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Post by sandcastles on Feb 19, 2012 3:30:37 GMT -5
Ulutiuns Although the Ulutiuns have long inhabited the polar reaches of Faerûn, these short, dark-haired, broad-faced humans with light-brown skin are actually migrants from the northern reaches of Kara-Tur who moved westward across the polar icecap millennia ago. Speakers of Uluik, a tongue that only in recent centuries acquired a written form based on the Thorass alphabet, the Ulutiuns are divided into two major groups. The Sea of Moving Ice, the Ice Peak, and the Cold Run (as the icy reaches of the northernmost Sword Coast are sometimes known) are home to the Ice Hunters, the westernmost group of Ulutiuns. Believed to predate the arrival of both the Netherese and the Illuskans, the Ice Hunters venerate nature spirits and are led by shamans, not unlike the more warlike Uthgardt tribes and the barbarians of Icewind Dale. In the east, the Great Glacier is home to the majority of Ulutiuns, including the Iulutiuns, the Angulutiuns, and the Nakulutiuns. They favor hide armor and weapons such as battleaxes, garnoks, hand axes, harpoons, iuaks, light picks, nets, ritiiks, shortbows, throwing axes, and tridents. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 3:33:46 GMT -5
Vaasans Vaasans are the descendants of two waves of humanity who settled the Moonsea region. Refugees from the Netherese survivor states of Asram, Anauria, and Hlondath fled east toward the Moonsea to found realms such as Teshar (which was founded in -87 DR and fell in 469 DR) Yulash, and Northkeep (which fell in 400 DR). In later centuries Chondathan immigrants from Sembia, the Dalelands, and the Vast joined the descendants of these early settlements and established the Moonsea city-states of Zhentil Keep, Hulburg, Melvaunt, Mulmaster, Phlan, and Thentia. Vaasa proper was settled from the Moonsea region after the Great Glacier began its retreat, a couple of hundred years ago. While this ethnic group is sometimes referred to as Tesharans, Tharrans, or Yuls, the name of the last land they settled has become the name by which they are most commonly known in other lands. Vaasans are typically fair to olive-skinned with dark hair and thick beards. They speak Damaran and employ the Dethek alphabet, legacy of long-standing trade ties with the nations of Impiltur and Damara. Vaasans venerate most gods of the Faerûnian pantheon, although Bane and, to a lesser extent, Cyric and Auril receive the bulk of their prayers. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 3:34:51 GMT -5
Zakharan Far to the south and east of Faerûn, beyond the fabled lands of the Utter East, is Zakhara, the Land of Fate. Zakhara is considered a continent in its own right, not unlike Faerûn or Kara-Tur, although all three continents are physically connected. The Lands of Fate is home to the Zakharans, relatively short, brown-skinned, dark-haired humans who speak Midani. Zakharans born in the Land of Fate are rarely seen outside their homeland, although Zakharan traders are not unknown in the southern-most reaches of Faerûn. However, at least two groups of Zakharan humans have migrated to Faerûn by means of portals and are found in large numbers in the western lands in the form of the Bedine and Calishites. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 3:44:43 GMT -5
Aasimar ~ Celestial Planetouched ~ Regions: Mulhorand, Unther, Chessenta. Racial Feats: Celestial Bloodline, Eyes of Light, Improved Energy Resistance, Light to Daylight, Planetouched Animal Affinity, Outsider Wings. Level Adjustment: +1 The aasimar bear the legacy of a celestial being or even a deity in their ancestry, and have incredible potential to do good in the world. At the same time, their heritage marks them as different and often leads to persecution, ridicule, or exile from superstitious or backward communities. It is not unknown for an aasimar to give in to bitterness in the face of adversity and turn to evil. Aasimar are the descendants of humans and some good outsider, such as a true celestial, a celestial creature, couatl, lillend, or even a servant or avatar of a good deity. (Some of these creatures must use magic to assume a form that is compatible with a human mate, of course.) While elves, dwarves, gnomes and halflings with good outsider ancestry are reputed to exist, those crossbreeds are not true aasimar. Aasimar look human except for one distinguishing feature related to their unusual ancestor. Some examples of these features (and the ancestors that cause them) are: - Golden eyes.
- Silver hair.
- Feathers at the shoulder (astral deva, avoral celestial, planetar, solar, trumpet archon).
- Feathers in hair (avoral celestial).
- Pearly opalescent eyes (ghaele celestial).
- Powerful ringing voice (lillend, trumpet archon).
- Brilliant topaz eyes (solar).
- Silvery or golden skin (solar).
- Iridescent scales in small patches (couatl or lillend).
