Aug 18 '11 3:45pm
Races of Man
Humans are the most prolific race on the surface of Hearth, though are far outnumbered by the dwarves below. The vast majority of humans live within the Ring, in the major cities in areas of geothermal activity, though true to their wanderlust nature have villages dotting the world in even the most unlikely places.
Because even in Hearth's past rain and clouds have been an almost ever-present feature of the world, few ever developed darkened skin. Most are pale skinned without freckles, and a large minority are truly albino, possessing blue eyes with a pinkish tinge instead of red. Hair spans all colors, though blondes, platinum, and a very light orange are most common, followed by auburn, black, and then brown.
Amongst most Ring inhabitants the thickness (though not necessarily length) of beard, head and body hair amongst human males are often indicative of attractiveness.
Woman likewise never cut their hair, and those that are thin and slight of build are considered unable to keep their body temperatures up. They are thus considered highly unattractive, even more so than extreme obesity. In fact, at least a slight amount of body fat is expected, mostly about the bust and buttocks. The majority of human woman are strong and curvaceous, have hair past her feet, large hips and a generous bosom. Such is considered the height of beauty. The giving of a long braid of hair is a sign of love, and nearly every husband has such a gift coiled within their jerkins, over their heart. These Ring humans, though ranging amongst the entire spectrum of personalities, are generally neutral or neutral good, staying to the law as it suits, but snubbing their noses at it when it oversteps its bounds.
Imperial & Longhouse Traits
In addition to standard human traits, they gain a +2 racial bonus to Perform checks. Once per day they may have a stroke of brilliance that grants them a +2 unnamed bonus to any check. This may stack with their bonus to Perform.
Liccan standards are nearly opposite that of Ring outsiders, with leanly muscular, petite woman being the ideal, and the men shaved and strong, though of whiplash builds. They have a pale sallow complexion and large almond eyes of unusual beauty compared to other humans. Hair color is usually dark, though a large minority are born with completely white hair.
Liccan humans are most often lawful neutral, for they have been led by strict laws and iron traditions since time inmemorable.
Liccan (Human) Traits
In addition to normal human traits Liccans gain the following:
Exotic Weapon Familiarity:
Liccans have an innate familiarity with a variety of weapons most others have forgotten. Liccans with a BAB of +1 gain proficiency with the kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
Liccans gain a +2 bonus to resist mind-affecting effects.
Poqtians were once Liccans a thousand years before, but due to philosophical differences left the great city to pursue their own paths.
Breeding with other human races during their search for a new home, an unexpected mutation occurred, resulting in great stature amongst the Poqtian people. Even the most petite women amongst their people tend towards over 6' and 200 lbs. Men measuring nearly 9' and upwards of 500 lbs. are not unheard of. Due to this many refer to them as giants, though they possess no actual giant blood.
They are also, to an individual, psionic, their meditations and self-searching performed nearly from birth awakening them to inner power. Usually of the psychometabolic discipline.
Though fearless sailers and leviathan hunters, Poqtians are raised as pacifists, with the greatest respect for sentient life. As such even the most violent amongst them pause before spilling the blood of an intelligent. They are almost always Lawful Good, or within one step of this alignment (Neutral Good or Lawful Neutral).
Poqtian (Human) Traits
In addition to normal human traits, a Poqtian gains the following:
+2 Str, +2 Con
The physical stature of Poqtians lets them function in many ways as if they were one size category larger.
Whenever a Poqtian is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Poqtian is treated as one size larger if doing so is advantageous to him.
A Poqtian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Poqtian can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Poqtians gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
: Against any creature known to the Poqtian as being sentient, the Poqtian takes a -2 penalty to attacks and damage. They also take a -4 penalty to initiative against such opponents. Against opponents with an Int of 3 or less the Poqtian takes no penalty.
Regardless of locale, humans are lovers of story and song, and considered to be the most imaginative of Hearth races. A bard can be as respected as the emperor for a time if he has an unheard story and a masterful way to its telling. Sagas and epics in particular will hold most spell bound, and none can tell one like a human.
