Races




THE RACES OF WYRMSHADOW

Bugbear Goliath
Dragon Hafhie (Halfling)
Baham (Metallic Dragons) Half-Orc
Gold Dragon Hobgoblin
Silver Dragon Human
Copper Dragon Kuo-Toa
Bronze Dragon Merfolk
Brass Dragon Naga
Amat (Chromatic Dragons) Orc
Red Dragon Sahuagin
Black Dragon Sarazhani Dunefolk
Green Dragon Troll
Blue Dragon Weren
White Dragon Amphibite Weren (were-ambhibian)
Elf Avite Weren (were-bird)
Quae (High) Elf Bovite Weren (were-steer)
Ilrasi (Wood) Elf Canite Weren (were-dog)
Draoish (Dark) Elf Felite Weren (were-cat)
Merusian (Aquatic) Elf Ichthyte Weren (were-fish)
Fae-folk Pachydite Weren (were-pachyderm)
Giant Rodite Weren (were-rodent)
Gnoll Simite Weren (were-ape)
Gnome Yuan-ti
Goblin Zardian

Bugbear

Broad-shouldered, barrel-chested brutes, the Bugbear have never risen to the same prominence as their smaller Goblin cousins. What these monstrous humanoids lack in intellect they more than make up in tenacity and raw strength. According to studies by the Luminati, the first Bugbears were born as a result of the breeding of Goblins and Stone Giants, much as the Sarazhani Dunefolk were said to be the product of Azer Dwarves and Fire Giants.

Traits:

  • Enhanced Might ( +3 ) and Conviction ( +1 )
  • Weak Intellect ( -3 ) and Charm ( -2 )
  • Bugbear’s Bloodrush – Bugbears are incredibly stubborn and tenacious creatures that seldom allow physical pain to slow them down. Whenever a Bugbear is bloodied (at half of their Maximum HP), they gain an additional 1BP per combat round for the duration of the encounter. They also receive a +2 bonus to all saving rolls against physical effects.

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Dragon

Dragons are the most powerful mortal race in Wyrmshadow, and the creatures created most closely in the image of the Legendary Wyrm. A varied race whose numbers have dwindled dramatically over the past two-thousand years, Dragons are divided into two main sub-species, the hardened, yet good-natured Baham and the prideful, yet jaded Amat.

The Baham

There were two Dragon Gods, Bahamut and Tiamat, who bore the entirety of the Dragon race. The legends say that the two gods cooperated to create a thousand eggs, from which the first generation of Dragons would spawn. Half of the dragons that hatched would be the Baham, noted by their metallic scales and gentler dispositions. The Baham would be taken by their father and raised to cherish honor, courage, valor, and camaraderie. Baham, more commonly known as Metallic Dragons, are further divided by the types of metal that comprise their armored scales. Depending upon the metal of their scales, they have different advantages, including unique magical breath attacks, resistances to certain forms of magic, or increased physical, mental, spiritual, or social attributes. In addition, all Dragons are able to take on the physical form of a human-like creature, though close examination would reveal them to be far from an ordinary human.

Traits:

Gold Dragon:
  • Enhanced Might ( +6 ) and Influence ( +6 )
  • Fly ( 10 ), Teleport (1 mile out-of-combat, 20 spaces in-combat at 1 BP cost)
  • Resist 10 versus all Fire-based attacks
  • Golden Fire Breath – Gold Dragons have the ability to launch a golden film of fire from their mouths and nostrils that clings to their enemy and is difficult to extinguish. Cost = 5BP, Psyche vs. AC, Range – Burst 1 within 10, 4d8+Psyche damage, +20 ongoing fire damage, first save halves ongoing damage, second save halves it again, third save ends it altogether.

Silver Dragon:
  • Enhanced Speed ( +6 ) and Intellect ( +6 )
  • Fly ( 10 ), Cloud-walk (walk on clouds as if solid ground)
  • Resist 10 versus all Cold-based attacks
  • Silver Ice Breath – Silver Dragons can breathe out a cone of devastatingly cold mist that has a chance to freeze their enemies solid. Cost = 5BP, Psyche vs. AC, Range – Close Burst 2, 2d10+Psyche damage, on crit, target is frozen solid, save ends, first failed save causes 2d10 damage, second failed save causes Frostbite (roll d-body to determine part of body effected), third failed save is deadly.