Aasimar understand that they are special, even if they do not understand their true heritage. Many aasimar from a latent bloodline don't even know what creature engendered the line in the first place. Two aasimar from the same bloodline often have the same distinguishing feature. Aasimar have the same life expectancy and age categories as a human. HistoryMost aasimar in Faerûn are derived from the deities of Mulhorand. When the mortal incarnations of the Mulhorandi pantheon defeated the Imaskari, they settled and took mortals as lovers and spouses. The half-celestial offspring of these unions became nobles of that country and dilution of the divine essence through marriage to pure blooded humans created aasimar. Many of these aasimar left the country in search of a destiny not tied to their grandparents, and so the lands around Mulhorand have more aasimar than any other area. OutlookMost aasimar are wary of their human neighbors. Even those raised by parents who understand their heritage cannot escape the stares of other children and adults, for humans fear that which is different. Aasimar usually experience a great deal of prejudice, which is all the more painful to the good-inclined aasimar who truly wants to help others survive in a hostile world. Aasimar are often seen as aloof, when in many cases this is a protective measure born of years of misunderstandings. Aasimar often look upon true celestials and other good outsiders with a mixed envy and respect. The lucky ones receive occasional guidance and advice from their celestial ancestor, and these aasimar are more likely to exemplify the stereotypical celestial virtues. Because an aasimar's favored class is paladin, a majority of them follow that path, at least for a time. The philosophy of the paladin class resonates in the aasimars' hearts, and they are innately suited for a career championing law and good. Some aasimar, particularly those descended from a nonlawful outsider, instead become clerics, since they are naturally wiser and more charismatic than most humans. Even aasimar who don't become divine spellcasters gravitate towards divine-related classes such as divine champions, for the call of the light is very strong. Not all aasimar live up to their potential. An aasimar blackguard or sorcerer of evil is a terrible opponent, and deities such as Shar and Set love to corrupt an aasimar, turning her into a bitter, angry creature nursing old grudges from unjust persecution. Aasimar CharactersBecause they feel the pull of deific power so keenly, aasimar are often clerics or paladins. Some aasimar bring their otherworldly sensibilities to the art of music, becoming accomplished bards. Rarer still are aasimar who fall in love with Faerûn's deep wilderness, becoming druids and rangers. Favored Class: Paladin. Aasimars' very blood compels them to seek out and oppose evil wherever it may lurk. Prestige Classes: Divine champions, divine disciples, and hierophants are the most common prestige classes for aasimar. Aasimar SocietyAasimar rarely have siblings who are other aasimar, for the heredity of the supernatural is a chancy thing. Because of this, few aasimar get to know another of their kind. On the rare times they encounter another aasimar, there is a sort of unspoken understanding between them, and an aasimar is likely to take another aasimar's side in an argument, regardless of other affiliations, just for a taste of kinship. Aasimar, being more rare than even half-elves, have no true society of their own. Few have the opportunity to meet other aasimar or celestial beings, so they attempt to blend into the culture of their parents. If they had such a thing, aasimar would have a lawful good or neutral good society, focusing on charitable works, helping the needy, and campaigning to eradicate evil. In a few rare places, aasimar can find true acceptance and search for news of other aasimar born in other lands, hoping to make arrangements to have the child brought to the sanctuary and raised in an environment where he or she is cherished, not considered strange. Language and LiteracyAasimar have no cultural language, although those that realize their heritage usually learn Celestial. An aasimar usually learns the language of her parents and may pick up other languages appropriate to her region. All aasimar are literate, except for barbarians. Abilities and Racial FeaturesAll aasimar have the racial traits listed in Forgotten Realms Campaign Setting. Aasimar Magic and LoreAasimar have no spells unique to their race, but favor divine spells that enhance their innate powers or allow them to blast evil. Some are lucky enough to learn secret magic from a true celestial, and guard that knowledge carefully to show that the celestial's faith in them is not unfounded. Aasimar Magic ItemsAasimar have no particular racial magic items, but some find ways to acquire weapons common to true celestials, such as magic greatswords (used by ghaeles, archons, planetars, and solars) or maces of disruption (used by astral devas). Aasimar DeitiesAasimar have no common racial deity but often worship whatever deity their supernatural ancestor serves (or that being itself, if the ancestor is a deity). Because most aasimar in Faerûn are descended from Mulhorandi powers, a large number of them serve those gods. An aasimar born outside the Old Empires, or whose travels have taken her far from those lands, might take a like-minded patron appropriate to her new country. Because several Mulhorandi deities are portrayed with animal heads or have strong ties to certain animals, aasimar descended from these deities or their supernatural agents often have an affinity for that sort of animal, and sometimes have a faint resemblance to a creature of that type. Relations with Other RacesAlthough aasimar are mostly human, they rarely feel like they fit in among human society. Instead, they get along best with other half breeds, namely half-elves and half-orcs - because they and aasimar usually share the same sort of semi-outcast background. Dwarves, elves, gnomes, and halflings are neither embraced nor shunned by aasimar, for which these races have no history of persecuting the planetouched, they don't have a reputation for sheltering them either. Genasi of all types are too alien compared to an aasimar to elicit sympathy or a sense of kinship. Tieflings are the one race that garners the most suspicion from an aasimar, for those touched by the holy understand its calling and therefor can guess what sort of temptation those with unholy blood must hear. Aasimar EquipmentAasimar have no unusual racial equipment, although in their armaments they favor weapons with the holy or evil outsider bane special abilities. Animals and PetsBecause of their lack of a true society, aasimar as a whole don't raise any particular creature as a pet more often than any other kind. Because of their celestial bloodlines, however, they are more likely to gain the trust and acceptance of a celestial animal than a true human might. Also, aasimar of Mulhorandi descent have an affinity with the animal associated with their divine ancestor. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 3:51:33 GMT -5
Air Genasi ~ Elemental Planetouched ~ Regions: Calimshan. Racial Feats: Elemental Bloodline, Improved Levitation. Level Adjustment: +1 Air genasi are fast and free-willed. Because the traits that identify an air genasi are subtle, many go unrecognized for what they are for many years and are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves and strike out on their own. Air genasi are descended from outsiders native to the Elemental Plane of Air and humans. Most air genasi in Faerûn come from bloodlines established over nine thousand years ago by the djinn who founded what is now Calimshan. A few rare air genasi derive from djinn summoned in other parts of the world, and some are said to be born of a line founded by a powerful air mephit sorcerer who lived on the Great Glacier hundreds of years ago. The numbers descended from the servants of air deities such as Akadi, Auril, and Shaundakul are unknown, but likely to be very small. Legends tell of elves similar to air genasi, possibly descended from the followers of the elven goddess Aerdrie Faenya, but it is likely that these legends are just confused reports of the avariels. Air genasi look human except for one or two distinguishing features related to their elemental ancestor. Some examples of these features are: - Light blue skin.
- Pale while skin.
- White hair.
- Light blue hair.
- A constant slight breeze in their presence.
- Flesh that is cool to the touch.
- Voice that can be heard over any nonmagical wind.
- Any sudden movement is accompanied by whistling wind.