This imagination both fascinates and frightens other races, such as the dwarves, who have never fought with humankind except on individual or clan basis. Then it is usually the eventual death of the dwarf, for even the Midgard will admit that when mankind turn this creative potential to killing they are second to none.
Chevals, also known as the mirror-touched, are descended from liaisons between humans and nerra, the peoples of the Plane of Mirrors. To keep up appearances in their role while usurping the position of whatever person they are imitating the Nerra must sometimes produce children. The result is offspring of great beauty with a strange connection to reflections and glimmerings.
As well, with the great deal of ice and water upon Hearth it is a natural place to gain the nerra's attention. Some look longingly out upon the world, and some do actually fall in love with the mortals they watch.
Personality: The personalities and behavior of chevals are as much varied as other humans, sometimes even within the same individual. Chevals have a tendency to mimic those around them and have difficulty retaining their own personalities. They tend to be watchful and with a proclivity for secrecy. Chevals often split into one of two types; those who become subservient, mere shadows or copies of another they greatly admire or those who develop overbearing and conceited personalities in defense with a finely honed sense of self.
Physical Description: Strangely glimmering skin devoid of blemishes and of great smoothness, pupiless eyes like pools of still mercury, or shining silvery white hair are all common physical hints of a mirror-touched. Sometimes mirrors themselves are known to flicker or ripple at the Cheval's presence and their reflections appear ghostly and unreal.
Relations: Chevals are always heralds of woeful times to come for it reveals to the other parent that their true spouse has been disposed of, or that their lover is not who they thought. The child is a symbol of a great lie, one that most find trouble accepting. Thus the child of such a union is treated with the greatest suspicion. They usually must then prove themselves worthy of trust and not of the ways of their parent, or they slip into secrecy and a web of lies themselves where they will not be judged. Nerra are known to kill the infant however if its appearance is enough to throw suspicion on their current roll.
Alignment: Chevals vary as widely as humans, though many tend to lawful or chaotic neutral, divided by those who make use of laws and those who refuse to be bound by them. Whichever way they lean their ways are mostly secretive and layered with levels of deceit without a thought either way for morals.
Cheval Lands: Chevals are almost always abandoned with their human parent and so share their homes. They dislike squalor however, with a mind to beauty and glamor, so many make a strong attempt to rise up in society to positions of influence or, as often occurs, mere playthings or yes-men of the wealthy.
Religion: Chevals are as at least likely to 'worship' themselves as a deity. They don't tend to any specific one, though those of death they find particularly repugnant. Deities of beauty are the most frequent.
Language: Chevals know common, though are quick to pick up on other languages.
Names: Chevals use the same names as humans.
Cheval Racial Traits
* Native: Cheval's are Outsiders with the native subtype.
* +2 Charisma: Chevals are often very comely beings with an instinctive knowledge of body language that allows them to better associate with others.
* Medium: As medium creatures, chevals have no bonuses or penalties due to their size.
* A cheval's base land speed is 30 ft.
* Lowlight Vision: Chevals can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of pure illumination. They retain the ability to distinguish color and detail under these conditions.
* Mirror Vision (Su): Three times per day a cheval may look into a mirror and see another location they have visited before and that also has a mirror. They may view for 1 round per HD. This does not allow one to see in the dark if the location is in shadow.
* Reflective Sight (Sp): A cheval is immune to gaze attacks.
* Spell-Like Abilities: 1/day - Disguise Self. Caster level is equal to Hit Dice.
* +2 racial bonus on Disguise, Bluff, Search and Spot checks. A cheval is a natural mimic and notices the smallest details.
* Automatic Languages: Common. Bonus languages: Abyssal, Celestial, Infernal, Nerra.
* Favored Class: Sorcerer
* Level Adjustment: +1
The Darfellan are the most prolific race of the great Ochine, and their wandering bands can be found from one coast to the other. It is not certain if their race is descended from actual orcas, or the descendants of were-whales, but they share much in common with them.
They do frequent trading with coastal human towns, and even some hundreds of miles inland, following the rivers as well as they are able.