Copper Dragon:
  • Enhanced Might ( +3 ), Speed ( +3 ), and Conviction ( +3 )
  • Fly ( 6 ), Mist-form (become insubstantial at will, 3BP cost in combat, lasts 1d6 rds)
  • Resist 10 versus all Acid-based attacks
  • Copper Acid Breath – Copper Dragons can breathe a narrow stream of caustic vapor that can corrode metal and melt flesh from bone. Cost = 5BP, Psyche vs. AC, Range – 10, may hit any target along straight line to primary target, 3d8+Psyche damage, +10 ongoing acid damage, first failed save causes 1d6 damage to AC and doubles ongoing damage, second failed save re-doubles ongoing damage, third failed save destroys any metallic weapons or armors in physical contact with target and re-doubles ongoing damage.

Bronze Dragon:
  • Enhanced Speed ( +3 ), Wisdom ( +3 ), and Influence ( +3 )
  • Fly ( 6 ), Bolt-form (take the form of a bolt of lightning and travel instantaneously to any space within line of sight, once per day)
  • Resist 10 versus all Lightning-based attacks
  • Bronze Lighting Breath – Bronze Dragons can breathe a web of lightning at nearby foes. Cost = 5BP, Psyche vs. AC, Range – Close-burst 1, 6d6+Psyche damage, stunned (save ends)

Brass Dragon:
  • Enhanced Might ( +6 ) and Intellect ( +3 )
  • Fly ( 6 ), Light-form (glow intensely, then disappear only to reappear in a dazzling flash within 12 spaces, once per day)
  • Resist 10 versus all Radiant attacks
  • Brass Radiant Breath – Brass Dragons can breathe a beam of intense white light that is both superheated and blindingly bright. Cost = 5BP, Psyche vs. AC, Range – 10, may hit any target along straight line to primary target, 4d6+Psyche damage, Target is Vulnerable 5 to all damage dealt by good-aligned creatures (save ends), Dazed (save ends) Blinded (save ends)

The Amat

The children of Tiamat have suppler scales and more flexible morals than their metallic Baham brethren. More commonly known as Chromatic Dragons, the Amat are categorized by the color of their scales. Depending on their coloration, they can have different advantages, including unique magical breath attacks, resistances to certain forms of magic, or increased physical, mental, spiritual, or social attributes. Like the Baham, the Amat are able to take on the physical form of a human-like creature, though close examination would reveal them to be far from an ordinary human.

Traits:

Red Dragon:
  • Enhanced Might ( +6 ) and Influence ( +6 )
  • Fly ( 10 ), Teleport (1 mile out-of-combat, 20 spaces in-combat at 1 BP cost)
  • Resist 10 versus all Fire-based attacks
  • Red Fire Breath – Red Dragons have the ability to launch a scarlet cone of fire from their mouths and nostrils that chokes all the air from their lungs and leaves a heavy cloud of choking smoke in its wake. Cost = 5BP, Psyche vs. AC, Range – Burst 1 within 10, 4d8+Psyche damage, +10 ongoing fire damage and blind(save ends), targets must save by the third round or they are overcome by smoke and fall unconscious.

Black Dragon:
  • Enhanced Might ( +3 ), Speed ( +3 ), and Influence ( +3 )
  • Fly ( 10 ), Shadow-form (become insubstantial and teleport from one shadow to another within line of sight, once per day. 3BP cost in combat, insubstantiality lasts 1d6 rds)
  • Resist 10 versus all Acid-based attacks
  • Black Acid Breath – Black Dragons can breathe a cloud of acidic vapor that can corrode metal and melt flesh from bone. Cost = 5BP, Psyche vs. AC, Range – Close Burst 2, 3d8+Psyche damage, +10 ongoing acid damage, first failed save causes 1d6 damage to AC and doubles ongoing damage, second failed save re-doubles ongoing damage, third failed save destroys any metallic weapons or armors in physical contact with target and re-doubles ongoing damage.

