Evercoiling Empire Races
From Myth-Wiki
The following races are available for use as PC races in the Evercoiling Empire campaign. Note that each race is native to a specific culture, and thus receives the Native Mahrani or Native Goean feat for free at character creation.
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Trenti (Goean Gnome)
The trenti, or gnomes of Goea, are explorers, sailors, and seekers of the horizon. Filled with a boundless curiosity and wanderlust, trenti have done more to expand the maps of Goea than any other race. Trenti look all for the world like small humans; the only defining racial characteristics are dark, sunburnt skin and violet or brilliant green eyes. Most trenti think of themselves as "human", and are mostly treated as such (albeit humans with unusual talents and more lives than a cat). Trenti are wildly popular as "mascots" or living good-luck charms with Goean ships and mercenary bands.
Racial Traits
Goean gnomes (aka trenti) have all gnome racial traits, with additions and exceptions as noted below.
- No racial bonus on attack rolls against kobolds.
- No dodge bonus to Armor Class against giants.
- +2 racial bonus on Climb and Swim checks: Goean gnomes live their lives clambering in and out of ships, and in and out of the water.
- +2 racial bonus on Use Rope checks: Goean gnomes spend much of their lives in the rigging of ships.
- No racial bonus on Listen checks.
- Begins play with 1 luck point. Once per day, a Goean gnome may spend 1 luck point to become stable when dying.
- Instead of burrowing mammals, Goean gnomes may use their speak with animals ability to communicate with seabirds of all sorts (pelicans, seagulls, and albatrosses, for example).
- Favored class: Swashbuckler. A multiclass gnome's swashbuckler class does not count when determining whether she takes an XP penalty for multiclassing. This trait replaces the normal gnome's favored class.
Olent (Goean Neandertal)
Olents are large, brutish-looking but gentle-tempered humans. They are hairy and thickly built, with long arms and barrel chests. Their heads are a bit larger than a human’s, with a sloping brow and a prodigious jaw. Olents are enthusiastic fans of tattoos, and every olent sailor carries a few choice illustrations on his biceps. They are towering figures, often standing between 7 and 7-1/2 feet tall and weighing about 350 pounds. They reach adulthood at the age of 14, and live about 65 years. The Goeans conquered them generations ago, in one of the very first explorations outside of their own island kingdom; as a result, olent culture has almost completely vanished, subsumed by Goean culture. Olents find a place in Goean society as manual labor; their prodigious strength means that they can earn a degree of wealth significantly higher than many other workers. While olents are not equal partners in Goean society, they are generally well-regarded and cared for by their 'betters'.
Racial Traits
- + 2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence. Olents are classic examples of slow, steady giants.
- Medium: As (barely) Medium creatures, olents have a movement speed of 30 feet.
- +2 bonus on any attack with an improvised weapon.
- +2 racial bonus to any grappling checks. Olents still maintain a tradition of wrestling to resolve disputes, and are more inclined to grab someone than to throw a punch.
- +2 bonus to Swim, Profession (sailor), and Intimidate skills. Olents know how to work on the docks very well... and they know how to keep those jobs, too.
- Olents have access to several racial feats that improve their prowess in combat.
- For all effects related to race, an olent is considered a human. Olents are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans.
- Illiteracy: Olents do not automatically know how to read and write. A neanderthal must spend 2 skill points to gain the ability to read and write all languages he is able to speak.
- Language: Common. Bonus Languages: Giant.
- Favored Class: Fighter. A multiclass olent's fighter class does not count when determining whether she takes an XP penalty for multiclassing.
Varanna
This race of spiritual-minded ape men is native to Mahraji. It is unchanged from its description in Oriental Adventures, p. 15, with the exception of favored class - varanna prefer the spirit shaman class from Complete Divine, as opposed to the Shaman class from OA. Please contact the DM for information on this race if you do not have access to this sourcebook.
Ganeshi
A large, elephantine race native to Mahrani, the Ganeshi have a long history as warriors and wise men in the Evercoiling Empire. Ganeshi have astonishing long-term memories and are capable of profound insights into the nature of things, but are often unfocused and absentminded in the short term. "A Ganeshi knows what lies in your heart, but does not know where his cloak is", as the Varana say. Any given ganeshi stands at least as tall as an olent, 7-71/2 feet tall, but generally outweigh them by roughly 50 pounds; potbellies are endemic to most of the race. They have thick grey skin, and their heads and feet are those of a small elephant. The tusks of a ganeshi are too small to deal damage, but some warriors attack bronze caps or extensions to turn them into formidable weapons. Ganeshi are frequently the heroes of stories and songs; they are the warriors of Mahrani society, a pillar of order and strength that natives naturally gravitate towards. It would be a mistake to think of them as the "rulers" of Mahrani society, however; they readily submit to the service of temples and holy men, profoundly aware of their own limitations.
- +2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence.
- Medium: As (barely) Medium creatures, ganeshi have no bonuses or penalties due to size.
- Ganeshi base speed is 30 feet.
- Natural Armor: The ganeshi's thick hide grants him a natural +2 bonus to AC.
- Stability: A ganeshi 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).
- +2 to Listen and Knowledge(local) skills: A ganeshi's broad ears hear much, and their impressive memories store gossip like sponges.
- Ganeshi have access to several racial feats that improve their prowess in combat.
- Automatic Language: Common. Bonus Languages: Mahrani, Celestial, Gnoll, Giant.
- Favored class: Psychic Warrior. A multiclass ganeshi's psychic warrior class does not count when determining whether she takes an XP penalty for multiclassing.