The Free People, or half-orcs as they were once called, have a long and fascinating history that is often the story of bards. Near the 50th circling of Døende Aske after the comet a long, wearying battle was waged against the humans by the orcs whom saw them severely weakened by the sudden onslaught of freezing weather. In one infamous battle all the human men of a large town were killed as their woman hid in the caves. As they eventually ventured forth out of desperation the orcs captured the woman and gave them half-orc children. These woman were killed soon after and the children raised by their cruel fathers. These half-orcs were seen as weak, and sent out to die in the wilderness. The children banded together and managed to survive long enough to make it to human lands. Horrified by these monstrosities they were shunned and quite a few killed. And so it went on, killed by orcs in the frostfell, chased away by humans in the warmer climates. They grew bitter and as they became older would often raid both of their parent's races, taking out their frustrations on their kin. Their numbers were too small however to be any serious threat and so extinction became a very real possibility. Then finally Harkatottom, one of the first children born to this dying clan, awoke near his 25th year and spoke of a vision he had had after the passing of his father to an orc axe. One where they did not have to fight, where they were a people unto themselves with their original beginnings forgotten. And with his insights and beliefs he started a religion that revered nature, but did not worship it so much as respected it, for the half-orc people had always had respect for the land. To the spirits of the brave, honorable and strong they sent their prayers, asking for them to intercede from the World Beyond and ask for their protection. With the ways he taught they forgot their sullen anger and instead learned to laugh into the face of adversity and chuckle at death knowingly instead of fearing it. When Harkatottom died at an impossibly old age of 84 he was risen to a place above all other ancestors. The leader of all the spirits of the half-orc tribe they believed, and so he became, and they revered him.
Half-orcs, or The Free People as they are called, are now considered a good-natured race, wild and full of life. They are swift to laugh and troubled by very little. They are quick to anger however if one in their midst becomes bloodthirsty like their orc kin, or tied to money and power like the humans. A depressed free person is a sight rarely seen, and even if death claims a close friend they will cheer on the spirit of the deceased, urging it to the Spirit World with laughter, song and teasing. A Free Person's friendship is difficult to attain if not Free as well, but when it is won, it is won for life.
Dancing, drumming and kayaking (a free people invention) are amongst their favorite pastimes, along with wrestling and a deadly sport they call 'Demon Tempting'. Demon Tempting consists of climbing to the highest mountain peak around during a blizzard or thunderstorm and roaring curses and mocking the storm with good-natured zeal. If one can go the entire day without being blown off or struck by lightening one is considered to have won the argument with the spirits of the storms. If one is struck or blown off and lives it is laughingly said that the argument was only won by the backhanded blow of the spirit.
The free people are led by shamans, totemists, clerics and druids of their kind. They are respected tremendously by the tribe, though not always is their wisdom heeded, especially by the young.
Amongst the steepest ravines, where one can find powerful winds and raging rapids, this is where the free people people now reside. Living life in the most untameable lands to their fullest, though others see them as incomprehensively reckless and foolhardy.
Free People Traits
+2 Strength, –2 Intelligence: Half-orcs are powerfully built, though are more prone to let their hearts lead them than their heads.
Humanoid (Incarnum): The free people are humanoids with the incarnum subtype.
Medium: As Medium creatures, the free people have no special bonuses or penalties due to their size.
Free peoples base land speed is 40 feet.
Low-Light Vision: Free people see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Fearless: You gain a +4 bonus to resist fear effects. You do not take a penalty to Intimidate checks based on size difference.
As humans fled to the mountains many were raped by trolls before being eaten. A number managed to survive, but their mothers usually wishes nothing to do with them. A dwarven clan took pity and began to gather those unfortunates. Grown, they were given a choice to stay with their dwarven family, but most felt cramped and claustrophobic as they reached adult height. They set out to wander and discover themselves. They gathered other children they heard of like them, and grew in numbers, though of no greatness.