Green Dragon:
  • Enhanced Might ( +6 ) and Conviction ( +6 )
  • Fly ( 6 ), Invisibility (Unlimited out-of-combat, 3BP cost in combat, lasts 1d6 rds, until successfully hit with a physical attack, or until the dragon physically attacks a target)
  • Immune to Poison-based attacks
  • Green Poison Breath – Green Dragons can breathe a viscous film of rapidly hardening slime that not only poisons its targets but also renders them unable to move freely and may trap them altogether. Cost = 5BP, Psychy vs. AC, Range – Close Burst 1, 2d10+Psyche damage, +5 ongoing poison damage and targets rendered immobile (save ends). If first save fails, next save suffers a -2 penalty and ongoing damage increases to 10. If second save fails, next save suffers -4 penalty and ongoing damage increases to 20. If third save ends, target is unable to escape and takes 30 ongoing damage until rescued or killed.

Blue Dragon:
  • Enhanced Speed ( +6 ) and Charm ( +6 )
  • Fly ( 6 ), Bolt-form (take the form of a bolt of lightning and travel instantaneously to any space within line of sight, once per day)
  • Resist 10 versus all Lightning-based attacks
  • Blue Lighting Breath – Blue Dragons can breathe a solid bolt of lightning at distant foes. Cost = 5BP, Psyche vs. AC, Range – Burst 1 within 20, 4d6+Psyche damage, stunned (save ends)

White Dragon:
  • Enhanced Speed ( +6 ) and Wisdom ( +6 )
  • Fly ( 10 ), Ignore Gravity (move across vertical or inverted surfaces as normal, unlimited out-of-combat, 3 BP cost in-combat, lasts 1d6 rds)
  • Resist 10 versus all Cold-based attacks
  • White Ice Breath – White Dragons can breathe out a violent torrent of freezing rain and pummeling hailstones. Cost = 5BP, Psyche vs. AC, Range – Burst 1 within 10, 3d8+Psyche damage, target is dazed and immobilized (save ends both). On crit, target is knocked prone and covered with a thick sheet of coarse ice, taking 10 ongoing damage. Target must save by the third round or suffocate beneath the ice.

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Elf

Elves are the oldest mortal race in Wyrmshadow, descended directly from the Ancients. Empowered by a natural affinity for magic, Elves are perhaps the most adept spellcasters and mystics in the world. Long ago, beyond the farthest reach of recorded history, Elves were all one people. However, in the modern world, there are four distinct subspecies of Elves. They are the highborn Quae Elves, whose lineage most directly links back to the Ancients from which all elves sprung, the woodland Ilrasi Elves, whose heartier physiques and strong bond with nature allow them to thrive in Wyrmshadow’s forest wilds, the Draoish Elves, whose sinewy frames and natural stealthiness led them to delve deeply into the Underdark for the comfort and serenity of darkness, and the Merusian Elves, who find their home beneath the crushing pressures and frigid temperatures of the deepest chasms in the Undertides.

Quae Elf

The Quae Elves are indigenous to the south-eastern corner of the continent, most specifically the large tracts of open plains and deciduous glades known as Quae Elfien. Quae Elves tend to be slender of build and shorter by up to a foot than humans. Like all Elves, the Quae age very slowly. Once they reach a certain age, still very much in the beauty of their youth, Quae Elves begin to mature at such a slow rate as to seem as if they are immortal. Quae Elves tend toward mystical pursuits, and make some of the most impressive magi in all of Wyrmshadow

Traits:

  • Enhanced Intellect ( +2 ) and Charm ( +1 )
  • Quae Inquisitiveness – Quae Elves are incredibly acute observers, possessed of a nigh-perfect memory, especially when their interest is piqued. When attempting to glean information that is directly pertinent to their chosen role in life, a Quae Elf gains a +5 bonus to any Arcana, Awareness, Dungeoneering, History, Nature, Religion, or Thievery check, dependent upon the role of the character. For example, if the Quae Elf is a wizard, she would gain a +5 bonus on Awareness and Arcana checks when attempting to learn something that has to do with magic.