Air genasi revel in their unusual nature, although few ever try to locate the being who founded their bloodline, since most are long dead or banished back to the Elemental Plane of Air. Because the Calimshan djinn bloodlines are so old and have suffered many crossbreedings, it is almost impossible to tell by normal means if two air genasi are from the same bloodline. As a result, all air genasi treat each other as "cousins," although in an arrogant and competitive way. Air genasi have the same life expectancy and age categories as a human. (Provided in second post.) HistoryWith only a few exceptions, air genasi native to Faerûn are descended from the djinn who once ruled Calimshan. The djinn and djinn nobles often had human concubines, and from these unions were born half-elementals. The half-elementals gained status by serving in the djinn's armies, and their own children inherited some of their elemental nature. When the djinn masters were overthrown, many djinn, half-djinn, and air genasi were slain, driven to another plane, or bound in magic items such as iron flasks. The surviving air genasi went into hiding or fled to nearby lands. Now air genasi are most common in the Lands of Intrigue, Sword Coast, and the Western Heartlands. They have intermixed enough with the local populations that at least half of them do not resemble the people of Calimshan. OutlookAir genasi, like all the elemental planetouched, are proud of their heritage, regardless of others' opinion of them. They know they are descended from powerful beings, even nobles of their kind. Outside Calimshan most people look upon such things with awe instead of fear, so the air genasi are used to being flamboyant with their abilities and expect a certain amount of deference from normal folk. Because they consider themselves children of the sky, air genasi move about a lot over the course of their lives. Air genasi want to see and taste the air in radically different places and consider settling in once place for any length of time to be confining. Air genasi view air elementals as dumb brutes but see djinn and other intelligent air-outsiders as potential rivals for attention and power. Air Genasi CharactersBecause they may be of any alignment air genasi have entered all walks of life, from paladin to necromancer to cleric. Many develop skills as rogues or wizards, balancing their weaknesses with spells or special skills. By their nature, air genasi make poor bards, divine spellcasters, or sorcerers. Those who do practice magic favor spells involving air and electricity. Favored Class: Fighter. Because of their excellent Dexterity and Intelligence scores, many air genasi go the route of the agile, rapier-wielding fighter rather than the full plate-and-battle-axe variety. Prestige Classes: Air genasi display no particular affinity for any particular prestige class, but are scattered among them in more or less equal degree. Air Genasi SocietyAlthough rarely is more than one air genasi born to any particular couple, these planetouched see each other as members in an extended family, and their tendency to wander means that they are more likely than not to find another of their kind at some point in their travels. Air genasi use these times to exchange news of other air genasi, usually in the form of bragging about their own deeds compared to others. Unlike the bonds that aasimar share, air genasi feel no need to defend other air genasi, and in fact see another air genasi's weakness as an affirmation of their own strength. In a few rare cases, particularly charismatic air genasi have gathered a few dozen of their own kind to form a mercenary company, cabal of mages, or mercantile group. These individuals sometimes take air genasi children away from human parents so they may be raised by their own kind. However, air genasi rarely stay together for longer than a year, so these fosterlings usually end up being raised by one or two air genasi who stick together after the group dissolves. Still, these young genasi gain some sense of community and often go on to start their own temporary groups. Language and LiteracyAir genasi have no common language, although most learn Auran if only to feel elitist and to share secrets with each other when within earshot of non-genasi. An air genasi usually learns the language of his parents and may pick up other languages appropriate to his region. All air genasi are literate except for barbarians. Abilities and Racial FeaturesAll air genasi have the racial traits listed in Forgotten Realms Campaign Setting. Air Genasi Magic and LoreThe air genasi have no unique spells of their own, but favor spells of air and lightning. Spells and SpellcastingSpell Focus (Evocation) and Spell Focus (Conjuration) are two common feats for air genasi spellcasters. Air genasi wizards often specialize in one of those two schools as well. Air Genasi DeitiesAir genasi have no common racial deity. Because air genasi clerics must choose deities who grant the Air domain, all air genasi clerics worship Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela Peryroyl, or Valkur. Those who are not devout enough to be clerics still worship those deities or a sky themed deity appropriate to their region. For example, air genasi of Calimshan often worship Bhaelros (their name for Talos, the god of storms) and those in Amn may worship Selune (the goddess of moon, stars, and wanderers). Surprisingly, Akadi is not the most common choice of deity for an air genasi, possibly because she associates with true elementals rather than the anthropomorphic elemental outsiders such as djinn. However, among the clergy of Akadi, air genasi are considered particularly blessed. Aerdrie Faenya, the elven goddess of the skies, is normally only worshiped by air genasi with strong ties to elven communities, particularly communities of avariels. The air genasi of Aerdrie's faith act as protectors of avian creatures and encourage elves to explore other parts of the world, including human societies. Auril, the Frost Maiden, is worshiped by air genasi who live in colder regions or enjoy cold magic. They tend to be zealots, inflicting pain upon others through the use of cold and wind to show supremacy of the air element and their own power. A disproportionate amount of Aurril's genasi worshipers have pale blue skin. Shaundakul is also popular among air genasi. With his worship on the upswing, this deity has attracted many air genasi followers both for his focus on wind and because he espouses frequent travel. It is said that centuries ago he took a human lover in Myth Drannor, and from that line a handful of white bearded male air genasi have sprung. Air genasi who enjoy destruction, violence, or simple chaos are often drawn to Talos. Evil druids and rangers sometimes worship him, as do mages with a talent for large-scale battle magic. These beings do much to sully the name of air genasi across Faerûn, for they loudly proclaim their elemental heritage and their faith, causing many ignorant folk to assume that all this race are of similar temperament. Relations with Other RacesAlthough they are arrogant about their own abilities, air genasi are smart enough to recognize the talents of the elven race (including half-elves), and they share a similar enjoyment of open natural spaces. They consider dwarves homebound and closed-minded, enjoying far too much the stony comfort of a cavern roof overhead. Gnomes are regarded much as dwarves, but the air genasi know that some gnomes love the open sky as much as the elves do, and these are tolerated. Halflings wander as much as air genasi do, and so the hin are welcome traveling companions to the planetouched. Half-orcs are considered clumsy and brutish, but valuable allies in a fight, and so even the haughty air genasi choose their words carefully around these large halfbreeds. Humans are accepted, although air genasi consider a typical human's readiness to settle on an unclaimed plot of land annoying and pointless. Aasimar, tieflings, and other kinds of genasi are in the same boat as far as air genasi are concerned. All are touched by something out of this world but since no other "taint" is truly as awesome and inspiring as the element of air, air genasi tend to treat these beings as limited but interesting distant relations. Air Genasi EquipmentAir genasi have no weapon or piece of equipment that is common to their race, because they usually lack a common background or training. However, because every air genasi has the innate ability to levitate, they are less likely to carry rope or similar climbing equipment, and most would pass over a ring of feather falling for a different piece of treasure. Animals and PetsAir genasi prefer birds and other flying creatures as animal companions or pets. Some of the stranger air genasi acquire unusual animals such as flying squirrels, winged snakes, or oversized insects for this purpose. Rumor speaks of air genasi mages with arrowhawks as familiars, but this remains unproven. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 3:56:07 GMT -5
Earth Genasi ~ Elemental Planetouched ~ Regions: Mulhorand, the North. Racial Feats: Elemental Bloodline, Stone Colossus, Stone Slide. Level Adjustment: +1 Earth genasi are patient, stubborn, and contemplative in their decision-making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Their strength and girth means that they sometimes become bullies, attracting sycophants out of fear and respect for their power. At least three-quarters of the earth genasi in Faerûn are the descendants of outsiders native to the Elemental Plan of Earth and humans. The rest are descended from earth deities or servants thereof instead of elemental outsiders. Most of the elemental bloodlines originate in the North, particularly near the Spine of the World, as natural portals to the Elemental Plane of Earth form there, allowing meetings between natives of both planes. The bloodlines spring up wherever worship of earth deities is common. It is thought that the Ludwakazar clan of shield dwarves deep in the Earthspurs in Impiltur and the Tobarin family of rock gnomes in the Great Dale have elemental blood, but both are mute on the question and neither would be a true earth genasi, but something quite different. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestor. Some examples of these features are: - Earthlike skin.
