Post by gardenGnostic on Oct 26, 2010 15:35:00 GMT -6
Stepping out of character for a bit here...
I am going to be running a Dungeons and Dragons campaign using the modified 3rd edition rule set (otherwise known as 3.5). However, I want it to make it very Homestuck oriented, so I decided I'm going to homebrew up a campaign, setting, races, and what not in order to make something truly unique and interesting. I am going to use this topic to keep people up to date as to what I am doing. Any input is appreciated and encouraged, although keep it constructive!
Updates[/u]
11/14: Balanced Trolls/Sea Dwellers, removed magic restriction. Added racial traits for all races. The descriptions are still being worked on.
10/29: Added Prospitians.
10/27: Added Currency
10/26: Initial Posting, Added Humans, Trolls (Land) and Seadwellers under Races.
Races:
Humans:[/u]
Once a proud and mighty race, capable of rivaling Prospit and Derse, humans now stand merged in with the other kingdoms of Skaia. While most can be found in Prospit or scattered amongst other kingdoms, some still choose to live in the Crossroads, the ruins of their destroyed kingdom. Because of this, they feature a wide mix of physical, cultural, and political traits, making them the most varied and diverse race.
Personality: Humans are the most adaptable, flexible, and ambitious people. They are diverse in their tastes, morals, customs, and habits.
Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with the men being noticeably taller and heavier than women. Their skin shades range from very pale to very dark, their hair from black to blond.
Relations: Because of their scattered linage, they mix with members of other races as a habit. Thus, they are very good at acting as ambassadors, diplomats, merchants, or anything that involves interaction with other races.
Alignment: Humans tend towards no particular alignment, not even neutrality. The best and the worst are found among them.
Human Lands: The primary human lands is the lands of the Crossroads between Derse and Prospit where the Kingdom of Earth once stood. While some choose to remain there, they are primarily scattered now among all of the kingdoms of Skaia. They do not have a true leader, although leaders amongst humans are usually young and charismatic.
Human institutions change with the generations, adapting and evolving faster than parallel institutions among other races. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political situations.
Language: Humans speak Common, a variant of English. They typically learn other languages as well, including obscure ones, and are fond of sprinkling their speech with words borrowed from other tongues, such as Alternian curses, Salamanderize musical expressions, Dersean military phrases, and so on.
Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.
Racial Traits:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Humans mingle with all kinds of other folk and thus can learn any language found in an area.
Trolls (Land):[/u]
The brutal trolls of the Kingdom of Alternia are most well known for their military might, strict blood caste system, and prosperity. Trolls are raised from their earliest wriggling days with the idea of natural selection. First, they have to prove themselves to a lusus, who would act as their parent, and they must pass a set of trials in order to live. The Land Trolls make up the lower 80% of the blood caste, featuring a varied and diverse set of talents and abilities while still being universally lower than the Sea Dwellers.
Personality: Hateful, mean spirited, manipulative, cold. All of these things sum up Trolls to the outside world. Trolls have two main emotions: pity and hate. The primary goal of every troll is the betterment of themselves above all else, and they are often ready and willing to use and abuse others to achieve this goal. That being said, some trolls do seem to follow their own personal code of honor when it comes to how they interact with others, and while they do not truly make friends, it is possible for others to earn their respect. Some trolls have a strong sense of justice, if a bit brutal, especially those who wish to join the ranks of the Legislacerators or Threshecutioners. There are also “mutant” trolls who seem to have an overabundance of pity which can make them almost nice to others. They are often cast out, moving to Prospit or the Crossroads to escape culling, or join the ranks of the Cavalreapers, an order of Knights who seek the betterment of all trolls.
Physical Description: Trolls bear a very strong physical resemblance to humans, with a couple key differences. They stand at about the same height (5 feet to a little over 6) and have about the same weight range (110 pounds to 300, depending on their strength), with males being heavier set than woman. However, they have yellow eyes with black pupils and coloration, gray skin, black hair, and varied horns that are referred by humans as being “candy corn horns”. They are clean shaven, and often sport a wide variety of hairstyles. They often are seen wearing black or dark clothes with no stylization to them, although a few trolls have taken cues from other societies and have attempted to popularize this thing known as fashion. Most trolls are nocturnal, however there are occasional instances of trolls who can bear the sun. The sun over Skaia, however, is not nearly as brutal as the Alternian sun, so most trolls remain nocturnal out of habit.