Goliaths are now little more than an oddity in Hearth as far as humans are concerned, traveling hither and thither with little to trade for or with. The occasional branta pelt, stone carving, or similar exotic item is all most acquire from them. They rarely visit human lands for they dislike the warm, low, river-fed valleys.
Goliaths are find all across Hearth, often wherever other races can be avoided. Half-orcs were once friends of the goliaths, but their dares and reckless nature caused so many young goliaths to perish in an attempt to save their pride that they are now treated with cold hostility.
Maenids appear much as normal humans, though of unusually dusky skin, with scintillating patterns drawn upon their skin as if with stardust. Every pattern is different for each Maenid and distinguishes them from the other as much as any name. They are sometimes referred to as the Nightfaced.
They also tend towards wide, intense eyes and a voluptuous beauty in both sexes. Hair color spans all spectrums, from platinums and reds to raven and brunette.
Just as Darfellan and Angelicans are stable, true breeding subspecies of the Shifter, so are Maenids a subrace of the Wild Children.
They are descendants of the Great Debauch, an odd attack upon the human refuges into the Red Dew during the Fall. The Bacchae were freed from Fae near the borders of the human settlements, where they sewed chaos and death. Hundreds of half-bacchae came from the mothers with the mental strength of will to win free of the relentless orgies.
This line of children were often run out of human settlements as they reached adolescence, for their strength of emotion and unquenchable libidos. They eventually fled to the isles and atolls off the coast of Longhouse and there developed their own society. They developed tremendous mental will to still their urges as their population skyrocketed and many died of starvation or to the violent lusts and aggression of their own kin.
Now all Maenids are taught a self-control discipline, to hold in their rages and loves and desires until they can release it in controlled bursts. Despite this, most Maenids are young, dying in their early adolescence. Few live past 40 years of age, though no maenid has been known to die of old age, and at least one of their peoples is said to be a thousand years of age.
Maenids have built many a lighthouse upon islands along the coast of the Ochine, and their keeping is usually a calming exercise for younger ones.
Individual isles or families of maenids often have longstanding feuds with individual darfellan pods or individuals. As a species, however, there is no particular animosity. Dwarves and Maenids rarely can tolerate one another's presence for extended periods.
Maenids have the same stats as
from the Expanded Psionics Handbook, except for the following:
* Humanoid (human) subtype
* They only have 1 power point
* Gain Low-light vision
* Immunity to alcohol. They gain no bonuses nor take any penalties due to it's imbibing, even if a class or feat would normally grant them, such as the Drunken Master.
The Okilei are the children of humans who carry the child to term while the entire time infected with the Ohrwurm psychosis (see below). They share their mother's music in the womb, and for the first several years of life are comforted and sung to by it, but immediately upon birth they begin to form a song of their own. The child appears normal, except for a great enlargement and elaboration of their ears. Willful and filled with a complex and deep-set personality, they are rarely forgotten when met. They are sometimes feared and shunned by others, fearful of their spreading the beautiful psychosis that they hold within.
If there is anything an Okilei possesses, it's a personality. These range the full human gamut, but tend to be a little larger than life. They aren't so much more emotional than other humans, more that they are in tune with them, literally. Almost all Okilei are emotionally stable, and have a deep love of themselves. It is no obsession nor vanity, they simply know who they are as the best of themselves plays out in musical refrain from the depths of their heart.They are, in their own way, nearly always content, even their despair more of a bittersweet, romantic nature than crushing. The constant play of the song within their heads soothes and comforts.
Okilei vary as much as any human, though they tend to appear younger due to the lack of lines and flaws developed from stress and sadness, conditions almost alien to an Okilei. What truly distinguishes them however is their strange and wonderful organs of hearing.They may grow to several feet long, and develop intricate whirls, convolutions and extrusions. Each child's ear growth differs greatly from every other okilei. Whether these organs aid in the detection of the ohwurm song is as yet unknown. Okilei consider ears, especially those of their own race, the most beautiful physical feature of another.
Okilei are rarely evil, being filled with too much beauty and inner satisfaction to succumb to the more base desires. It does occur, but infrequently. They also tend more towards chaotic alignments, valuing freedom greatly. Self-expression is what an Okilei live for. As such, chaotic good is the most common alignment.