Ilrasi Elf

The Ilrasi Elves live in the heavily forested region in the lower third of the continent. In truth, there are not many physical distinctions between the Ilrasi and Quae Elves. However, their ideals and social mores could not be further from one another. Whereas Quae Elves value knowledge obtained through intense study above all else, the Ilrasi Elves believe that the greatest lessons are learned afoot, in the wilderness, not reading of the exploits of past scholars, but through adventurous pursuits of their own.

Traits:

  • Enhanced Conviction ( +2 ) and Charm ( +1)
  • Ilrasi Ingenuity – Ilrasi Elves are natural born survivors, and they have an innate knack for finding resourceful methods of accomplishing their goals. Whenever an Ilrasi Elf is attempting a difficult task involving the Arcana, Coercion, Dungeoneering, History, Nature, Prowess, Religion, or Thievery skill, she may roll and Awareness check at half the DC for the task she is attempting. If the roll succeeds, the Elf may add her Awareness score to her skill check when making the attempt. This skill can only be used out-of-combat.

Draoish Elf

The Draoish Elves, often called ‘dark elves’, or simply, Drao, reside in a vast subterranean cavernous region known as the Underdark. Draoish Elves are slightly shorter than their surface counterparts, but they are usually of more stout build. Their skin ranges in color from light gray to pure black, and their eyes glow brightly from the shadows in colors ranging from purple to gold and white, but most often a dazzling red. The Drao are natural experts at subterfuge, stealth, and thievery, and what magics they study tend to revolve around the other successful denizens of the dark, most notably the spider.

Traits:

  • Enhanced Speed ( +2 ) and Psyche ( +1 )
  • Levitation (A Draoish Elf can levitate directly upward at a rate of 10’ per round, 3 times per day. 1 BP Cost when used in-combat)
  • Conjure Shadows (A Draoish Elf can conjure shadows even when there is no source of light in the needed position to create one, granting the Drao a +5 bonus to any Stealth check. The conjured shadows last 1d6 rounds and can be dispelled by introducing any new source of light to the area. 1 BP Cost when used in-combat)
  • Faerie Fire (A Draoish Elf can mark a target within 10 spaces with a dim, barely noticeable glow. Any Stealth checks attempted by the marked target suffer a -5 penalty unless the Faerie Fire is removed. The effect lasts 1d6 rounds and can be countered with the Draoish ability to Conjure Shadows. Can be used free once in combat, but afterward costs 1 BP).

Merusian Elf

The Merusian Elves live deep in the crushing pressure and ice cold waters of the Undertides, most specifically in the underwater city of Merus Akuai. Merusian Elves are as tall as humans if not slightly taller, broader in shoulder and thicker skinned, but thinner built. They tend to have skin colors ranging from pale green to dark blue-gray, and hair colors vary from pearlescent white to coral pinks and deep emerald greens. The incredible pressures that Merusian Elves must withstand to live on the bottom of the deepest chasms of the Undertide have led the Merusian Elves to value strength and endurance above intellectual pursuits.

Traits:

  • Enhanced Might ( +2 ) and Conviction ( +1 )
  • Merusian Mettle A Merusian Elf prides herself on her ability to withstand great pressure and never show a sign of weakness. Whenever a Merusian Elf is knocked prone, she may make a Prowess check versus the attacking enemy’s attack roll to remain on her feet.

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Fae-folk

Fae-folk are a race of creatures indigenous to the Ilrasi Wilds, a stretch of forested land that covers a 2,000 mile wide region of the continent. The Fae-folk are said to have been created by the Ancients to act as guardians of the forest and protectors of nature. These creatures are more varied than any other race in Wyrmshadow. From pixies to fairies, nymphs, dryads and the mighty treants, the Fae-folk all share a common familial bond tied to the magical energies that permeate their bodies and souls, linking them eternally to the mystical Ilrasi Wilds.