Relations: Relations between Trolls and other races is limited, and only sought when they will get something out of it. They have been much more open with Derse than other kingdoms, however if history is any indication, they are just as willing to backstab Derse as any other kingdom.
Alignment: While most other societies view trolls as being cruel and evil to some regard, they are just as prone to being good as evil. They tend to be more chaotic due to their brutal heritage, however.
Troll Lands: The Trolls have established the Kingdom of Alternia south of Derse in the Land of Shade and Oil, as it is most like their old home of the planet Alternia. Sea Dwelling trolls hail from the ocean south still of the Kingdom, ruling from the safety of the bottom of the sea, or remote islands far off of shore. Within Alternia, many trolls take on a variety of roles in society, although the more manual jobs are given to drones. Trolls outside of Alternia are often mecenaries or merchants, and take the attitude that they will get a job done right if the price is right!
Leaders amongst Trolls are most often high bloods or rarely blue bloods, although there are a select few occasions where low bloods have acted as superb leaders for the Trolls.
Language: Trolls speak Alternian. Alternian literature majorly features their vast history of conquest over many planets, although there are rare instances of fiction written. The most infamous is a set of novels about rainbow drinkers and shadow droppers and forbidden passions.
When it comes to spoken Alternian, each troll seems to have their own unique accent or take on the Alternian language, making it very difficult, although not impossible to teach to outsiders. This habit or accent is referred to as their “quirk”. This has the result of making each troll unique and memorable in their own way. When dealing with especially serious situations, however, they will drop their quirk in order to make sure their point is gotten. This can be seen in tense negotiations, during times of hardship, or, rarely, in bartering.
Adventurers: Troll Adventurers can be motivated by many things: the wish to make themselves stronger, a lust for wealth to better themselves, obtaining the respect of other trolls, or even just seeking the thrill from battle. Whatever the reason, Troll adventurers a force to be reckoned with.
Racial Traits:
+ 2 Strength, Dexterity, Constitution, or Intelligence (Player's Choice), -2 Wisdom, -2 Charisma. Trolls are very diverse in their strengths, but none of them are very sociable.
Medium: As Medium creatures, Trolls have no special bonuses or penalties due to their size.
Troll base land speed is 30 feet.
Low-light Vision: Trolls can see in the dark as if it was daylight. They can see twice as far as a human in starlight, moonlight, torchlight, and in similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Trolls are incredibly resistant to damage and abuse. As such, they gain Endurance at 4th level as a bonus feat, and Diehard at 8th level as a bonus feat, even if they do not meet the prerequisites.
Automatic Languages: Common and Alternian. A Troll will often know a wide variety of languages that both their enemies and allies use in order to put them in the best possible situation.
Trolls (Sea Dwellers):[/u]
Making the upper 20% of Troll society, Sea Dwellers server as the natural leaders of the Kingdom of Alternia. They are perched on the top of the blood caste with no intention of letting their leadership slip. They are often the most brutal, calculating, manipulative, and cruel of all the trolls, although there are a few noticeable exceptions. For the sake of preventing redundancy, their personality, physical description, relations, and lands are exactly the same as land based Trolls.
Alignment: Due to their very nature, most high blood trolls tend towards the lawful evil, allowing them to secure their positions by any means necessary and forward their power while still maintaining control and order over Alternia. As stated before, however, there are famous exceptions to the rule.
Language: Sea Dwellers speak Alternian, just as their land counterparts. However, on top of their unique quirk, Sea Dwellers also possess an added quirk of “glubbing”. This glubbing is often ignored by others, in fear of them taking offense to comments to their speech impediment and attempting to cull them.