Most Okilei are of the Vale of Harmony a land between two mountain ranges where an oddly musical wind often blows. Birds here are plentiful, and waterfalls roar in the distance. It is not a particularly picturesque location, chosen more for sound than sight. Colonized as a sort of retreat and quarantine by those infected by the Ohrwurm disease, it is alike to many other human settlements, except the music of mind, tongue and instrument can be heard throughout the day and night. Guard capable of dampening their song, or normal humans immune to the song, patrol the roads that lead into the valley to turn away visitors unprepared for the psychic cacophony.
Trying to control Okilei and the ohrwurm infected is, as the old expression goes, like trying to herd cats. Each being so strong of self and independent, it is a great undertaking. As such, diplomacy and the like is needed in almost all things, convincing the people to convince themselves. The individuals to do so are usually the most strong-willed of an already strong-willed people. They are known as the Maestro, who literally organize all the personalities and their music into a great orchestra of cooperation. The result appeals to most of the inflicted, enough so that they allow themselves to be themselves, but also part of the Grand Song.
The beliefs of the Okilei are as various as any human, though many Okilei find no need in celestial comfort. As such, only the devout who seek a deity for other reasons are known in the Vale. Religions that are oppressive or reject personal freedoms do not long last amongst the people however.
Okilei speak the language of their human parent in general, though also have a sort of orchestral sign-language, using tone and meter in their mental tunes to speak. Most however enjoy vocal speech for its own sake, and use it flavored or accompanied by a mental refrain. Only the Okilei are abel to master this language, even Ohrwurm's not able to decipher the intricate emotional overtones.
Okilei have no given names, their song far more individual and specific than any name. However, they do enjoy making for themselves intricate names and sounds that appeal to them. They often will use these amongst non-okilei who do not easily hear their song. Many find these names to resemble Sylvan, though more for the inherent beauty in it as there is little to no intersection of the languages.
Okilei Racial Traits
Wis -2, Cha +2: Okilei possess inherently strong personalities but tend to be rather whimsical and flighty.
* Humanoid (Human, Psionic): Okilei are humanoid creatures with the human and psionic subtype.
* Medium: As Medium creatures, okilei have no special bonuses or penalties due to their size.
* Okilei base land speed is 30 feet.
* Ohrwurm Carriers: Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities.
* Born Performer: An Okilei gains a +2 bonus to Perform checks and a +4 bonus to Listen checks. These are considered class skills.
* Emotional Strength: Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei.
* Immunity to Depression: Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
* Naturally Psionic: Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Mindsong: Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet.
Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following:
Ardent: This music, like its host, is especially passionate. Those that hear the song may manifest a single power, or cast a single spell at +1 level.
Bittersweet: This is the closest an Okilei has to a darkminded or depressed member. Their music is beautiful, yet melancholy and tragic. This music brings tears that causes the Dazzled condition for 1 minute/2 HD.
Contemplative: This music makes it easier to concentrate. The one effected gains a +4 bonus to Concentration checks, and can gain Psionic Focus as a move action. Other sources that provide faster focus do not stack with this ability.
Dreamy: Those that hear this soft, comforting song must succeed on their save or be affected as by the Sleep spell (HD limit equal to Okilei HD).
Eccentric: This music is exceedingly strange and chaotic. If the target attempts to cast a spell or manifest a power they must succeed on their save or a random spell or power is instead triggered at random of the same level and still have prepared or available. There is a possibility of the correct power or spell being used.
Eclectic: Like their music, this individual's personality seems to change from day to day. They may choose a new song from this list each day, though their lack of conviction to the music causes its duration to be halved (minimum 1 round).
Eerie: This music puts one on edge, causing them to become Shaken.
Energetic: This lively music provides a +10 bonus to all speeds and a +1 bonus to all Fortitude checks.
Fierce: Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty.
Inspiring: This music comes from a helpful and encouraging individual, granting their target a +1 competence bonus on skill checks with a particular skill.
