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

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Personality

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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

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Religions

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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Alignment

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Elven Lands

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Religions

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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Alignment

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Gnomes Lands

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Religions

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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Alignment

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Halfling Lands

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Religions

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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Alignment

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Goblin Lands

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Religions

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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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

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Languages

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Names

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Adventurers

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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

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Personality

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Relations

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Alignment

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Lizardfolk Lands

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Religions

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Languages

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Names

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Adventurers

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Racial Traits

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Dragonborn

The higher up on the

Personality

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Relations

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Alignment

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Dragonborn Lands

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Religions

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Languages

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Names

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Adventurers

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Racial Traits

Medium Humanoid (Dragonblood)

+2 Strength, +2 Constitution, +2 Charisma

+4 racial bonus on Concentration checks

Level Advantage +1

Orc

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Personality

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Relations

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Alignment

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Orc Lands

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Religions

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Languages

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Names

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Adventurers

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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


Back to Main Page 3.5e Homebrew Campaign Settings Vermadad

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