- Eyes like black pits.
- Eyes like gems.
- Gravelly voice.
- Very large hands and feet.
- Iron gray hair.
- Sweats mud instead of water.
- Metallic sheen to skin or hair.
Earth genasi, like all elemental planetouched, are proud of their nature and abilities, but their pride is a quiet, confident sort rather than a boastful one. Earth genasi are pragmatic about their parentage, usually not going out of their way to learn their ancestry but not avoiding the topic either. Earth genasi have no special relationship with others of their kind, although they seem to prefer others who share their physical differences. Earth genasi have the same life expectancy and age categories as a human. (Provided in the second post.) HistoryEarth genasi have no common history. Most of their bloodlines derive from chance meetings between humans and earth outsiders, and even those descended from agents of earth deities are spread across the world with no common purpose. Because the outsider features often skip a generation or two, bloodlines seem to disappear for decades only to pop up again unexpectedly in a family that had forgotten its ancestry. Because earth genasi are slightly less fertile than humans, some bloodlines disappear altogether. Because of their varied origins, both planar and geographical, earth genasi may be found among any human racial group. OutlookProud of their heritage despite the opinions of others, earth genasi know they are born of beings touched by the might of the earth itself. Although they know the circumstances of their outsider heritage are rare and mark them as unlike anyone they might meet, each still feels a strong kinship to the earth itself. Earth genasi feel most comfortable when their feet are on the ground and prefer to go barefoot if appropriate for the weather and environment (earth genasi develop thick calluses easily and can even walk on gravel without discomfort). They are used to being treated differently, but have the strength to defend themselves if harassed. Earth genasi respect their earth elemental cousins for their strength but are usually indifferent to other earth elemental creatures. Earth genasi like to stake out a piece of land as their own and defend it, which makes them particularly valuable homesteaders in frontier regions like the Silver Marches. A few unusual ones come down with a strange form of wanderlust, wishing to plant their feet on every nation's soil before they die. Such a journey might take thirty years, but with methodical determination certain genasi have become famous for their long-distance travels. Earth Genasi CharactersMost adventuring earth genasi are combat-orientated, whether fighter, warrior, ranger, or barbarian. They usually learn styles of combat that rely on their gifts, so an earth genasi armsman is either capable of incredible bloodshed or capable of enduring devastating attacks and remaining unshaken. Earth genasi wizards are uncommon, but those who do embrace arcane magic often learn spells to enhance their fighting skills or become masters of earth magic. Favored Class: Fighter. Some earth genasi may opt for a more specialized martial path, but the majority of earth genasi characters prefer the many bonus feats that only the fighter class offers. Prestige Classes: Earth genasi favor any prestige class that helps them fight better, particularly the divine champion. Earth genasi clerics have an affinity for runes, and often become runecasters. Earth Genasi SocietyEarth genasi are among the most isolated of the elemental planetouched. They are indifferent to others of their kind, believing that each should rely on his or her own strength to persevere. The only time this emotional barrier is easily breached is when two or more genasi with the same physical traits meet. The superficial resemblance awakens an echo of sympathy and kinship in the earth genasi, and these similarities often lead to deep friendships and even marriages. It is among these groups that small clans of earth genasi form, usually military-based groups such as a mercenary company, a squadron of rangers, or a gang of barbarian thugs. The bonds between these individuals can grow very strong, and the bards tell of entire bands of earth genasi meeting to punish a cruel lover or person responsible for the death of one of the band. Because the genasi are patient, sometimes this revenge comes about months or even years after the event, usually in a surprising and painful encounter. Because of their strength, earth genasi often fall into relationships where they are the dominant person. This means that earth genasi are known to collect like-minded warriors about them, genasi or not, and carve out small baronies for themselves in isolated lands. Several leaders in the history of the Border Kingdoms have been earth genasi. Language and LiteracyThere is no common language among earth genasi, and they feel no urge to learn Terran unless they happen to be a spellcaster who needs o communicate with summoned elementals. An earth genasi usually learns the language of her parents and possibly other languages spoken in her native region. All earth genasi are literate, except barbarians. Abilities and Racial FeaturesAll earth genasi have the racial traits listed in Forgotten Realms Campaign Setting. Earth Genasi Magic and LoreThe earth genasi have no unique spells or spellcasting tradition of their own. Earth Genasi DeitiesEarth genasi have no racial deity or pantheon. Because earth genasi clerics must choose deities who grant the Earth domain, all earth genasi clerics worship Callarduran Smoothands, Chauntea, Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan Earthcaller, Urdlen, or Urogalan. Those who are not devout enough to be clerics still worship those deities or an earth- or nature-themed deity appropriate to their region. Revered by earth genasi as the fusion of the powers of earth and life itself, Chauntea is a popular choice among this race. Many of the earth genasi who worship this deity ignore her agricultural aspect and instead focus on her role as the benign Earthmother, a foundation of life and strength that suffuses the ground they walk on. The more gentle worshipers of Chauntea are all too happy to hire an earth genasi of the faith as a guard. Mulhorand and the lands adjacent to it have a small earth genasi population, most of whom revere Geb, for the children of his divine line become earth genasi instead of aasimar. Earth genasi from Geb's bloodline often have an affinity for bears and sometimes have a faint resemblance to a creature of that type. They may select the Planetouched Animal Affinity feat. Many earth genasi worship Grumbar, the lord of the earth elementals. Although he shows them no more favor than any other worshiper, the genasi respect this and see it as proof that each should rely on his or her own abilities to succeed. Relations with Other RacesEarth genasi get along well with gnomes and dwarves but find elves and half-elves too weak and puny to be taken seriously. Halflings would almost be in the same category as elves except that they show a remarkable talent for survival, which the genasi respect. Oddly enough, most elves and half-elves appreciate an earth genasi's ties to the land, even though the feeling is not reciprocated. As earth genasi usually have human parents, they get along fine with humans. They have no bias for or against other kinds of planetouched, even the air genasi, whom they consider flighty but skilled. Half-orcs are intriguing to earth genasi, for they have the hot blood of a much stronger race tempered with human nature much as earth genasi do, so the planetouched consider them lesser but similar kin. Earth Genasi EquipmentEarth genasi have no traditional racial weapons or equipment, although an unusually high number of them prefer to carry weapons that they themselves forged. Common weapons are implements that are useful in practical situations as well as combat, such as hammers, axes, and picks. Animals and PetsWhen earth genasi take pets or animal companions, they usually favor strong and squat creatures, such as mastiffs, badgers, and bears. A few have a fondness for snakes, preferring constrictors to venomous ones. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 4:01:56 GMT -5
Fire Genasi ~ Elemental Planetouched ~ Regions: Calimshan, Chult, Lake of Steam, Unther. Racial Feats: Elemental Bloodline, Healing Flames. Level Adjustment: +1. Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. Fire genasi have obvious physical traits that mark them as different from humans, and they are often the target of mistrust and persecution. Some fire genasi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes more angry. Many fire genasi are destroyed as infants by their own parents, who fear that they are demonspawn. Most fire genasi in Faerûn are descended from the efreet that once ruled Calimshan. Planetouched of this derivation live all over the lands of intrigue, and some have traveled away from their ancestral homeland to escape the fear and prejudice that Calishites bear for genies. Chult, the Lake of Steam, and Unther also have a small number of fire genasi, for those lands bear volcanoes that sometimes act as natural portals to the Elemental Plane of Fire, allowing efreet and other fiery outsiders to make contact with humans. A large family of fire genasi-like halflings was known to live in Unther, but the war with Mulhorand has displaced them and their current whereabouts are unknown. Fire genasi are obviously not fully human, having mostly human features except for one or two exceptional traits related to their elemental ancestor. Some examples of these features are: - Charcoal gray skin.