Provocative: This music is mocking and somehow insulting to its listener. They can provoke one to focus their attacks solely on them if they fail their save. This acts as the Goad feat (ComAd).
Rash: This music rapidly bolsters and enthuses others, granting a +2 bonus to attack rolls, but the same target also takes a -1 penalty to their AC.
Raw: This music, like its owner, is loud, crude and unrefined. When targeting another with their mindsong their target must make a save or take 1d4 points of non-lethal damage per 2 HD.
Seductive: This music is sultry and rich, filled with sensual overtones. Those that fail their save are affected as by Charm Person. Against non-humanoid targets this music grants the singer a +4 bonus to Cha-based checks.
Soulful: This music enhances resolve and determination. The target may attempt to reroll a save against any affect he is under. He can attempt the roll any time during the mindsong, but may only re-roll 1 save.
Subtle: This music isn't at first noticeable, but slowly builds and works at the target's mind, causing them to take a -2 penalty to Will saves.
Whimsical: This music is odd and somewhat unreal. The okilei producing it gains a 20 percent miss chance against attacks from the target. This 20 percent miss chance is not the same as concealment.
* Automatic Language: Common and Okilei. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Bard.
* Level Adjustment: +0
Spread by telepathic contact, Will DC (10 + half HD + Int or Cha modifier), incubation period one day, damage ohrwurm.
Ohrwurm is a psychic malady picked up after telepathic discourse with an exceptionally powerful intellect, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction, such as the telepathy special ability or mind-affecting spells and powers or similar.
The victim becomes telepathically deaf, unable to send or receive telepathic communication, nor able to use psionic powers with the mind-affecting descriptor.
The secondary effect is 1d4 hours later the ringing forms into a melody lovely yet eerie beyond words that starts to play in the subject's mind. In addition to the previous symptoms, which remain, spellcasting, or concentrating on spells requires a Concentration check (DC = original DC) and the target takes a –2 penalty on initiative, skill checks, and ability checks for the duration. This state lasts for a number of days equal to the Charisma modifier of the carrier.
It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the Ohrwurm.
The Others, or Mongrelfolk as the unkind call them, are peoples of who have bred with so many other human sub-races that even they are uncertain of their true heritage.
Those not derived from human stock would say that the only difference between humanity in general and the others is racial prejudiced. That to be human is to be mongrel. It is both a weakness and a strength of their people.
Others can appear as practically anything with a humanoid form. You might have a shifter/okilei/darfellan who looks like a web-eared horror come from the sea depths, or you might have a nymph wild child/cheval/raptoran who appears as an angel of almost unearthly beauty.
As standard Mongrelfolk from the Fiend Folio except as follows:
Ability Scores: Others come from such a wide background that that they may choose to add a +2 to any ability score but must also add a -2 to any.
They may also, but are not required, to choose from amongst the following, depending on which of their bloodlines are dominant or most developed:
- Cheval: Immunity to gaze attacks.
- Darfellan: Gain 10 foot swim speed. Can also hold your breath for a number of rounds equal to 6 x your Constitution score before you risk drowning.
- Free People: 40 ft. land speed
- Goliath: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you gain half the benefits (minimum 1) of being treated as one size larger if doing so is advantageous to you. For example, if you would normally gain a +4 bonus to Grapple checks due to being considered Large-sized, you instead take only +2.
- Okilei: You gain a +2 bonus to Listen checks and a +4 bonus to saves against despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
- Raptoran: You have vestigial wings that grant a +10 racial bonus on Jump checks. You also only take half damage from falling if conscious and have free use of your wings.
- Shifter: You gain low-light vision. You may also choose one other mongrelfolk trait in this list from which you are descended. You gain its benefits for 1 minute per 2/HD.
- Wild Children: You gain low-light vision, as well as a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type.
Even the Others seem to have a subrace, true mongrelfolk, which are the cast-offs from the Iron Body of Licc like cancerous tumors. Their people are what occurs when the mentally unstable, the physically mutated and the spiritually disgraced are forced together as a people, who then breed with the fey about them.
