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The Various Races of Netheril

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Tinker:


Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.



Humans; The numerous Barbarians were an exception to the Humans of the Netherese Empire, many residing within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests.
There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not.

A single exception to this rule was a decade ago when a barbarian Warlord "Lord Xurrios" united many of the barbaric hordes to resist the Netherese expansion. A long and bloody war followed. Eventually, the Legions of House Dukarrus left the barbarians defeated but many wildmen reminisce of a time when they could challenge even the Netherese.

Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.

Tinker:


Dwarves: The Netherese human’s traded with the dwarves and loved the resources that this provided for the Enclave. An early relationship was forged between the two races creating a bond that benefitted both. Most Dwarves encountered within the Netherese lands hail from Delzoun, and many have set up trading hubs in most of the port cities. Through their alliance their mining and stonemasonry skills have been enhanced by the magical trinkets and items that were traded to them by the Netherese People, this ensured a stronger bond between the two.

Dwarven traits;

+2 Constitution, —2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.DarkvisionStonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. [list=]+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.[/list]
+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.Offensive training vs. orcs: +1 racial bonus on attack rolls against orcs.Offensive training vs. goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and Affinity).Defensive training vs. giants: +4 dodge bonus to AC against giants.Skill affinity (lore): +2 racial bonus to lore checks.


Gold Dwarves thrived in the Netherese Enclave and surrounding lands, they were known to be particularly stalwart warriors and shrewd traders and were able to gain a foothold in Hadrian with the lands surrounding being rich in minerals and resources. Their wares brought in from Delzoun were always welcomed and often contained the enchantments to battle the aberrations the Gold Dwarves were particularly versed in fighting.

Gold dwarves have all the dwarven racial traits and include the following;

+2 Constitution, —2 Dexterity: Gold dwarves are stout and tough, but not as quick or agile as other races+1 racial bonus on attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark


Shield Dwarves are the taller of the dwarves standing an average of a half a foot taller. They are a cynical and gruff people, but they are not, despite a reputation to the contrary, fatalistic, still possessing some hope for the future. Typically, shield dwarves take time to trust and even longer to forgive. Like their dwarf counterparts, the shield dwarves are expert craftsmen their wares tend to be finely crafted weaponry and war-related. The lands surrounding Hadrian prove to be a haven for the dwarves with many seeking various riches and adventures in the lands beyond the town limits, many can be seen upon their mounts such as lizards, rams, donkeys or sturdy steeds.



Gray dwarves, dwelling cities of the Underdark, are deep-dwelling cousins of shield dwarves, known for their cruelty and bitterness. Like their surface-dwelling kin, gray dwarves are famed for their smith work and craftsmanship, but unlike their brethren in the Realms Above, the duergar are grim and cheerless, living lives of endless toil. Not often seen above ground and are often seen as enemies of most races and often met with met with extreme prejudice and hatred.

Gray dwarves have all the dwarven racial traits and include the following;

+2 Constitution, -4 Charisma. Duergar are extremely withdrawn and guarded.DarkvisionImmune to paralysis, phantasms, and magic or alchemical. Duergar acquired immunity to some illusions and many toxic substances during their servitude to mind flayers+4 racial bonus on Move Silently checks. Gray dwarves excel in stealthy movement.+1 racial bonus on Listen and Spot checks.Spell-Like Abilities: 1/day invisibility

Tinker:


Elves: Gold elves, sometimes also referred to as high elves due to their stereotypical elitist ways had not yet developed a distrust of the Netherese humans.  Sun elves had bronze-coloured skin and hair most often of copper, golden blond, and black, with red more uncommon but not unheard of. Sun elves, like other Eladrin, typically had green eyes, though golden ones were also common often with a liquid appearance, and silver, black, hazel, or copper hues had also been heard of. The Gold elves had a reputation amongst the Netherese for being stronger and more durable than the other elves.

Elven Traits;
+2 Int, -2 Con


Moon Elves, also referred to as silver elves were the most common of the elven race. They were known for their tolerance of the Netherese humans with most half-elves being direct ancestors of the moon elves. Moon elf skin is pale, often with an icy blue hue. Moon elf hair is commonly black, blue, or silvery white, although human-like colours are heard of as well, though very rare. Moon elf eyes, like those of other elves, are very commonly green, although some are blue as well. All exhibit a characteristic best described as golden flecks speckled through the iris. The moon elves were impulsive, with a strong distaste for complacency or isolation. Often found traversing the wilds and untamed locations.



Wild elves, also known as green elves are the most feral, stealthy and reclusive of the elven race, known to be an extremely insular race who remain close to nature and rarely seen by other races. Wild elves have darker skin than other elven subraces, in a range of light brown to dark brown. Their hair can be anything from black to light brown, and it greys and turns to white with old age. They prefer to wear as little clothing as possible and choose instead to adorn themselves with other decorations like tattoos, feathers or body paint. They can make and wear complicated and intricate beadwork. These elves are nimble and agile, their ability to remain unseen in the dense wilderness being an advantage, however, they are commonly thought of as less intelligent compared to their elven counterparts, due partly to their aversion to civilization. Virtually all of the Illefarni were wild elves, and they developed a distrust for the rapidly expanding Netherese early on. They were on friendly terms with individual arcanists from Netheril, but they viewed Netheril from the Silver Age forward as wicked, wasteful, and decadent. Their proximity to the ruins of Mieyritar only strengthened their resolve.

+2 Dex, -2 Int


Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.

Ability adjustments: +2 Dex, +2 Int, +2 Cha, -2 ConDarkvisionSleeplessness: Immune to spells and effects of the sleep subtype.Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.Iron will: affinity bonus on will saving throws.Skill affinity (listen): +2 racial bonus to listen checks.Skill affinity (search): +2 racial bonus to search checksSkill affinity (spot): +2 racial bonus to spot checks.Keen sensesSpell resistance: Innate spell resistance of 11 plus 1 per level.Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.Spell ability - darkness: Can cast darkness once per day at third level.
Note:

Whenever an elf was in or directly underneath a floating city, they lost many of their innate abilities, including their sleep resistance and 50% of their charm resistance.

Tinker:


Gnomes; The Netherese viewed gnomes as little more than useful slaves until granting them their independence during the latter half of the Silver Age. Before that time, gnomes were “paid” with toys, tools, and trinkets that were intended to increase the gnomes’ productivity in Netherese society. Ironically, it was when the gnomes began refusing to work that the Netherese granted them their freedom. Revolt after revolt by the gnomes was ruthlessly suppressed, but their refusal to work was something the archwizards couldn’t deal with. Mind-controlling magic—while successful at keeping the gnomes in line— proved ineffectual at producing quality inventions, so the archwizards relented and released the gnomes in 1472. Once they were free, many of the gnomes migrated south, as far from the Netherese as they could

Tinker:


Half-elves felt uncomfortable in Netheril cities, though they generally admired the Netherese they, however, were despised and thought of as nothing more than tainted humans by the Netherese Humans. They were tolerated though due to their magical abilities and allowed to reside within the Enclaves. They were usually housed in lower districts that didn’t have as much access to mythallar output and a higher crime rate. In order to make sure that half-elves didn’t move into more expensive and elite areas of the city, half-elves were paid a lesser wage. The derelicts of society were thrust into the lower districts, and these parasites feeding off the half-elves earnings and property

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