Known Races.   Posted by GM.Group: 0
GM
 GM, 8 posts
Thu 22 May 2008
at 13:56
Known Races
Here is a listing of all the known races in Chronicles of Old.

Human
Elf
  Wild Elf  (only as an entire group)
  Desert Elf (Haarn'quessir)
Dwarf
  Lost Dwarf (The Thagi)
  Shield Dwarf (Baraz-Dammaz-Throng)
  Sea Dwarf (Oken-Calnar)
Gnome
Gobelin (Assimilated Goblins)
Goblins
Hobgolins


Listing of non-allowed races:
No Halflings
Any other kind of elf not listed above  (i.e. No DROW)
Any other kind of Dwarf not listed above
Any other kind of Gnome not listed above
No Orcs of any kind.

This message was last edited by the GM at 20:13, Tue 03 Jan 2012.

GM
 GM, 9 posts
Thu 22 May 2008
at 13:58
Known Races: Elves
Elves:
Only two races of elves have ever been encountered: The Wild Elves(non-playable race) and the Desert Elves (known as the  Haarn'quessir)

Wild Elf
The Wild Elves are a very xenophobic group and and live a closed off
life from the outside world.  When the civilized races come across
Wild Elflf haunted woods they steer clear.

Description: The Wild Elves have skin colors that range from peach to
pale browns, and hair that ranges in the darker hues of browns and
reds, with almost no encountered examples of blonde hair.  There
bodies are compact and agile.

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Desert Elves (known as the Haarn'quessir)
The Haarn'quessir, call themselves the true Elves of the Land, and
that the Wild Elves can hardly be called elves at all.  Know to be the
merchants of the lands of Sand, the Haarn'quessir live a very nomadic
life style.  Educated, Cunning, and Crafty they are always looking for
the next deal, the next opportunity.  They tell tales of a long lost
elven kingdom, so poweful that the Gennies became jealous of them and
plotted the downfall of there great kingdom.

Description: The Haarn'quessir have skin colors that range from dark
olive to deep browns, and hair that ranges that is almost always thick
and dark brown, some people have told stories of Haarn'quessir that
have more wild coloration but those stories can not be confirmed.  The
Haarn'quessir bodies are nimble, alacious, and exotic.

Elf, Desert
    * +2 Dexterity, +2 Charisma, –2 Strength: Elves are nimble,both physcially and with wit. but their form lacks strength.
    * Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Elves have a base speed of 30 feet.
    * Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
    * Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    * Elven Tongue: Elves receive a +2 racial bonus on Diplomacy checks made to influence attitude of a target. In addition, elves receive a +2 racial bonus on Bluff skill checks made to convinvce a target that what you are saying is true.
    * Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
    * Weapon Familiarity: Elves are proficient with Shortbows (including composite shortbows),  rapiers, and treat any weapon with the word “elven” in its name as a martial weapon.
    * Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Auran, Gnome, Goblin, Igan, and Terran.

This message was last edited by the GM at 21:38, Wed 28 Dec 2011.

GM
 GM, 11 posts
Thu 22 May 2008
at 15:35
Known Races: Dwarves
The Dwarves:
The Thagi (the Lost)
Baraz-Dammaz-Throng (The Homeless)
Oken-Calnar (Sea Dwarves)



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The Thagi (the Lost):  Little is know about these dwarves other then they are the traitor kin to the Homeless and the Sea dwarves.  No one has ever encounter them.  The other dwarves do not speak of them, and if every someone was to call a Homeless or a sea dwarf one of the lost they have better be behind a army of men, in a castle, behind a vault, and in a room of complete mithril, forever.

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Baraz-Dammaz-Throng (The Homeless):
The Homeless Dwarves, make have homes in Human kingdoms but you will never hear them call themselves a citizen of the nation in which they live in.  they live by the rules of the region, and work in those cities manning the forges, and taking to the duties that they are suited for.  They all long for there home, which has a story all its own.  In the cities in which they reside they build great furnaces and forges under the cities.  It is known that one can tell if Dwarves live in a city buy how much smoke comes out of it.

In times of war every King knows that they dwarves will hire themselves out as mercenaries, and when they take to battle a dwarven regiment is a sight to be hold.  Yet it is also known that if dwarves are on both sides they will not fight each other. ever.  Even when blood boils and each regiment of dwarves hate each other they will throw down there weapons and fight with fists until one side yields, without any death on each side.  Scholars say it is a great sight to behold when the dwarves battle each other; fist, head, teeth, until it ends then the looser leaves the field of battle for good.

Baraz-Dammaz-Throng (The Homeless):
Standard PHB Dwarves

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Oken-Calnar (Sea Dwarves):
These Dwarves have taken the last King's words to heart and they have made themselves honor bound to never have a home on land until there lost kingdom can be reclaimed.  They live on vast floating cites and sail the currents of the oceans of the world.  Currently there are 5 such floating city states known and each one has contact with each other though means unknown; Kazad Grom, Kazad Kadothan, Kazad Zahkar, Kazad Aun, Kazad Grumdek.  These Vast cites have working docks, ramparts, and a system of government that sustains these sea nations.

