The Races of Faskal

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The Races of Faskal

Post by Admin on Fri Mar 03, 2017 11:16 am



Last edited by Admin on Fri Mar 03, 2017 12:34 pm; edited 2 times in total

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Humans

Post by Admin on Fri Mar 03, 2017 11:17 am

Human
Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase: Your Ability Scores each increase by 1.

Age: Humans reach adulthood in their late teens and live less than a century.

Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write Common and one extra Language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Lore of Faskal
In the world of Faskal, human are considered the “cockroaches” of the world to the other races. No matter what the world, wars, monsters, or anything else throws their way they seem to survive and adapt to their environment. If an out side race has something positive to say about humans, they generally will shine a light on their adaptability. If they say negative things towards the human race, they refer to them as the “lesser race.” Humans generaly worship the god Prosarmogi, but humans commonly will worship whatever god is most popular in their region.

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Dwarf

Post by Admin on Fri Mar 03, 2017 11:19 am

Dwarf
Dwarf Traits
Your dwarf character has an assortment of inborn Abilities, part and parcel of dwarven nature.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Dwarven Resilience: You have advantage on saving throws against poison, and you have Resistance against poison damage.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other Language a dwarf might speak.

Lore of Faskal
One of the feared races by the “above world’, dwarfs live under ground in massive cities carved out from the earth itself. They have three “above world” cities/keeps they use for trade routes and other activities involving the above races. Other than the dwarfs that are in exile from their “below world” home, dwarfs that live above ground are usualy slave traders. Capturing those they find wondering outside of a civilized setting and bringing them to a “above world” dwarf keep to sell them to slavey. No one but the high ranking dwarfs know why they started buying slaves, but they always defend it by saying, “sometimes a short term evil will save us from the long run nightmare.” Dwarfs are most known for flooding the above world to end the Orc war a long time ago. Dwarfs consider orcs to be worth combatants and hold a distrust/disinterest in other races. Though the Dwarven kings and highest ranking clerics give praise to the god Varacho, the majority of worship done by dwarfs is done in the name of Kataskevi.


Last edited by Admin on Fri Mar 03, 2017 12:08 pm; edited 1 time in total

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Elf

Post by Admin on Fri Mar 03, 2017 11:26 am

Elf
Elf Traits
Your elf character has a variety of natural Abilities, the result of thousands of years of elven refinement.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their Language so they can add Elvish ballads to their repertoires.

Lore of Faskal
Elfs are a race that rarely breed, thus they have very slim numbers. They only really have three home cities that the population is more than 90% is elf. Though it is not uncommon to see one or two elves in other cities. Most commonly known for two different stereotypes, first their ties to nature and second their ties to the sea. For every elf you see that can track a wild animal and climb the tress with ease you can find just as many elves that are fishermen/sailors with a connection with water. Elves are usually xenophobes and reluctantly let others into their main cities, but once an elf begins to trust you, you have it forever. Religion for elves is a tricky subject, for they give favor based on what they feel helps them out the most at any given time. Elves that make their money by sailing openly worship the gods Nero and Kairos while others feel the connection with Fos and Fysi.


Last edited by Admin on Fri Mar 03, 2017 12:10 pm; edited 1 time in total

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Gnome

Post by Admin on Fri Mar 03, 2017 11:30 am

Gnome
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase: Your Intelligence score increases by 2.

Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages: You can speak, read, and write Common and Gnomish. The Gnomish Language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Lore of Faskal
The gnomes don’t really have “above world” homes. They used to be a “below world” race until the dwarfs drove them out when they flooded the world to end the orc war. But rather than hold a grudge against the dwarfs for the loss of their home, instead they saw it as a new opportunity. And so the gnomes began to thrive as merchants, politicians, and slowly have become integrated into every major city in Faskal’s financial and militaristic success. Ask a gnome his religious tendency and even a non-worshiping gnome will give praise to the god Ploutos for their success in the 'above world."

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Half-Elf

Post by Admin on Fri Mar 03, 2017 12:17 pm

Half-Elf
Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase: Your Charisma score increases by 2, and two other Ability Scores of your choice increase by 1.

Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.

Languages: You can speak, read, and write Common, Elvish, and one extra Language of your choice.

Lore of Faskal
Half-elves were made, in most part, as an experiment by the elves to see if they could increase their dyeing races numbers by breeding with the other races. Though only successful with humans, they quickly realized that their half breed brothering did not feel the same connections they did with nature or the sea at birth or by instincts. Some elfs don’t see that as an issue in comparison to their race dying out, but others hate half-elfs for seeing them only reminds them that their days on Faskal are numbered. Hal-elves are a lot like humans when it comes to religion, and have a knack for entertaining those of all races.


Last edited by Admin on Fri Mar 03, 2017 12:33 pm; edited 1 time in total

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Half Orc

Post by Admin on Fri Mar 03, 2017 12:25 pm

Half-Orc
Half-Orc Traits
Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Age: Half-Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment: Half-Orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-Orcs raised among orcs and willing to live out their lives among them are usually evil.

Size: Half-Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your orc blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Menacing: You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating Language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Lore of Faskal
Most see half-orcs as a reminder of just how dangerous the orc race is. Almost all of half-orcs came to be in the time of the orc war by pillaging orc and their slave captives. Since then half-orcs really fall into two different sub groups, either those that stayed in orc societies and were reintegrated as brutal orcs or those that shunned that side of them for what the orcs did to Faskal long ago and vow to help rebuild the world however they can. Other races views and opinions of half-orc is really dependent on which of those two sub groups the half-orc falls into. As for gods, all half-orcs feel some connections with the god Ktinodis, but it’s not uncommon for the half-orcs trying to rebuild the world to follow Fos


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Halflings

Post by Admin on Fri Mar 03, 2017 12:33 pm

Halfling
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase: Your Dexterity score increases by 2.

Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Lucky: When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being Frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Languages: You can speak, read, and write Common and Halfling. The Halfling Language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Lore of Faskal
Halflings are the least common race of Faskal, even when looking at the half races (half-orc, half-elf) and very similar to the way gnomes used pre-existing civilizations to thrive so did the halflings. All of the halfings major cities were destroyed when the dwarfs flooded the world, thus the halflings hate dwarfs for the most part. And where the gnomes thrived in pre-existing civilizations through legitimate means, halflings did the same but through ill- legitimate means becoming famous assassins, thieves, burglars, thugs and other low lifes. The few halflings that don’t fall to those means are usually farmers or traveling merchants. Halflings are naturally drawn towards the god Ploutos, but its not uncommon to find a Halfling worshiping Prosarmogi.

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