Adventurers: Sea Dweller adventurers are incredibly rare, as most Sea Dwellers prefer to let others do their dirty work for them. However, with the discovery that high bloods can be potent wizards and sorcerers, some have set out in the search of knowledge and power unique among trolls.
Racial Traits:
+ 2 Strength, Dexterity, Constitution, or Intelligence (Player's Choice), -2 Wisdom. Sea Dwellers are much more sociable than their low blood counterparts, but are still not as clever as other races.
Medium: As Medium creatures, Sea Dwellers have no special bonuses or penalties due to their size.
Sea Dweller base land speed is 20 feet.
Low-light Vision: Trolls can see in the dark as if it was daylight. They can see twice as far as a human in starlight, moonlight, torchlight, and in similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+12 racial bonus to Swim checks due to their Sea born nature. In addition, they can breath underwater just as well as on land. They cannot drown.
+2 racial bonus to Knowledge Royalty and Nobility checks.
Automatic Languages: Common and Alternian. A Troll will often know a wide variety of languages that both their enemies and allies use in order to put them in the best possible situation.
Prospitians:[/u]
A race of honor and justice, defenders of good and the weak, destined to lose to Derse. Prospitians are constructs of Sburb that act as allies to the players of the game. With the peace brokerage between Prospit and Derse, Prospites now act as diplomats and made quick allies with Humans and the consort races in order to increase the wellness of all.
Personality: Prospitians are lovers of art of any kind. As a result, the Kingdom of Prospit is always lively with some form of music or song, and a painter can be found on every block. They are slow to anger, and are much more willing to use diplomacy to solve a situation than violence. That's not to say they cannot fight, however, they are not the most skilled fighters. Still, famous Prospitian heroes of sword and word have existed, and have aided in their bitter rivalry with the Kingdom of Derse. They tend to wear colorful garbs inspired by their vast creativity. They do like jokes and pranks, but only lighthearted ones. They also have a particular affinity for the postal service.
Physical Description: Prospitians can stand anywhere from 4 feet tall to a towering 7, however, the average Prospitian is about 6 feet tall. They weigh considerably less than their Dersite counterparts, only from 100-200 pounds. They do not have skin, instead, they have a pure white carapace, with black eyes. They do not grow hair.
Relations: Prospitians are successful diplomats, becoming strong allies with Humans, Salamanders, Turtles, and even acting as a peace keeping group between the constantly feuding Crocodiles and Penguins. They are more suspicious of Trolls and Derseites, but are willing to ally with them out of good faith.
Alignment: Almost all Prospitians are good to some degree. Most follow the law to the letter, but some feel the need to circumvent the law in order to achieve a greater good, or out of necessity. They almost never seek to do harm for self gain or for the sake of doing harm, which makes an evil Prospitians incredibly frightening.
Prospitian Lands: Most Prospitians live within the golden walls of the Kingdom of Prospit or just outside in villages or towns in the surrounding lands. Some still make their homes in the former Human Kingdom now known as Crossroads, where a wide variety of races live. They are generally well liked there, and act as artists, musicians, mail workers, sages and tutors.
Language: The Prospitian language is a very elegant language based on the Dersean counterpart, using a wide variety of descriptive terms and well flowing words to liven up the dull and dreary language of Derse. It is considered by many to be the best language for song.
Adventurers: Prospitians prefer politics and diplomacy to the lures of adventure, however there have quite a few successful and well known heroes over the years. They often find themselves joining the ranks of the Paladins or Clerics. Others take up the role of a more “Robin Hood” type figure, adventuring for the good of others and while stopping the corrupt and wicked.
Racial Traits:
+2 Constitution, -2 Strength. Prospitians are surprisingly hearty despite their deceptive weight, but they lack the strength of their Derse rivals.
Size: Medium. As Medium creatures, Prospitians have no special bonuses or penalties due to their size.
Prospitian base land speed is 30 feet.
+2 racial bonus to Diplomacy and Gather Information checks. Prospitians are very easy to get along with, and are very good at getting others to trust them.
+2 racial bonus to Listen, Search, and Spot checks. Prospitians take very careful attention to their surroundings due to their eye for detail.