Traits:

  • Choose any two traits. Grant the Fae-folk a +3 bonus to one trait and a -3 penalty to the other (as appropriate to the form of the Fae-folk)
  • Resist 5 versus all magic-based attacks
  • Gift of the Fae – Fae-folk are bonded to one another through a mystical link they share with the forests from which they spring. Whenever a Fae-folk is in a forested area, she gains a +5 bonus to all Arcana, Awareness, Coercion, and Nature skill checks. In addition, they gain the Fae-step ability.
  • Fae-step – Fae-folk can phase through the surface of a tree in the forest only to re-emerge from another tree of the same type within 1 mile of the origin tree (in combat, the range is limited to 10 spaces, and this movement costs 1BP to perform)

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Giant

Giants are enormous elemental humanoids whose lineage can be traced back to the primordial stages of the creation of Wyrmshadow, when the Ancients sculpted the great mountains of Kordoth and Rohn, carved the oceanic trenches of the Undertides, and filled the lands with flora and fauna. The primal energies unleashed during the chaos of creation yet rage within the titanic bodies and savage souls of Giants. Though their numbers have dwindled over the past few thousand years, and they are rarely seen in any populated areas, Giants continue to exist in harmony with their native lands. Fiercely territorial, Giants show no mercy for those who cross into their domains without cause they deem worthy.

Traits:

  • Enhanced Might ( +6 )
  • Weak Speed ( -6 )
  • Domain Defenses – All Giants possess basic magical protections and enhancements when they stand upon the terrain from which they originated. When a Giant is within her domain, she gains a + 4 bonus on all defenses and regains 2d6+Psyche HP per round whenever injured.
  • Homesickness – Giants find themselves in a weakened state when they leave their home terrain, and the farther they get from their homes, the weaker they become. Whenever a Giant is away from her domain, she suffers a 2 point penalty to her Might, Wisdom, Conviction, and Charm. The penalty doubles in climates that are clearly opposite of their own (such as an arid desert for a Frost Giant).

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Gnoll

Gnolls are most often thought to be canine, but they owe almost as much of their savage lineage to verminous rodents like rats and Goblins. The first of the Gnolls was created by Lord Asmous the Foul and brought into the realm of Materia during his bid to conquer Wyrmshadow. Left behind by the demons when they made their escape after Asmous suffered a mortal wound in battle against the Legendary Wyrm, the Gnolls fled into the mountains of Kordoth, where they would plague the dwarven kingdoms for thousands of years. Since those days, Gnolls have adapted so well to their adopted environs that their fiendish taint has been all but extinguished by the healing power of time.

Traits:

  • Enhanced Might ( +2 ) and Speed ( +1 )
  • Weak Intellect ( -2 ) and Charm ( -1 )
  • Gnoll Warcry – Gnolls are pack creatures who find that they are more effective in every endeavor they undertake when they have their pack to aid them in their efforts. This extends beyond companionship with other Gnolls, at times, if the Gnoll in question forms a solid bond of camaraderie with her party. In combat, a Gnoll may make a Warcry which grants her a bonus to her next die roll of any type dependent upon how many allies heed her call. The Gnoll rolls a Coercion check versus the Will defenses of all allies within earshot. For each success, one of the allies is compelled to come to her aid (but may choose not to do so unless the Gnoll rolled a critical success on her Coercion check). If 1 – 3 allies come to her aid, she gains a + 1 bonus to her next roll, 4 – 6 grants a + 2 bonus, and 7 or more allies grant a + 3 bonus. The Gnoll Warcry may be made as a free action once per combat encounter, and at a cost of 3BP thereafter.

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Gnome

Gnomes are diminutive creatures with a knack for finding creative and inventive solutions to everyday problems. They are charismatic and inquisitive, eager to learn and explore, but held back by the ravages place upon their kind by the dreaded Curse of Asmous. For nearly 2,000 years, the Gnomes have suffered tremendously, their numbers dwindling from the millions to their current state, in which it is believed no more than 30,000 of the creatures yet remain. The Curse of Asmous on the Gnomish people makes every successive generation age faster while making it harder and harder for them to successfully reproduce. As a result, most modern gnomes are preoccupied with the cause of preventing the extinction of their race. Once a happy, friendly folk, the Gnomes have as late been reclusive and secretive, hiding themselves away in huge vaults in the Great Northern Wastelands west of Rohn.

