Races of Vermadad (Vermadad Setting)
Races of Vermadad
They are 9 main races (not counting half-breeds) that exist in Vermadad this page covers them along with other less populace races
Human
Humans are the "default" race of the world of Vermadad, overall they are generally average in abilities and have the largest diversity in behavior of any race
Personality
Humans have tend to have personalities of the area they grow around.
Relations
There relations depend on were they grew up. Humans in the Seven Kingdom tend to be apathetic towards all other races.
Alignment
Humans are commonly found in any alignment,
Human Lands
Humans are the most race populace in Vermadad, how ever they are only the majority of the populace in the Seven Southern Kingdoms, the farm lands of Nacultor and the fisherman of Scarder, however they are by far the largest minority in almost every other country; the dwarves of Ordina (where they can be found belong to any caste), the halfling merchants, the gnomes of placeria, traversing the outlying islands with aquans, the goblins of Onocim, with in the kobold cities and with the orcs of the Orcan Mountains. Among the only place humans are generally not the found are the forrests of Boself (generally Humans find the elven lifestyle too extreme and most Human Turelzo worshipers live the Nacultor farmlands).
Religion
Humans worship any of the 8 deities, generally accovaited to where they live, however humans tend to be a bit more apathetic towards their deity than the standard races, humans that live in The Seven Southern Kingdom generally don't worship any god.
Languages
Human speak common, and generally learn another language depending on where they grow up, but might learn other languages through schooling and such.
Names
Humans generally have names that are similar to the names of the race they grow around, humans have
Adventurers
Humans have a variety of reasons for adventuring,
Racial Traits
Humans in Vermadad use the same stats found for Humans in the System Reference Document
Subraces and Hybrid Races
Humans have no true subraces in Vermadad however they are able to breed with everyone of the other humanoid races found in Vermadad, and do so commonly. In fact so much so that very few humans are "pure" human, most have traces of other races in their blood. Generally those of the races they grew up around but they're a few random ones, (a human growing up in a gnome community might have Goblin blood!).
Dwarf
TBA
Personality
TBA
Alignment
All Four Dwarven caste usually worship Jestus as such tend to be considered good-aligned, even those who are banished from Dwarven society still tend to worship Jestus. However they are still a few that don't take the lessons of Jestus seriously and as such are neutral aligned on the good-evil axis. Dwarves generally have a high sense of order and structure so are often lawful. However they are plenty of Dwarves even among the clergy that are apathetic to the society sucture and as such are Neutral on the law-good scale.
Dwarven Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Due the cultural and generic isolation of the 4 dwarven caste the 4 dwarven caste are functionally 4 different races, though they all use the age table and vital statics for dwarves in the Players Handbook
Gold-Hairs
Gold hairs are referred to by the dwarves as "The leaders", though other races describe them as the nobles. They ones in charge of negotiating trade with halfling merchants, disbursing food, supplies, money among the masses, arranging marriages among the masses along with countless other tasks of deligation.
Wood-Hairs
The "Builders" of Dwarven society, they function with any role that isn't leading, mining or combat, which includes construction, housekeeping, artist, performers, scholarly research, and more.
Blood-Hairs
Medium Humanoid (Dwarf)
+2 Constitution, +2 Strength, -2 Wisdom, -2 Charisma
A Blood-hair dwarf base land speed is 20 feet. However blood-haired dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions
Darkvision out to 60 feet.
Stonecunning: As described for dwarves in the players handbook
Stability: As described for dwarves in players handbook
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against creatures with the orc subtype
+4 dodge bonus to Armor Class against monsters of the giant type.
Uneducated: Blood-haired dwarves are consider illiterate unless they take a level in one of the following class, Arsitocrat, Wizard, Wu-Jen, Archivist, or spend 2 skills to grant literacy. They also have a -1 racial penalty to all knowledge checks
Weapon Familiarity: Blood-hair dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Automatic Languages: Dwarven. Bonus Languages: Common, Giant, Gnome, Goblin, and Orc
Favored Class: Fighter
Coal-Haired Dwarves
Medium Humanoid (Dwarf)
+4 Constitution, -2 Charisma, -2 Intelligence
A coal-hair dwarf base land speed is 20 feet. However blood-haired dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions
Darkvision out to 90 feet.
Stonecunning: As described for dwarves in the players handbook
Stability: As described for dwarves in players handbook
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects.
+4 racial bonus on Profession (Miner)
Uneducated: Coal-haired dwarves are consider illiterate unless they take a level in one of the following class, Arsitocrat, Wizard, Wu-Jen, Archivist, or spend 2 skills to grant literacy, they also having a -1 racial penalty to all knowledge checks
Favored Class: Paladin
Subraces and Hybrids
Aside from the four main caste their exist the Hybrids with human and the dwarven castes (covered above), and the Deep Dwarf, the offspring combinaiton of the different castes, and the offspring between a Deep Dwarf and one of the regular Dwarf Caste.