+2 bonus to Perform checks. Prospitians are artistic at heart, and love to show off their talents whenever they are able.
Languages: Common and Prospitian. Prospitians warriors and spies often learn Dersean in order to more effectively counter them.
Dersites:[/u]
Racial Traits:
+2 Strength, -2 Dexerity
Low Light Vision
+2 racial bonus to intimidate.
Salamanders:[/u]
Racial Traits:
+ 2 Constitution, -2 Wisdom
Size: Small (+1 size bonus AC, Attack rolls and +4 to hide, use smaller weapons, 3/4ths carrying capability)
Land Speed: 20 ft
Low Light Vision
+1 racial attack bonus on Imps, Kobolds, and Goblinoids.
+1 to all saving throws
Racial Ability: Be Adorable once per day. Acts as a Daze Monster spell (Living Creature of 6 HD or less loses next action).
Turtles:[/u]
Racial Traits:
+ 2 Constitution, -2 Dexterity
Size: Medium
Land Speed: 20 ft (Turtles can move this speed no matter what armor they are wearing)
Natural +2 to AC due to their hardy nature and impenetrable shells.
Stability: +4 on ability checks made to resist being tripped or bull charged when standing on the ground, +2 to Balance checks.
+2 racial bonus to saving throws against poisons.
+2 racial bonus to Craft checks relating blacksmithing.
Crocodiles:[/u]
Racial Traits:
+ 2 Strength, -2 Intelligence
Size: Medium
Land Speed: 30 ft
+2 racial bonus to Appraise and Bluff/Diplomacy checks made when performing a business transaction
+2 bonus vs. fire spells
-2 penalty vs. cold spells
Racial Ability: Bite (Stats still being worked on)
Penguins:[/u]
Racial Traits:
+2 Dexterity, -2 Strength
Size: Small
Land Speed: 30 ft
+2 bonus to Move Silently, Jump, Swim checks.
+4 bonus to bullrushes by sliding into enemies
+2 bonus vs fear (Determination)
+2 bonus vs. cold spells
-2 penalty vs. fire spells
I am going to be running a Dungeons and Dragons campaign using the modified 3rd edition rule set (otherwise known as 3.5). However, I want it to make it very Homestuck oriented, so I decided I'm going to homebrew up a campaign, setting, races, and what not in order to make something truly unique and interesting. I am going to use this topic to keep people up to date as to what I am doing. Any input is appreciated and encouraged, although keep it constructive!
Updates[/u]
11/14: Balanced Trolls/Sea Dwellers, removed magic restriction. Added racial traits for all races. The descriptions are still being worked on.
10/29: Added Prospitians.
10/27: Added Currency
10/26: Initial Posting, Added Humans, Trolls (Land) and Seadwellers under Races.
Races:
Humans:[/u]
Once a proud and mighty race, capable of rivaling Prospit and Derse, humans now stand merged in with the other kingdoms of Skaia. While most can be found in Prospit or scattered amongst other kingdoms, some still choose to live in the Crossroads, the ruins of their destroyed kingdom. Because of this, they feature a wide mix of physical, cultural, and political traits, making them the most varied and diverse race.
Personality: Humans are the most adaptable, flexible, and ambitious people. They are diverse in their tastes, morals, customs, and habits.
Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with the men being noticeably taller and heavier than women. Their skin shades range from very pale to very dark, their hair from black to blond.
Relations: Because of their scattered linage, they mix with members of other races as a habit. Thus, they are very good at acting as ambassadors, diplomats, merchants, or anything that involves interaction with other races.
Alignment: Humans tend towards no particular alignment, not even neutrality. The best and the worst are found among them.
Human Lands: The primary human lands is the lands of the Crossroads between Derse and Prospit where the Kingdom of Earth once stood. While some choose to remain there, they are primarily scattered now among all of the kingdoms of Skaia. They do not have a true leader, although leaders amongst humans are usually young and charismatic.
Human institutions change with the generations, adapting and evolving faster than parallel institutions among other races. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political situations.