As standard Mongrelfolk from the Fiend Folio except as follows:
Ability Scores: Mutations and mental instability are the most common reason to be cast out of Licc. They add a +4 bonus to one stat, and a -4 penalty to another.
- Naturally Psionic: Liccan Mongrelfolk gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Unstable: Every 1d6 days a Liccan Mongrelfolk has a relapse of some latent condition and they lose their bonus to the chosen stat for 24 hours.
- Weak Minded: A Liccan Mongrelfolk takes a -4 penalty to saves against Fear and Insanity.
Liccan Mongrelfolk may also come Small or Large-sized, and gain the benefits/penalties as if under the effects of a Reduce Person/Enlarge Person spell, as applicable. The bonuses/penalties to ability scores stack with those granted by the race.
A change of size adds a +1 to the LA. Otherwise LA remains +0.
As darfellan are a stable race of those with cetacean-weres in their distant past, so are raptorans descended from the weres of coastal raptors, such as seahawks and eagles. Their home capital is a great extinct caldera-island chain far out to sea. The isles are incredibly mountainous, and treacherous to any that cannot fly. Homes are carved out of rock, and built upon plateaus. The lowlier of the people live closest the ground and sea, but those as can fly high enough to reach the higher peaks literally ascend to higher station.
They are known as Angelicans by many, for their appearance greatly resembles those of a winged celestial.
They are exceptional astronomers and navigators, and are amongst the races the only to have seen the sky beyond the clouds. They are wont to make at least one great journey in their life before returning to their homes. This is known as the Great Flight, even though many must do so aboard ship or on foot. They do not return until they have discovered or seen something none have before them, learned a life lesson or piece of wisdom of great import, or defeated a mighty foe or rival. The manner of this discovery and its telling is often used in the interesting of a Lady. These women usually take of the successfully traveled males, based on their discoveries and their use or interest.
Warriors too are chosen by their prowess and bravery, and it is often the case that a Lady Raptoran takes each a Warrior, an Explorer and a Shine, a male chosen for solely his appearance. This way her hatchlings will, together encompass the traits of strength, curiosity and appearance. Only the most exceptional male that holds all three traits strongly can have his Lady for his own.
Such pairings of Lord and Lady become rulers of the others.
Their personalities tend toward mercurial moods, raising up in heat and anger only to descend into melancholy and depression a moment later. Adolescent raptorans in particular are incredibly dangerous, going into destructive rages. It is generally at this height they are sent on their Great Flight. Until then they form clannish gangs of both sexes who give each other moral support and protection until their emotions mature and hormones stabilize. Though young raptorans will have almost none ruling over them, each gang tends to be swayed by a young dominant female, who focuses the unchanneled energies of her friends into furthering her personal goals. Of the males that survive their Great Flight she often chooses at least one from her adolescent group.
(djur or ramen)
Shifters come from the unions of natural weres and the occasional humans, though shifter orcs are most common. They are a feral, dangerous people who adjusted very well to the cold that took over Hearth. They form large packs in the frostfell, some living animalistic lives with druidic traditions, others making raids on human towns. Many are also loners, exploring their entire lives. Few shifters are civilized, though a number make a living as trappers, hunters and scouts. Few shifters are good-natured, and meetings between stranger shifters and others is one of guarded wariness.
Few shifters call any one place home, many merely following herds of branta and elk as they migrate from place to place.
Dreams are real, and real are dreams
! - Timothae the Awakened Dreamer, somnambul psion
Somnambuls are dream affected beings born to human parents. Sometimes a child is born to a mother in a coma or whom suffers terrible nightmares during their pregnancy. This somehow alters the mental and physical state of the child which forms partially within the region of dreams. This phantasmagorical womb never seems to give birth, continuing to both curse and gift the individual their entire lives.
The first sign of the difference in the child is its extensive sleeping time. They slumber so often and so deep that they are often malnourished, resulting in thin, weak adults. As they grow their oddness increases as they develop advanced somnambulism, the condition known as sleepwalking. Parents tend to spend much of their nights sleeping nearby their child after locking doors and windows in an attempt to prevent their child from wandering off and possibly injuring themselves. As they reach adulthood many teach themselves to remain still, or develop subconscious instincts that keep them from harm.
