Kindreds
Here are a few additional playable races that have “evolved” into my game over the years.
Bogeys
The Bogeys -- also known as boogey-men and woogie-woogies -- are frightening little creatures whose main province is retribution and vengeance, and often serve the gods in these matters. Their primary power is the ability to scare the living bajeezus out of just about anybody.
Bogeys take no class; they are just boogey-men. Also, Bogeys will always move in total silence, even when walking on dry leaves and such. For my idea of what a Bogey looks like, check out Brian Froud's illustration of a "bogle" in his book Faeries. Short & spooky looking.
Natural Magicks
All bogeys have two natural spell abilities. Note the special cost requirements:
Coyses / [D] / 2 LK / range 50'
This will cause the required level of all the victim's Saving Throws to be tripled for 24 hours. The cost is two point of Luck per 24 hours duration of the curse. Luck is recovered at two points each midnight.
Bogey-Bogey! / [E] / 1 ST --
This causes the Bogey to swell in size (but not ST). The cost is one ST per additional two feet in height. It lasts one turn or until dismissed. The strength is recovered normally at one per turn.
Attributes
Kindred attribute modifiers are as follows:
ST × 1/3
IQ × 1.5
LK --
DX --
CHA × 3 (negative)
CON × 1/2
Mana × 1/2
Brownies
The best way to describe Brownies is as 6 inch tall, mischievous, party-loving picts. Better yet, just watch the movie Willow. Their one real advantage in life is a remarkable durability -- they are hard to
kill.
Brownies do not have free choice of class -- they are all warriors. However, all brownies also have the gift of being able to create magical potions and powders (but not scrolls or enchanted items -- see the College of Material Magicks for details). They must learn their "spells" (recipes) in the same way as rogues, but can only learn spells of at least two levels below their experience level (in addition to
meeting the IQ and DX requirements). Thus, a brownie must be at least third level before creating "vorpal blade oil" or "knock-knock dust."
Brownies only get 1d - 3 in unarmed combat (they get 1d if fighting brownie-sized creatures).
Brownies live in numerous out-of-the-way settlements, mostly in deep woods or high mountains, scattered throughout the Great Land.
Rhea is the patron deity of the Brownies.
Attributes
Kindred attribute modifiers are as follows:
ST × 1/4
IQ × 3/4
LK --
DX --
CHA --
CON × 3
Mana na
Gnomes
The gnomes are a wise folk and live close to nature without much concern over gain or loss. All gnomes must be classed as rogues.
There are no major gnome villages -- most gnome families live in isolated homes, frequently built beneath a great tree (or even inside one).
Demeter is the patron deity of the Gnomes.
Natural Magicks
All gnomes have the gift of the Down Under spell. This "reverses" the gnome (not another person) so that they walk on the underside of the surface of the ground -- they are thus upside down, but may walk as easily as if through air and can see for about 100 feet through ordinary soil (rock is opaque).
While underground, the gnome walks as normal and can pass through natural stone formations, but not crafted stone (such as the foundation of a building); although this may be climbed "over" as one
might attempt climbing over a wall. The spell costs 2 Mana points for 10 minute duration and may be extended (for another 2 points per 10 minutes) as long as the gnome has Mana left.
Attributes
Kindred attribute modifiers are as follows:
ST × 1/2
IQ × 1.5
LK × 1.5
DX --
CHA --
CON × 1/2
Mana --
Primitives
The Primitives, sometimes called "cavemen", continue to live a simple stone-age life on the fringes of the more advanced cultures. Their lifestyle & culture is similar to the Native Americans prior to the introduction of horses, and genetically, they are Neanderthals.
Primitives may be Warriors, Rogues, or Shamans (never wizards, or other specialist classes). Note also that as rogues, they will be shaman-rogues. Refer to the Shaman rules.
The rare appearance of a primitive as an adventurer may be due to their having been exiled from the tribe, or perhaps curiosity about the civilized world got the better of a more intelligent specimen.
Most often, however, it is the result of a decision to pursue a Glory Quest. After gaining fame & fortune (and a few levels), the primitive will return to his or her tribe to assume a position of leadership.