Language: Humans speak Common, a variant of English. They typically learn other languages as well, including obscure ones, and are fond of sprinkling their speech with words borrowed from other tongues, such as Alternian curses, Salamanderize musical expressions, Dersean military phrases, and so on.
Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.
Racial Traits:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Humans mingle with all kinds of other folk and thus can learn any language found in an area.
Trolls (Land):[/u]
The brutal trolls of the Kingdom of Alternia are most well known for their military might, strict blood caste system, and prosperity. Trolls are raised from their earliest wriggling days with the idea of natural selection. First, they have to prove themselves to a lusus, who would act as their parent, and they must pass a set of trials in order to live. The Land Trolls make up the lower 80% of the blood caste, featuring a varied and diverse set of talents and abilities while still being universally lower than the Sea Dwellers.
Personality: Hateful, mean spirited, manipulative, cold. All of these things sum up Trolls to the outside world. Trolls have two main emotions: pity and hate. The primary goal of every troll is the betterment of themselves above all else, and they are often ready and willing to use and abuse others to achieve this goal. That being said, some trolls do seem to follow their own personal code of honor when it comes to how they interact with others, and while they do not truly make friends, it is possible for others to earn their respect. Some trolls have a strong sense of justice, if a bit brutal, especially those who wish to join the ranks of the Legislacerators or Threshecutioners. There are also “mutant” trolls who seem to have an overabundance of pity which can make them almost nice to others. They are often cast out, moving to Prospit or the Crossroads to escape culling, or join the ranks of the Cavalreapers, an order of Knights who seek the betterment of all trolls.
Physical Description: Trolls bear a very strong physical resemblance to humans, with a couple key differences. They stand at about the same height (5 feet to a little over 6) and have about the same weight range (110 pounds to 300, depending on their strength), with males being heavier set than woman. However, they have yellow eyes with black pupils and coloration, gray skin, black hair, and varied horns that are referred by humans as being “candy corn horns”. They are clean shaven, and often sport a wide variety of hairstyles. They often are seen wearing black or dark clothes with no stylization to them, although a few trolls have taken cues from other societies and have attempted to popularize this thing known as fashion. Most trolls are nocturnal, however there are occasional instances of trolls who can bear the sun. The sun over Skaia, however, is not nearly as brutal as the Alternian sun, so most trolls remain nocturnal out of habit.
Relations: Relations between Trolls and other races is limited, and only sought when they will get something out of it. They have been much more open with Derse than other kingdoms, however if history is any indication, they are just as willing to backstab Derse as any other kingdom.
Alignment: While most other societies view trolls as being cruel and evil to some regard, they are just as prone to being good as evil. They tend to be more chaotic due to their brutal heritage, however.
Troll Lands: The Trolls have established the Kingdom of Alternia south of Derse in the Land of Shade and Oil, as it is most like their old home of the planet Alternia. Sea Dwelling trolls hail from the ocean south still of the Kingdom, ruling from the safety of the bottom of the sea, or remote islands far off of shore. Within Alternia, many trolls take on a variety of roles in society, although the more manual jobs are given to drones. Trolls outside of Alternia are often mecenaries or merchants, and take the attitude that they will get a job done right if the price is right!
Leaders amongst Trolls are most often high bloods or rarely blue bloods, although there are a select few occasions where low bloods have acted as superb leaders for the Trolls.
Language: Trolls speak Alternian. Alternian literature majorly features their vast history of conquest over many planets, although there are rare instances of fiction written. The most infamous is a set of novels about rainbow drinkers and shadow droppers and forbidden passions.
When it comes to spoken Alternian, each troll seems to have their own unique accent or take on the Alternian language, making it very difficult, although not impossible to teach to outsiders. This habit or accent is referred to as their “quirk”. This has the result of making each troll unique and memorable in their own way. When dealing with especially serious situations, however, they will drop their quirk in order to make sure their point is gotten. This can be seen in tense negotiations, during times of hardship, or, rarely, in bartering.