- Deep red skin.
- Red or gray hair that waves like flame.
- Unusually warm skin.
- Large red teeth.
- Always smells like smoke.
Fire genasi are proud of their ancestry and consider themselves superior to humans, although the smarter ones don't make an issue of it. Because the efreet-descended genasi of Calimshan have almost no chance of finding their original elemental ancestor (who have long sine been slain, banished, or imprisoned when their empire was overthrown), they make no effort to do so and enjoy the gifts that ancestor's blood has granted them. Fire genasi enjoy the company of their own kind and have been known to form elite groups of mages or fighters that hire themselves out on the basis of their skill and heritage. They have been known to adopt the fire genasi children of human parents as well. Fire genasi have the same life expectancy and age categories as a human. (Provided in the second post.) HistoryMost fire genasi in Faerûn are the result of human-efreeti unions that occurred thousands of years ago in Calimshan. These efreet rulers took human lovers, and their half-elemental offspring served their outsider parents as guards, advisors, or diplomats, eventually having children of their own, which as often as not were fire genasi. The overthrow of the genies resulted in a great slaughter and scattering of all the planetouched in that land, and since that time those people carrying the bloodline of efreet have mixed with humans in other lands. Now fire genasi of these bloodlines might be of any human race, and many do not resemble the people of Calimshan at all. Fire genasi who originate in other lands have no common history, as their bloodlines are rare and unassociated occurrences. OutlookThe fire genasi are a proud people, knowing that they are born of great genies. They prefer to dress elegantly and flamboyantly, reveling in their differences and advertising their superior taste and abilities. Fire genasi respect their pure elemental kin, and most treat efreet and other large fire outsiders with a great deal of courtesy and respect, both out of a sense of the creature's power and as a subtle gratitude for their own bloodline-granted talents. Because of their high opinions of themselves, fie genasi often elect themselves the leader and spokesperson of a group, even if they have no particular talents in those areas. Fire genasi are impatient and don't take well to pursuits that require a lot of time and study. They like to ravel, if only to escape the presence of their enemies or people who frustrate them. Fire genasi enjoy collecting treasure, preferring jewelry to bags of coin. Fire Genasi CharactersFire genasi make smart fighters, but many follow the barbarian's path instead, because it is easier and espouses the heat of bloodlust. More fire genasi become sorcerers than wizards, even though their natural talent would indicate otherwise. Fire genasi would much rather talk about themselves than other people, and that and their own short tempers make them poor bards. The rare fire genasi who feels the call of the paladin is often the hotheaded, take-no-prisoners sort who risks losing control. Favored Class: Fighter. The mayhem of combat is easy for someone born of fire to understand. Prestige Classes: Fire genasi have no particular favorites among the warfare-orientated prestige classes. Many become arcane devotees of fire deities, especially Kossuth. Fire Genasi SocietyFire genasi are competitive among their kind, but their rivalry is rarely lethal. Even two fire genasi of radically different alignments or philosophies are capable of putting down their swords for a talk on elemental nature and comparative histories, and should they come to blows they are more likely to ask for and grant mercy than slay each other outright. Although they have hot tempers, arguments between fire genasi quickly burn out, although their allies or minions might suffer the smouldering aftereffects. Other than this friendly banter, fire genasi often go for years without seeing on of their own kind. Descended from beings who have strong and close (if argumentative) society, fire genasi still have a tendency to collect in groups when circumstances allow. Children raised by two fire genasi parents see a wide range of emotions in their parents, from phenomenal passion and epic poetry to screaming matches and thrown furniture. This is accepted as normal, and they are taught that life not lived vigorously is not worth living. Language and LiteracyFire genasi share no racial language, although some learn Ignan for the sake of cultivating an exotic air. A fire genasi usually learns the language of her parents and other languages spoken in hr native region. All fire genasi are literate, except for barbarians. Abilities and Racial FeaturesAll fire genasi have the racial traits listed in Forgotten Realms Campaign Setting. Fire Genasi Magic and LoreMagic with the Fire descriptor is the obvious place to start, and that in turn means spells from the schools of Conjuration and Evocation. Spells and SpellcastingBecause they have such good saving throws against fire spells and effects, a fire genasi spellcaster can risk stunts that no other spellcaster dares try, such as centering a fireball on herself. The disparity between Intelligence and Charisma means that most fire genasi arcanists will be wizards, not bards or sorcerers. Their (fireproof) spellbooks are often page after page of fire spells. Fire Genasi DeitiesFire genasi have no common racial deity. Since fire genasi clerics must choose deities that grant the Fire domain, all fire genasi clerics worship Gond, Kossuth, or Talos. Because they are impatient, quiet often a fire genasi will advance a short while as a cleric and progress in another class thereafter. Those who are not devout enough to be clerics worship fire deities or martial deities. Traditionally, few fire genasi worshiped Gond, for he represents the skill of crafting, which requires too much patience for their liking. However, a number of fire genasi have discovered the wonders of smokepowder weapons and now worship the Wonderbringer for the creation of this device. These zealous fusiliers are often hired to guard shipments of the magical explosive. Kossuth is a favorite among the fire genasi, for he represents the apex of the element that grants them their special gifts. They revere his fiery aspect rather than his purification aspect. Kossuth shows no unusual favor towards his fire genasi worshipers. Talos, the Stormlord, welcomes any worship involving destruction, and some fire genasi enjoy the destructive aspect of their nature so much that Talos is the only clear choice for them. His faith is very popular among fire genasi