Known for there advancement in sea fairing the Dwarves of the sea have provided technologies with peaceful aligned kingdoms that have allowed for the building of sea worthy sailing ships.  Everyone knows that the Sea Dwarves have more technologies that they are not sharing.


Dwarf, Sea (Oken-Calnar)
    * +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    * Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    * Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    * Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
    * Water Baby: +2 Racial bonus on Swim checks & able to hold breath up to 4 times Constitution score (swim is always a class skill)
    * Strong Swimmer: Dwarves can swim up to there base speed as a full round action, or half as a move action.
    * Hatred: Dwarves receive a +1 bonus on attack rolls against Locathah & Sahuagin subtypes due to special training against these hated foes.
    * Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    * Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    * Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    * Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Aquan, Auran, Gnome, Goblin, and Undercommon.

This message was last edited by the GM at 21:51, Wed 28 Dec 2011.

GM
 GM, 174 posts
Tue 1 Sep 2009
at 19:44
Re: Known Races: The North Landers
Playable Races:(part 3 of 3) The North Landers
To the north of the Lands of Sand lies the bad lands, so called due to
the even harsher life and unfertile lands that make up this area.
Where the Lands of Sand has pockets of fertile areas and water, the Bad
lands are devoid of such pleasantries.  In these lands are the various
raiding tribe of Goblins and Hobgoblins.  With no set countries these
goblinoids roam the bad lands in a very harsh nomadic life style.


    Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
    Type: Hobgoblins are humanoids with the goblinoid subtype.
    Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Hobgoblins have a base speed of 30 feet.
    Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
    Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.

    * Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, and Elven


Goblin
    * –2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
    * Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
    * Movement: base speed (30 feet.)
    * Senses: darkvision (60 feet.)
    * Racial Skill Bonuses: Ride and Stealth +4.
    * Water Sense – able to detect drinkable water within 100’ by making a Survival check vs. DC 10 (if on the surface). If the water is below the surface, the DC is higher.
    * Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.

This message was last edited by the GM at 22:13, Fri 31 July 2015.

GM
 GM, 175 posts
Tue 1 Sep 2009
at 19:45
Re: Known Races: The People of Goh
To the west of the Bad lands lies to Nation of Goh, the gnome kingdom,
under the control of Wizard-King Gohb Flot-Buée.  The gnomish nation
is the wall that keeps the Goblins and Hobgoblins out of the east.
With a mixture of magic and science the Gnomes have built a nation
that caters only to the little folk, yet some of the industrious items
that they produce are used tough out the civilized world.  From
Gnomish Clocks, to efficient street lights.
The Nation of Goh is a power all it own, as even some of the goblin
have come to realize.  Under the wisdom of Wizard-King Gohb Flot-Buée,
a open immigration law was enacted that would allow anyone from the
Badlands to enter into the Kingdom of Goh under the rule of good
faith, after the Wizard-King Gohb Flot-Buée determined that all
goblins where in fact cousins to the gnomes.
To this day all goblins that wish a better more civilized life is
granted entrance to Goh, after they are permitted a work visa and are
registered with the nation's law keepers.  The now civilized goblins
refer to themselves as Gobelin to distance themselves from there more
savage brothers.


Gnome
    * +2 Constitution, +2 Intelligence, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their quest for education makes them very smart.
    * Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
    * Slow Speed: Gnomes have a base speed of 20 feet.
    * Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
    * Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
    * Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
    * Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
    * Gift of Magic: Gnomes get a +2 racial bonus on Use Magic Device checks (always a class skill)
    * Gnome Magic: A gnome with a Int score of at least 10 also has the following spell-like abilities:
        1/day—
        Amanuensis(Spell Compendium)
        Mage hand
        Repair Minor Damage(Spell Compendium)
The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's int modifier.
    * Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
    * Extra Feat: Sprite Familiar (Wizard only)
You can have a familiar that is a tiny construct instead of a living creature, the tiny construct does not impart any bonus to  skills or saves like normal familiars, but all the other wizard  class abilities still apply.  Because the Sprite is a construct it can be enchanted with the Craft Wondrous item feat, using the rules to add  an additional ability to an existing magic item.
    * Languages: Gnomes begin play speaking Common, Gnome, and Draconic. Gnomes with high Intelligence scores can choose from the following: Dwarven, Elven, Goblin, Auran, Igan, and Terran.



Gobelin (assimilated Goblins)
    * +2 Dexterity, +2 Intelligence, -2 Charisma: Gobelins have proven themselves to be nimble and extremely smart, though they lack the mindset for social graces and can be very blunt.
   * Size: Small (gain a +1 size bonus to AC, +1 size bonus to attack rolls, –1 penalty to CMB and CMD, and +4 size bonus on Stealth checks.)
    * Movement: base speed (30 feet.)
    * Senses: darkvision (60 feet.)
    * Dodge Catastrophe: Gobelins receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors.
    * Mechanical Genius: At first level, Goblens gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. These skills are always considered class skills for a boggle.
    * Languages: Gobelin begin play speaking Gnome and Goblin. Gobelin with high intelligence scores can choose any of these bonus languages: Common, Dwarven, Elven, Auran, Igan, and Terran

This message was last edited by the GM at 22:38, Wed 28 Dec 2011.