Somnambul's are known for their incredible creativity and imagination, and many become famous painters or writers. A large minority however suffer more and intense dreams as they age until they finally succumb to insanity. Either way somnambuls are always fascinating individuals with a unique view of the world, though a bit odd and often exceedingly absent minded. In fact, many Somnambuls consider themselves to have two lives, the waking and the dreaming, each state seeming as real to them as the other.
Generally only Somnambul woman give birth to other somnambuls, otherwise the child is often quite normal.
Somnambul's resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is that a somnambul tends to have red-rimmed eyes even when completely rested that possess a strangely unnerving gaze.
-2 Constitution, +2 Intelligence: Though quick learners and imaginative, a somnambul is in a constant state of mild fatigue.
Medium: As Medium Creatures, somnambuls have no special bonuses or penalties due to their size. Somnambul's land speed is 30 feet.
Humanoid (Human): Somnambuls are of human descent and are affected by spells and the like as if they were purely human.
Unstable: Somnambuls are not known for the stability of their minds and take a -2 penalty to saves against confusion and insanity.
Naturally Psionic: Somnambuls gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Dream Telling: A Somnambul with 5 or more hit dice has acquired extensive insight into their subconscious and Dream, gaining the benefits of the Dreamtelling feat (Heroes of Horror).
Lucid Dreamer: A Somnambul may always use Lucid Dreaming (Manual of the Planes, p. 203) as a trained skill and gains a +4 bonus on such checks.
Gentle Mind (Su): A Somnambul's mind-affecting powers or spells do not automatically awaken unconscious beings they are directed at unless they deal damage.
Sleepwalker: A somnambul's subconscious mind becomes so hyperactive while unconscious that its body responds to the cerebral activity. Before going to sleep each night a somnambul must make a DC 20 Autohypnosis check or spend the night sleepwalking. A sleepwalker can take simple actions such as moving his base speed in a random direction or picking up objects. He is considered flat-footed, and takes a -20 penalty on spot checks so that though he is unlikely to walk off a cliff, he may not be able to find a doorknob to let himself out of a room. He is not consciously aware of his actions. The sleepwalker can be awakened with a swift shaking or sudden loud noise, though awakes automatically if he sustains any damage.
Up the Walls (Su): Somnambul's difficulty in distinguishing between dream and reality allow them to move in strange, surreal ways. They gain the benefits of the Up the Walls feat while psionically focused.
Psi-Like Abilities: 1/day Demoralize or Empathy. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Psion.
Level Adjustment: +0
Wild Children are always fascinating people who do well in the constant wet coldness of the world. They see the clouds, mountains, rivers and snow as purest beauty, for most come from unions with water and cold dwelling fey.
Human wild children most often come from Dryads, Oreads, Rusalka, Selkie, Vodayanoi, and Yuki-on-na's. Dryad, Oread and Selkie relationships are usually short term, though those with Vodayanoi and Yuki-on-nas are often life long. Vodayanoi offspring come only from rape and their offspring are shunned, as they are hideously ugly and foul tempered.
Dwarven wild children are rare, but they are not immune to the voice of an oread or crystal woman (a fey of underground lakes and waterfalls). Offspring of the later tend to shun the surface.
Wild Children are similar to Feytouched (Fiend Folio, p. 71), though use the statistics below instead.
+2 Dex, -2 Con, +2 Cha
* Charm Person: Once per day a wild child may use Charm Person as the spell. Caster level equals HD, save DC 10 + half HD + Cha mod.
* Fey Spirit: Wild Children gain a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type.
* Descendant of the Elements: A wild child whose fey ancestor possessed immunity to cold or fire is considered to be under the effects of Endure Elements in regards to either chill or heat, depending on the origin.
Otherwise wild children gain a +4 bonus to Fortitude saves in regards to extreme climate.
* Level Adjustment: +0