sorcerers. Relations with Other RacesFire genasi consider themselves above all other races but accept humans because of their own human blood. Dwarves, gnomes, and halflings are too short to be taken seriously, elves are too focused on the long-term consequences, and half-orcs are too stupid. Earth genasi are too slow to act, water genasi too dispassionate, air genasi too flighty, and aasimar and tieflings too morose. Fire genasi quickly become impatient with the "failings" of other races and rarely make friends with anyone but humans or other fire genasi. Fire Genasi EquipmentFire genasi prefer weapons such as rapiers, scimitars, falchions, and bladed polearms. They have no traditional equipment or armor. Animals and PetsFire genasi prefer pets that are fast and heat-tolerant, such as desert lizards. Some sorcerers who live in the wastelands near Calimshan have found how to acquire tiny monstrous centipede or tiny monstrous scorpion as familiar. Such familiars are treated in the same way as the hair spider familiar described on page 27 of the Forgotten Realms Campaign Setting. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 4:08:39 GMT -5
Water Genasi ~ Elemental Planetouched ~ Regions: Aglarond, Chessenta, Dragon Coast, Sembia, Vilhon Reach. Racial Feats: Breathing Link, Elemental Bloodline, Rapid Swimming. Level Adjustment: +1 Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their human parents and raised instead by aquatic creatures such as aquatic elves, dolphins, locathah, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world. Most water genasi are descended from a water elemental outsider such as a marid (water genie) or triton. A rare few are born of outsider servants of the evil water goddess Umberlee (although it is not know why these matings eventually produce water genasi instead of tieflings). Aquatic elves tell of a lost line of sea-elf planetouched descended from minions of Deep Sashelas, but these are not true water genasi, lacking a genasi's human heritage. Water genasi look human except for one distinguishing feature related to their elemental ancestor. Some examples of these features are: - Lightly scaled skin.
- Clammy flesh.
- Blue-green skin or hair.
- Large blue-black eyes.
- Webbed hands and feet.
Water genasi feel that they are unique and superior to the humans who bore them. They have little or no interest in others of their kind - sinec they can wander both the land and the seas, they feel there is room enough in the world that water genasi need not crowd each other or even meet. Only in large communities of aquatic elves are two or more water genasi likely to spend much time together. Water genasi have the same life expectancy and age categories as a human. (Provided in the second post.) HistoryNearly every water genasi can be traced back to a unique crossbreed between a water outsider and a human. Water genasi have no common history, although most of them are born in or near the Sea of Fallen Stars. No known record exists of water genasi trying to build a community of their own kind, although from time to time an aquatic hero shows up in the history books, usually associated with rescuing drowning sailors or thwarting sahuagin attacks. Water genasi villains also appear in these tales, from pirates who love to drown their enemies to blue-haired leaders of merrow raiding parties. Because of their varied origins, water genasi may be of any human stock. OutlookWater genasi take pride in their special abilities and can be boastful if in the right mood. Tougher than humans and able to breath water, these genasi sometimes view human sailors and naval merchants as vulnerable fools who are as likely to drown at sea as they are to get seasick. The people of the Sea of Fallen Stars are familiar enough with the stories of water genasi to recognize them and ignore their rude behavior. Water genasi have the best of both worlds. They can walk on land for an indefinite time (unlike aquatic elves, whom they secretly pity) and can always retreat to the tranquil depths of the ocean. Often loners, they sometimes establish a home in a remote underwater cave, going for years without encountering another intelligent being. They feel a kinship to other aquatic creatures, particularly tritons and water elementals, who can easily outswim the genasi. Water genasi tend to be neutral and therefor avoid extremes in politics, opinion, or career. Some find a quiet spot to call home, others enjoy riding the currents for months, allowing the water to take them places hundreds of miles away. Water Genasi CharactersWater genasi often multiclass between fighter and another class, keeping their levels relatively even. Favored Class: Fighter. Water genasi prefer combat styles and weapons that unbalance, bind, or disarm their opponents. Prestige Classes: Water genasi have no particular prestige class preferences. Water Genasi SocietyWater genasi have no society of their own, but often subconsciously adopt traits of the people who raised them, so a water genasi raised by aquatic elves is likely to believe in personal freedoms and good behavior, while one raised by sahuagin will be bloodthirsty and militaristic. Water genasi from different cultures can be as radically different as a quiet spring and a raging waterfall. Water genasi do not prefer the company of other water genasi. If anything, it makes them feel less special and unique in the context of the other beings they live near. Accordingly, they rarely live in the same communities and none have been known to marry. This keeps the population of repeat-generation water genasi low, with new genasi coming from new bloodlines or from lines that skipped a generation. Their self-contained nature makes water genasi unlikely leaders. A water genasi is more likely to guard or support a person he respects and admires than to be a person who attracts or welcomes subordinates. Language and LiteracyAs most of them are born on the Sea of Fallen Stars, water genasi learn Common because of all the mercantile traffic. Many learn Aquan or Serusan in order to converse with other aquatic creatures, and the ones who live with or near aquatic elves usually learn Elven as well. Those raised by sahuagin learn Sahuagin. All water genasi are literate, except for barbarians, commoners, and warriors. Abilities and Racial FeaturesAll water genasi have the racial traits listed in the Forgotten Realms Campaign Setting. Water Genasi Magic and LoreWater genasi prefer spells that produce cold, ice, snow, and water. Water genasi spellcasters are usually clerics or druids, for they rarely have the talent for sorcerer and water ruins scrolls and spellbooks (although at least one water genasi wizard has developed a