can work out uneasy truces with these deserter bands to mutual aid, providing food and shelter in exchange for protection against the Fell and marauding slavers. Of course, those orcs who best demonstrate that their people are not simply unthinking killers are those who join the various resistance groups scattered across Eredane. These orcs can become vital allies in the fifight against the Shadow. Most tend to be strong and fifierce warriors, of course. However, their knowledge of the legions’ operations is even more useful, and their ability to infifiltrate the legions can be invaluable for a clever band or resistance fifighters. The smartest resistance leaders know that the sight of an orc killing guards and freeing enslaved captives can start a fifirestorm of rumors and stories across Eredane that no amount of effffort from the legates could stamp out.ability score increase:
Ваша Сила и Телосложение увеличиваются на 2.
age:
Orcs tend to mature aftfter 20 years, but the harsh and merciless conditioning of Izrador’s legions starts when most are only half as old. As one of the fey peoples, orcs have long life spans that can stretch on for three centuries or more. However, a life of conscripted military service ensures most do not survive nearly that long.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
Вы можете говорить на Орочьем и языке Тени, а также ещё на двух на ваш выбор.
race features:
- Воинственная культура: Вы умеете пользоваться копьём, боевым топором, большим топоров и длинным луком
- Тёмное зрение: Кровь ваших предков даёт вам сверхъестественное зрение. При слабом освещении вы видите словно при ярком на дистанции 60 футов, а в темноте словно при слабом освещении.
- Ярость: вы добавляете +2 к любым броскам урона атак, который задействуют вашу Силу.
- Дитя Севера: Вы получаете преимущество на любые броски и спасброски чтобы избежать вред от холодной погоды.
- Кошмарные сны: Когда вы совершаете длительный отдых, вы восстанавливаете на одну кость здоровья меньше.
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