Special: any primitive that starts with an IQ of 12 or better knows the language of their tribe's totem animal.
Tribes
There are six distinct tribes of Primitives; each is a separate cultural group and are strangers to all the other tribes. There are no "relations" between the tribes, and another primitive is no more welcomed by a foreign tribe than any non-primitive.
Roll one die to determine which tribe your character is from. Some tribes have special restrictions or advantages which you should note.
1.Wavemakers totem = the Viper.
They live in scattered settlements along the islands & coast of the northwest from Deaf Island northwards. They have frequent battles with the Stick-in-the-eye and Broken Fang orc clans.
Restriction: tribe members may never accumulate wealth -- they may have no more possessions than they can carry and no valuables in excess of 1000 gp. All excess must be given away.
2.EarthTouchers totem = the Cougar
These are nomads roaming from Rum Lake to the Desert of Desolation. All Warriors & Rogues get an African Throwing Knife, which they are trained to use regardless of DX requirements. Shamans are forbidden to use any weapon, but have a Mana modifier of × 1.5.
3.TundraWalkers totem = the Caribou
These nomads roam along the furthest northeast plains. Restrictions: no tribe member may ever use swords or shields. However, Warriors & Rogues may use two 3-die clubs without penalty if their ST is 11 or better. All tribe members including Shamans can use any spear.
4.CaveWarriors totem = the Cave Bear
They live in the hills along the north coast of Whiskey Lake.
Restrictions: tribe members may never use any sort of missile weapon.
5.OceanCliff totem = the Kingfisher
This tribe lives along the south coast of the Gulf of Perdition, often trading their fish for weapons from the dwarves of Klubble. This tribe is Matriarchal.
Restriction: tribe members may never use any edged or pointed weapons.
6.CliffRunners totem = the Eagle
They are strung out along the heights of the Demarcation Mountains, in the area roughly east of Nex Vomica Lake.
Restrictions: Warriors may use NO armor other than a shield. Rogues & Shamans may us no armor at all, but both get a Mana modifier of × 1.5.
Attributes
Kindred attribute modifiers are as follows:
ST × 1.5
IQ × 3/4
LK --
DX × 3/4
CHA --
CON × 2
Mana -- (except for certain tribes)
Sylvan Elves
Sylvan Elves, Forest Elves, or Woods-haunters are a very distant relative to the High Elves. Although they share the pointed ears and comeliness of their taller cousins, there is very little else they have in common. Sylvan elves normally grow to 3 or 4 feet in height and have a deep coppery skin color. Their culture is deceptively primitive -- they are nomadic hunters and gather few possessions and have no native written form for their language. The ancient Elven heritage is
revealed, however, in the depth of their traditions and artistry.
The Sylvan elves are deeply spiritual and their ancient, animistic ceremonies revolve around their attachment to the wilderness. Most elves are not literate, but they all have a prodigious capacity for
memorizing long speeches or stories. Wood-elf messengers are highly valued by many kings & governments because of this.
Sylvan elf ethics & culture have some profound differences with human & dwarven cultures, but on the whole they are not incompatible. Elves can mix with men & most other kindreds without much difficulty.
Artemis is the patron deity of the Sylvan elves.
Special: each sylvan elf is born with the gift of one language of a woodland creature.
Communities
Sylvan Elves gather into tightly knit tribes, which form an extended family. There are six tribes within the Great Land -- each roams (& dominates) one great forest. The first three listed are known for their ferocity and aggressiveness; the latter three are more widely noted for their arts.
1.Two Red Feathers in Darkwood, northwest of Whiskey Lake, in the nation of Distress.
2.Seashells in Deadfall Forest, in the kingdom of Ruin.
3.Leather Drums in the Forest of Venial Sins, west of the Sea of Animal Appetite, in the Territory of Indulgence.
4.Ivory Carvers in Aspenwoods, in the Territory of Indulgence.
5.Otter Claws in Seafoam Forest, in the State of Plenty.
6.Wildrose in Gentle Meadows, in the State of Knowledge.
Attributes
Kindred attribute modifiers are as follows:
ST × 2/3
IQ --
LK --
DX × 2
CHA --
CON × 2/3
Mana --