method for scribing "scrolls" on carved shells). Spells and SpellcastingConjuration spells are most important to most water genasi, because they allow the summoning of water elementals and control of the weather. Water Genasi Magic ItemsWater genasi favor magical nets and items that can be used underwater, such as tridents of warning or horns of the tritons. The first coral dolphin figurine of wondrous power was created by a water genasi mage. Water Genasi DeitiesWater genasi have no common racial deity. Those who live with a community of other aquatic creatures usually adopt the patron deity of their allies. Because water genasi clerics must choose deities who grant the Water domain, all water genasi clerics worship Auril, Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, or Umberlee. Those who are not devout enough to be clerics still worship those deities or another water-themed deity such as Valkur. While few water genasi enjoy very cold wather, those who do usually worship the Frostmaiden. These eccentric genasi often swim in arctic waters with seals and similar creatures, and are known for their habit of pairing up with a large cold-based monster. They often make friends with frost giants. Deep Seshelas, the elven god of waves and waters, is a natural choice for genasi who associate with aquatic elves. They often act as emissaries and messengers between colonies of aquatic elves and their landbound cousins. As the patron of water magic, he also has many arcane spellcasters worshiping him. The most placid and introspective water genasi worship Eldath. Her clerics and druids are benign and helpful beings, which makes them a favorite prey of followers of Malar. Mages who worship Eldath prefer abjuration spells over all other kinds. Istishia's idea of embracing one's personal excellence is appealing to water genasi, as is his message of flexibility and overcoming obstacles over time. His worshipers are mediators, often interceding between rival groups using the same body of water, whether two different fishing villages or a colony of aquatic elves annoyed by merchant traffic above their kept beds. Rough waters and remote naval exploration are meat and bread to water genasi. Water genasi revering Valkur are welcomed by sea captains and respected by common sailors. Some lack a taste for adventure but love working with boats, and these make a living in coastal communities repairing ship damage below the water line. Many evil water genasi in the vicinity of Mulhorand, Unther, and Chessenta worship the crocodile god Sebek, sometimes becoming lycanthropes. They harass shipping routes and folk living on or near rivers. Like their deity, they constantly feel the need to prove their strength and justify their existence by bullying creatures weaker than themselves. Worshipers of Umberlee, the Bitch Queen, can be the most cruel and temperamental of all the water genasi. They enjoy extorting money from their church, and a shipboard cleric has nothing to fear should he crew decide to push him overboard when the weather turns nasty. Evil spellcasters who practice water magic often worship her as well. Relations with Other RacesWater genasi feel closest to their adopted race and indifferent to all others. Aquatic creatures and others who can naturally breath water are treated less coolly (unless such a creature is a natural enemy of the genasi's adopted race, such as a sahuagin-raised genasi confronted by a triton). They hold no special animosity toward fiery creatures or fire genasi, and see a similarity between themselves and flying creatures, although they are quick to point out that natural fliers have to come to rest on land eventually while they and other sea creatures can live in the water indefinitely. They laugh at and ridicule aquaphobic creatures, and dwarves are frequently the target of their jokes and pranks (almost always involving a dunking). Water Genasi EquipmentWater genasi who live in the water use items favored by other aquatic races - nets instead of pouches, stabbing weapons instead of slashing or bludgeoning, and so on. They have no need to drink while in the water, so they have little need to transport liquids except for potions, for which they use potion bladders. Animals and PetsWater genasi who live in the water prefer dolphins, octopi, sharks, and other aquatic animals as pets and animal companions. Those who live on the land and water prefer animals that can live in both environments, such as crocodiles, otters, and some snakes and birds. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Feb 19, 2012 4:14:48 GMT -5
Tieflings ~ Fiendish Planetouched ~ Regions: Mulhorand, Unther, Thay Racial Feats: Deepening Darkness, Fiendish Bloodline, Improved Energy Resistance, Outsider Wings, Planetouched Animal Affinity. Level Adjustment: +1 Carrying the taint of evil in their very souls, tieflings are persecuted and feared in most parts of Faerûn. Those with gross physical alterations are often killed at birth, and even those with less noticeable physical traits are sometimes killed by their own horrified parents. Occasionally a tiefling is born to someone indifferent to its appearance, determined to redeem it, willing to exploit it, or evil enough not to care about its nature, and these tieflings are most likely to survive to adulthood. Most tieflings are evil, but a few have managed to overcome their bloodline's influence to make their own choices about good and evil. Tieflings are the distant descendants of a human and some evil outsider, such as a demon (usually a marilith or succubus), devil (usually an erinyes, gelugon, or pit fiend), night hag, rakshasa, or even a servant of an evil deity (some of these creatures must use magic to assume a form that is compatible with a human mate, of course). Fiend-touched and similarly tainted mixes of elves (notably the fey'ri), orcs (such as the tanarukk), and other races are known, but these are distinct lines and are not true tieflings. Tieflings look human except for one or two distinguishing features related to their unusual ancestor. Some examples of these features (and the ancestors that caused them) are: - Small horns on head (demon, devil, night hag).
- Fangs or pointed teeth.
- Forked tongue (demon, devil).
- Glowing red eyes (demon, devil, night hag).
- Cat eyes (rakshasa).
- More or less than five fingers (demon, devil).
- Goatlike legs (devil).
- Hooves (devil).
- Non-prehensile tail (demon, devil).
- Furry, leathery, or scaly skin (demon, devil, rakshasa).
- Red skin (demon, devil).
- Bruised blue skin (night hag).
- Casts no shadow (demon, devil).
- Throws no reflection (demon, devil).
- Skin is hot to the touch (demon, devil).
- Smell of brimstone (demon, devil).