Elves
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Elven Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Elves in Vermadad use the same stats found for Elves in the Players Handbook Page 16 with some changes
Elves in Vermadad have Druid as their favored class rather than Wizard
Elves in Vermadad do not have the Weapon Proficiency bonus feats.
Elves in Vermadad have Track as a bonus feat
Elves in Vermadad have a +2 racial bonus on Knowledge (Nature), Survival, Handle Animal, and Ride
Gnomes
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Gnomes Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Gnomes in Vermadad use the same stats found for Gnomes in the Players Handbook Page 17 with some changes
Gnomes in Vermadad have Sorcerer as their favored class rather than Bard
+2 Charisma, -2 Strength. These adjustment replace the player's handbook gnome's ability score adjustment.
Gnomes in Vermadad no longer have a +1 racial bonus on attack rolls against kobolds and gobliniods.
Gnomes in Vermadad no longer have a +4 dodge bonus to Armor Class against giants.
Gnomes in Vermadad have a +2 racial bonus to Knowledge (Arcana) and all perform checks
Gnomes in Vermadad add +1 to the Difficulty Class for all saving throws against any arcane spell, this replace the Player's Handbook DC bonus against Illusion spells cast by Gnomes
Gnomes in Vermadad have a +2 racial bonus on saving throws against arcane magic, this replaces the Player's Handbook bonus on savings throws against illusion spell.
Gnomes in Vermadad have Protection as a spell-like ability unlimited times per day.
Halfling
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Halfling Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Halflings in Vermadad use the same stats found for Halfling in the Players Handbook Page 20 with some changes.
Halflings in Vermadad don't have a +2 morale bonus on saving throw against fear.
Halflings in Vermadad don't have a +1 racial bonus on attack rolls with a thrown weapon or slings
Halflings in Vermadad have +2 racial bonus to Diplomacy
Halflings in Vermadad have +1 racial bonus all Knowledge checks (including bardic knowledge).
Ans
The Ans are a diverse bunch, feature 4 different subraces one for each classical element. The Aquans are an Amphibious group. The Magmans are a group capable of surviving and thriving in the depth of a volcano, the Skyans are a flying group, and the Burrans are a group that Burrow underground.
Goblins
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Goblin Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Goblins in Vermadad use the same stats found for Goblins in the Monster Manual Page 134 with some changes.
Goblins in Vermadad have Psion as their favored class rather than Rogue.
Goblins in Vermadad have a base land speed of 20 ft. rather than 30 ft.
-2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma. These adjustment replace the monster manual's goblin's ability score adjustment.
Goblins in Vermadad get a +4 racial bonus to all Knowledge (Psionics) checks, and a +2 racial bonus to all other Knowledge checks.
Goblins in Vermadad don't have a +4 racial bonus to Move Silently and Ride checks.
Kobold
TBA
Personality
TBA
Relations
TBA
Alignment
They tend to be considered evil-aligned because they usual worship Sabrindo. They also tend to be lawful due to their respect for order and structure of the draconic community. When compared to other races kobolds typically have little variation in alignment but exceptions do exist
Kobold Lands
Kobolds do not rule any lands of there own, instead being the low level worker of the Dragon Cities.
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Kobolds in Vermadad use the same stats found for Kobolds in the Monster Manual Page 162 with some changes
Kobolds in Vermadad have the Dragonblood subtype along with the Reptilian subtype
Kobolds in Vermadad have Dragon Shaman as their favored class rather than Sorcerer.
-2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma. These adjustment replace the monster manual's Kobold's ability score adjustment.
Kobolds in Vermadad have a +1 racial bonus to Spot, Heal, Listen and all Profession, and Craft checks along with a +2 racial bonus to Concentration checks, this replaces the racial skills bonus of a Monster Manual Kobold
Kobolds in Vermadad only require 1/4 of the normal food and water consumption of a small size creature when in temperatures above 40º F, but require normal food and water consumption of a small size creature when in temperatures below 40º F.
Kobolds in Vermadad have Common and Draconic as starting languages rather than just Draconic, and have Halfling, Goblin, and Elven as bonus languages.
Kobolds in Vermadad don't have Light sensitivity.
Lizardfolk
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Lizardfolk Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
TBA
Dragonborn
The higher up on the
Personality
TBA
Relations
TBA
Alignment
TBA
Dragonborn Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Medium Humanoid (Dragonblood)
+2 Strength, +2 Constitution, +2 Charisma
+4 racial bonus on Concentration checks
Level Advantage +1
Orc
TBA
Personality
TBA
Relations
TBA
Alignment
TBA
Orc Lands
TBA
Religions
TBA
Languages
TBA
Names
TBA
Adventurers
TBA
Racial Traits
Orcs in Vermadad use the same stats found for Orcs in the Monster Manual Page 204 with some changes
+4 Strength, -2 Wisdom, -2 Charisma These adjustment replace the monster manual's Orc's ability score adjustment.
+2 Racial Bonus to Intimidate and Survival
Weapon Familiarity: Orcs may treat Orc Double Axes as martial weapons, rather than exotic weapons
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