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23:11, 19th April 2024 (GMT+0)

Character Creation:  Races.

Posted by Voice of YervaarFor group 0
Voice of Yervaar
GM, 1 post
Sat 9 Sep 2017
at 03:30
  • msg #1

Character Creation:  Races

Characters can choose a race from the 6 options in the Adventurer's Guide. These are as follows, with my "house rule" modifications. My house rules are added in italics.

HUMAN: (When dealing with another human, re­roll Test Person and take the  highest roll. (In my world, this benefit only applies when meeting a human who is not openly on a hostile side.) Humans are the most common race in this world; they live all over the known world and are the majority in most places. They are the one race which does not have a strong tendency to one side or the other in the conflict between Nezrak and the Free Peoples. There are many humans on both sides and many neutrals as well. They can take all character classes and use all weapons. They worship all the different gods.

ELF: (Can see in darkness and takes no  penalties for fighting in darkness.) Elves live chiefly in the deepest heart of the Free Wood in the northeast of this world, though there are Elves living in the Free Isles in the south.They are all bitter foes of Nezrak and his minions, and Nezrak's servants seek to slay elves on sight whenever they find them in the lands he rules. Elves may use all weapons and may be all classes, though they have traditional choices. Most Elves are Rangers in the Free Wood, though some elves are Mages or Priests of Halbol, Lord of the Forest, whom most elves worship. Elvish male aristocrats tend to be Warriors. A scattering of Elves also live in the Free Isles, especially Far Isle, and take various classes.

HALFLING;(When trying to sneak, may  re­roll Test Nimble and take the highest  roll.) 
Halflings may take any class, but they have a high hereditary gift for being Treasure-Seekers, so many are in that class. Many others are Rogues due to their sneaking abilities. Because of their size, Halflings cannot use longbows and few use long melee weapons. They usually are armed with shortswords and shortbows or slings. They rarely wear shoes or boots.

Most Halfings now live in the Free Isles. However, they are contemptuously tolerated in Nezrak's lands and a number do live there. Some of these are morally neutral rogues; others are secretly sympathetic to the Free Peoples. A few actually serve Nezrak.

Many halfings worship Nelgul, who is, among other things, god of Rogues and Treasure-Seekers. However, Halfings may worship any of the gods of the pantheon known to the Free Peoples.


DWARF:(Does not fall unconscious at  0HP.) Dwarves may take any class, but many of those outside their native mountains are Warriors. Presumably many in the mountains are craftsfolk, but these rarely go adventuring.  They often carry battleaxes, though they also use warhammers and other melee weapons. Like Halflings, they cannot use longbows due to their height, but many carry short bows. Most dwarves are strongly hostile to Nezrak, so any dwarves appearing openly in lands he rules are likely to be regarded with grave suspicion by his minions, though there are a handful of dwarves who are neutral or even renegades in Nezrak's service. As in other systems, dwarves tend to be rather gruff and clannish, though they do not have the specific suspicion of elves described in LOTR and D&D. Most dwarves live in the mountains of the Free Isles, though some venture to return to the Dwarven Deeps, their ancestral home on the main continent, which since the rise of Nezrak has been occupied by orcs and other foul creatures. Dwarven warriors often worship Yalsel, the god of Warriors, though others worship Nelgul who is also patron of craftworkers and those seeking treasure.

 DRAGONKIN:(Does not take a penalty to unarmed attacks.)
 Dragonkin are visualized as having retractable claws in their hands and feet which they can use in combat, though they can also retract their claws and use all conventional weapons and tools. Although before the time of Nezrak the dragonkin had other allegiances and milder customs, they are all, or virtually all, now Nezrak's most loyal servants. (So far only one (female) dragonkin defector to the Free Peoples is known.) Each initiated adult male has bonded with his own personal dragon. Many serve in Nezrak's own guard of dragonriders. The males who serve in Nezrak's guard are quartered in the dragon aeries dug into the heights of the mountain wall around Nezrak's temple, though some are sent out on special missions. Others serve as his satraps (regional governors) or as landowners of large estates in the southern part of the continent. The dragonkin females normally stay in the Warlock Warrens under Nezrak's temple in the center of the continent, raising and training the dragons. The senior females ("Dragon Mothers") pay a key role in training the dragons and supervising their bonding with young males. Almost all dragonkin males are warriors, and the females are generally warlocks, though other classes are possible. Dragonkin do not appear openly in the lands of the Free Peoples except in war. All the dragonkin (except the one known renegade female) worship Nezrak's god Yervaar.


 HALF-ORC:(While at full HP, may re­roll Test Brawn and take the highest  roll.) Most half-orcs are warriors or assassins in Nezrak's service, often posted as garrisons to control the human cities in his empire. They can use all weapons but often carry scimitars and longbows. They are feared and hated by the Free Peoples and by many of the humans who are unwilling subjects of the empire, though they are also respected as dangerous foes. There are some half-orcs in other classes and some who are not directly in Nezrak's service, though so far none are known to have actually joined the Free Peoples. If they are not in Nezrak's service, they are usually free-lance criminals. Like the Dragonkin, they do not come openly into the lands of the Free People, though since they are not so plainly recognizable as inhuman, some may enter those lands briefly on missions in disguise. Half-orcs normally worship Nezrak's god Yervaar. They also revere their legendary ancestor Lugbazh, an orc chief who supposedly fathered their race on human female captives long before Nezrak's reign. A few worship the bloody gods of the Barbarians (see under Classes)

This message was last edited by the GM at 01:11, Wed 18 Aug 2021.
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