Adventurers: Troll Adventurers can be motivated by many things: the wish to make themselves stronger, a lust for wealth to better themselves, obtaining the respect of other trolls, or even just seeking the thrill from battle. Whatever the reason, Troll adventurers a force to be reckoned with.
Racial Traits:
+ 2 Strength, Dexterity, Constitution, or Intelligence (Player's Choice), -2 Wisdom, -2 Charisma. Trolls are very diverse in their strengths, but none of them are very sociable.
Medium: As Medium creatures, Trolls have no special bonuses or penalties due to their size.
Troll base land speed is 30 feet.
Low-light Vision: Trolls can see in the dark as if it was daylight. They can see twice as far as a human in starlight, moonlight, torchlight, and in similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Trolls are incredibly resistant to damage and abuse. As such, they gain Endurance at 4th level as a bonus feat, and Diehard at 8th level as a bonus feat, even if they do not meet the prerequisites.
Automatic Languages: Common and Alternian. A Troll will often know a wide variety of languages that both their enemies and allies use in order to put them in the best possible situation.
Trolls (Sea Dwellers):[/u]
Making the upper 20% of Troll society, Sea Dwellers server as the natural leaders of the Kingdom of Alternia. They are perched on the top of the blood caste with no intention of letting their leadership slip. They are often the most brutal, calculating, manipulative, and cruel of all the trolls, although there are a few noticeable exceptions. For the sake of preventing redundancy, their personality, physical description, relations, and lands are exactly the same as land based Trolls.
Alignment: Due to their very nature, most high blood trolls tend towards the lawful evil, allowing them to secure their positions by any means necessary and forward their power while still maintaining control and order over Alternia. As stated before, however, there are famous exceptions to the rule.
Language: Sea Dwellers speak Alternian, just as their land counterparts. However, on top of their unique quirk, Sea Dwellers also possess an added quirk of “glubbing”. This glubbing is often ignored by others, in fear of them taking offense to comments to their speech impediment and attempting to cull them.
Adventurers: Sea Dweller adventurers are incredibly rare, as most Sea Dwellers prefer to let others do their dirty work for them. However, with the discovery that high bloods can be potent wizards and sorcerers, some have set out in the search of knowledge and power unique among trolls.
Racial Traits:
+ 2 Strength, Dexterity, Constitution, or Intelligence (Player's Choice), -2 Wisdom. Sea Dwellers are much more sociable than their low blood counterparts, but are still not as clever as other races.
Medium: As Medium creatures, Sea Dwellers have no special bonuses or penalties due to their size.
Sea Dweller base land speed is 20 feet.
Low-light Vision: Trolls can see in the dark as if it was daylight. They can see twice as far as a human in starlight, moonlight, torchlight, and in similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+12 racial bonus to Swim checks due to their Sea born nature. In addition, they can breath underwater just as well as on land. They cannot drown.
+2 racial bonus to Knowledge Royalty and Nobility checks.
Automatic Languages: Common and Alternian. A Troll will often know a wide variety of languages that both their enemies and allies use in order to put them in the best possible situation.
Prospitians:[/u]
A race of honor and justice, defenders of good and the weak, destined to lose to Derse. Prospitians are constructs of Sburb that act as allies to the players of the game. With the peace brokerage between Prospit and Derse, Prospites now act as diplomats and made quick allies with Humans and the consort races in order to increase the wellness of all.
Personality: Prospitians are lovers of art of any kind. As a result, the Kingdom of Prospit is always lively with some form of music or song, and a painter can be found on every block. They are slow to anger, and are much more willing to use diplomacy to solve a situation than violence. That's not to say they cannot fight, however, they are not the most skilled fighters. Still, famous Prospitian heroes of sword and word have existed, and have aided in their bitter rivalry with the Kingdom of Derse. They tend to wear colorful garbs inspired by their vast creativity. They do like jokes and pranks, but only lighthearted ones. They also have a particular affinity for the postal service.
Physical Description: Prospitians can stand anywhere from 4 feet tall to a towering 7, however, the average Prospitian is about 6 feet tall. They weigh considerably less than their Dersite counterparts, only from 100-200 pounds. They do not have skin, instead, they have a pure white carapace, with black eyes. They do not grow hair.