Tieflings are aware at an early age that they are different from the people around them, and often have strange urges, desires, or needs because of their evil heritage. Because tieflings are born of many different creatures, it is difficult to tell if any two of them are related, and because many of them come from demonic bloodlines, even two tieflings descended from similar demons or the very same demon might look very different. Tieflings have the same life expectancy and age categories as a human. (Provided in the second post.) HistoryMost Faerûnian tieflings come from bloodlines originating in Mulhorand and Thay. The Mulhorandi tieflings are descended from servants or manifestations of Set or Sebek, while those from Thay are usually the result of dalliances with fiends of all kinds. As with the aasimar from Mulhorand, many tieflings from that ancient land leave the region and seek their own destiny without outside interference. Thayan tieflings are usually the grandchildren of powerful wizards, birthed as a part of some power scheme, and usually spend their lives as slaves or pawns to both sides of the family (although Nevron, the zulkir of Conjuration, is rumored to be a tiefling). In either case, tieflings from these two regions usually resemble the human race of their parents, with their inhuman traits making them stand out from other Thayans or Mulhorandi. Unther is reputed to have a tiefling population comparable to Mulhorand, but in truth this is a misconception, for the evil and mad god-king Gilgeam sired no children for fear of creating something that might usurp his throne. However, Nergal (the Untheric god of the underworld) is thought to have fathered at least one child before he was slain during the Orcgate Wars over two thousand years ago, and it is possible that some Untheric men and women still carry that evil deity's bloodline. The mages of Unther may also be responsible for some devil-spawned tieflings as well. OutlookTieflings live as outcasts. Feared for their evil heritage and often acting appropriately to their ancestry, they learn to keep people at a distance and hide that which makes them different. Like all the planetouched, they are different from their own parents; rarely has a tiefling been raised in a home filled with love. Tieflings are bitter folk who expect eventual rejection from even their best friends and easily fall into lives of crime, depravity, and cruelty. Tieflings look upon true fiends and other evil outsiders with envy and fear. Some tieflings reject their tainted blood and seek the light. Not many succeed for long, and far more slide into a comfortable place midway between evil and good. But of the creatures who work to be good, good-aligned tieflings probably work the hardest. Tiefling CharactersMany tieflings multiclass between rogue and another class; even the most skilled tiefling wizard might have a knack for tumbling, opening locks, or sneaking about. A tiefling is versatile enough to be just about anything, although they make poor sorcerers. Favored Class: Rogue. No other class rewards high Dexterity and Intelligence like the rogue does, and its flexible nature suits the tiefling's status as an outcast. Prestige Classes: Because of their innate associate with evil, many evil tieflings become blackguards. Still others become assassins, shadowdancers, or shadow adepts. Tiefling SocietyBecause of the varied circumstances of their births, most tieflings become adults without knowing another of their kind. Given their scattered heritage and tendency toward evil, tieflings mistrust each other, while at the same time wanting another of their kind near to experience a limited kinship. Therefore it is not unusual to find a small group of like-minded tieflings at the head of a thieves' guild. Sometimes a good tiefling will search out others of her kind in the hopes of rescuing them from evil or persecution, but most tieflings are so used to looking out only for themselves that such a thought never occurs to them. Thay is unusual because of its number of tiefling slaves. An unknown number of fiendish bloodlines exist in Thay, some of them lost for generations. When a true tiefling arises from a latent bloodline, their is often a scramble as the Red Wizards struggle to collect the planetouched offspring. Some Red Wizards train these young tieflings with others of their kind, either to work as spies in other households, personal assassins, or as some sort of sacrifice to an evil being. These tieflings can develop a sense of community among their fellows. If they are lucky, they may manage to escape their evil masters, scattering to the four winds to elude pursuit. Some of these slaves start revolts to cover their tracks, others return to kill their former owners, and still others leave and never look back. In this way, certain tieflings have extended families, although how to find them adopted siblings usually poses a problem. Language and LiteracyTieflings share no common language. Some learn Infernal or Abyssal, although since most have no idea where their bloodline comes from as often as not they choose toe wrong racial language. A tiefling usually learns the language of her parents and may pick up other languages appropriate to her region. All tieflings are literate, except for barbarians and commoners. Abilities and Racial FeaturesAll tieflings have the racial traits listed in Forgotten Realms Campaign Setting. Tiefling Magic and LoreMany tieflings seek out magic that brings the power of the Lower Planes to them, especially divination magic that lets tieflings ask questions of powerful fiends and conjuration spells that call forth creatures of darkness. Spells and SpellcastingMany tieflings acquire the Infernal Bargainer feat, which lets them call more powerful creatures with their spells and gives them other evil allies. Tiefling DeitiesTieflings have no common racial deity, but sometimes worship powerful demons, devils, or whatever divine being their ancestors serves (or that being itself, if the ancestor is a deity). A tiefling born outside the Old Empires or Thay, or one whose travels have taken her far from those lands, usually takes up a like-minded patron appropriate to her new country. The following deities are the most common patrons of evil tieflings but are certainly not the only ones. Beshaba, the Maid of Misfortune, appeals to a number of tieflings. This wicked and beautiful goddess has created a few tiefling bloodlines over the ages, many of which have white hair and manifest antlers instead of other kinds of horns. Tieflings who worship Beshaba do so because they believe they are unlucky to have been born as what they are and seek to pass this misfortune onto others. While Cyric has not fathered any tiefling bloodlines since his apotheosis, tiefling assassins, illusionists, and those drawn to conflict and aggression because of their heritage often worship Cyric. Gargauth, the god of corruption, betrayal, and cruelty, has been known to disguise himself as a helpful stranger, befriend a good woman in difficult circumstances, and leave her just before she gives birth to their halfbreed child. These children of evil emulate their father's practices, and so the bloodline of Gargauth has many scions in Faerûn. He is worshiped by tieflings looking to destroy a hated rival (possibly a good-alinged temple that harassed them as a youth) or those looking to gain power very quickly. As many tieflings naturally gravitate toward the arts of the rogue, a number of them have taken Mask for their patron. Only one Maskarran tiefling bloodline is known, a line from Thesk noted for never casting reflections, but Mask's secretive nature means that others could be almost anywhere. Mask is worshiped by tieflings thieves or those who must do their work concealed by shadows. Shar is not known ot have any planetouched offspring, but she draws the worship of those who wish to forget their old pains and hurts. She particularly enjoys pitting her tiefling worshipers against the aasimar servants of Selune. Relations with Other RacesTieflings treat most other races equally - at arm's length. They are very slow to trust others and always weary of a friend suddenly becoming an enemy. Aasimar often trigger an instinctive fear or revulsion in tieflings, making it difficult for them to work together at all. Half-orcs are the only race tieflings easily tolerate, since they are the only common mixed-breed race that is derided as much as tieflings. Still, a tiefling isn't more likely to trust a half-orc; she's just more likely to understand his perspective. Tiefling EquipmentTieflings share no common equipment, although they do have a fondness for weapons that inflict a lot of pain and cause a lot of bleeding. A tiefling usually feels very comfortable with an unholy weapon in his hand. Animals and PetsGiven their diverse backgrounds, tieflings don't have any particular animal that can be recognized as a racial favorite. However, they do favor vicious dogs, rats, snakes, and ravens as pets, and those with the talent for magic can sometimes establish a bond with a fiendish animal of some sort. Source: Forgotten Realms: Races of Faerûn
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Post by sandcastles on Mar 15, 2012 11:15:20 GMT -5
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Post by sandcastles on Mar 31, 2012 0:18:22 GMT -5
I have continued adding Uthgardt lore, but unfortunately I ran out of room. As a consequence I have split the Uthgardt lore and tacked it onto the Uthgardt Barbarian Thread Enjoy!
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