Relations: Prospitians are successful diplomats, becoming strong allies with Humans, Salamanders, Turtles, and even acting as a peace keeping group between the constantly feuding Crocodiles and Penguins. They are more suspicious of Trolls and Derseites, but are willing to ally with them out of good faith.
Alignment: Almost all Prospitians are good to some degree. Most follow the law to the letter, but some feel the need to circumvent the law in order to achieve a greater good, or out of necessity. They almost never seek to do harm for self gain or for the sake of doing harm, which makes an evil Prospitians incredibly frightening.
Prospitian Lands: Most Prospitians live within the golden walls of the Kingdom of Prospit or just outside in villages or towns in the surrounding lands. Some still make their homes in the former Human Kingdom now known as Crossroads, where a wide variety of races live. They are generally well liked there, and act as artists, musicians, mail workers, sages and tutors.
Language: The Prospitian language is a very elegant language based on the Dersean counterpart, using a wide variety of descriptive terms and well flowing words to liven up the dull and dreary language of Derse. It is considered by many to be the best language for song.
Adventurers: Prospitians prefer politics and diplomacy to the lures of adventure, however there have quite a few successful and well known heroes over the years. They often find themselves joining the ranks of the Paladins or Clerics. Others take up the role of a more “Robin Hood” type figure, adventuring for the good of others and while stopping the corrupt and wicked.
Racial Traits:
+2 Constitution, -2 Strength. Prospitians are surprisingly hearty despite their deceptive weight, but they lack the strength of their Derse rivals.
Size: Medium. As Medium creatures, Prospitians have no special bonuses or penalties due to their size.
Prospitian base land speed is 30 feet.
+2 racial bonus to Diplomacy and Gather Information checks. Prospitians are very easy to get along with, and are very good at getting others to trust them.
+2 racial bonus to Listen, Search, and Spot checks. Prospitians take very careful attention to their surroundings due to their eye for detail.
+2 bonus to Perform checks. Prospitians are artistic at heart, and love to show off their talents whenever they are able.
Languages: Common and Prospitian. Prospitians warriors and spies often learn Dersean in order to more effectively counter them.
Dersites:[/u]
Racial Traits:
+2 Strength, -2 Dexerity
Low Light Vision
+2 racial bonus to intimidate.
Salamanders:[/u]
Racial Traits:
+ 2 Constitution, -2 Wisdom
Size: Small (+1 size bonus AC, Attack rolls and +4 to hide, use smaller weapons, 3/4ths carrying capability)
Land Speed: 20 ft
Low Light Vision
+1 racial attack bonus on Imps, Kobolds, and Goblinoids.
+1 to all saving throws
Racial Ability: Be Adorable once per day. Acts as a Daze Monster spell (Living Creature of 6 HD or less loses next action).
Turtles:[/u]
Racial Traits:
+ 2 Constitution, -2 Dexterity
Size: Medium
Land Speed: 20 ft (Turtles can move this speed no matter what armor they are wearing)
Natural +2 to AC due to their hardy nature and impenetrable shells.
Stability: +4 on ability checks made to resist being tripped or bull charged when standing on the ground, +2 to Balance checks.
+2 racial bonus to saving throws against poisons.
+2 racial bonus to Craft checks relating blacksmithing.
Crocodiles:[/u]
Racial Traits:
+ 2 Strength, -2 Intelligence
Size: Medium
Land Speed: 30 ft
+2 racial bonus to Appraise and Bluff/Diplomacy checks made when performing a business transaction
+2 bonus vs. fire spells
-2 penalty vs. cold spells
Racial Ability: Bite (Stats still being worked on)
Penguins:[/u]
Racial Traits:
+2 Dexterity, -2 Strength
Size: Small
Land Speed: 30 ft
+2 bonus to Move Silently, Jump, Swim checks.
+4 bonus to bullrushes by sliding into enemies
+2 bonus vs fear (Determination)
+2 bonus vs. cold spells
-2 penalty vs. fire spells