Traits:

  • Enhanced Intellect ( +1 ) and Charm ( +1 )
  • Weak Might ( -2 )
  • Gnomish Inventiveness – Gnomes are masters at improvising solutions to problems with little notice, which can lend them a great advantage in their bid to survive in a world from which their numbers are rapidly disappearing. Three times per day, when a Gnome attempts to make any dice roll other than for damage dealt by an attack, they may make an Awareness check in lieu of the intended check. For example, if their Awareness score is +19 and their Prowess bonus is +13, they can use the Awareness bonus instead. This ability costs 1BP to use in-combat, and the 3-per-day rule still applies.

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Goblin

Goblins are natives to Wyrmshadow’s mountain ranges. Once, the Goblin race thrived and was utterly independent of other races. It is even said that there was a great Goblin City carved into the Nape of Erdahg in the Rohn Highlands countless years ago, though no evidence of this lost Goblin civilization was ever unearthed. When Asmous the Foul made his bid to conquer Wyrmshadow thousands of centuries ago, the Goblins were the first victims of his demonic hordes. Enslaved and forced into labor, the Goblins lost their independent spirit, and after Asmous abandoned them when he fled back to Infernia, the Goblins became a race of scavengers, nomads, and thieves.

Traits:

  • Enhanced Speed ( +2 )
  • Weak Charm ( -2 )
  • Goblin Trickery – Goblins may not be very brave, but it would be a grave error to mistake them for fools. They have a knack for luring people into dropping their guard, then taking advantage of their diminished defenses. During combat, a Goblin may make a Coercion check versus an opponent’s Will defense. If successful, the Goblin gains combat advantage (+2 bonus to attack rolls) against that target for the remainder of the encounter, or until the Goblin uses Trickery against another opponent. Once the trick has left a target, it cannot be regained against the same target. Fool me once…

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Goliath

Goliaths are the product of an ingenious plan by the Dwarven God, H’Ruyn to create a race of semi-sentient beings that could act as guardians for the beleaguered Dwarves of Kordoth, who had seen so much warfare over the preceding millennium that they had all but given up hope of surviving another attack by the marauding Orcs of Agor’Mun or the powerful Elves of Quae Elfien. The Goliaths were thought lost forever after dying to save Kordoth from a massive invasion, but their sacrifice spurred the Dwarves to take up arms once more. After the Dwarves abandoned the surface world for their subterranean kingdom of Dwaernon, the Goliaths that remained alive, but hidden, for all those centuries gathered together and went north, to Rohn, where they disbanded in pairs, male and female, to live a secluded and peaceful existence.

Traits:

  • Enhanced Strength ( +3 )
  • Weak Influence ( -2 )
  • Peaceful Path – Goliaths are peaceful people who, after watching their numbers dwindle to near extinction, think better of finding non-violent solutions to problems whenever possible. The goal of a Goliath tends to be to survive to see the next sunrise, so they would rather subdue an opponent to make an escape than pursue their enemies until one or the other dies. When a Goliath attacks a target with non-lethal force to deal subdual damage only, they may add their Conviction score to the subdual damage dealt by the attack. After knocking an opponent unconscious, or otherwise rendering them unable to continue fighting, the Goliath must not pursue the death of the opponent or she will lose the Peaceful Path forever.

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Hafhie (Halfling)

Native to the rolling fields and pleasant glades of Prair in the far Northeastern part of the continent, the Hafhie (Pronounced haw-fey in their native tongue, but most often as half-high, or simply halflings) are a people who value freedom and frontier living above all else. There has never been a leader of the Hafhie who wasn’t a man or woman chosen in open election by their peers to perform the function. They refuse to bend the knee to any king, and were one of the only groups to deny the Phoenix King of Nas’Nos when he asked all nations to come under his rule. The Hafhie invented several types of weapon to help them protect themselves from the Imperians in the west and the Shidimans across the Abandoned Ocean, and they revolutionized the use of black powder. Every cannon in Wyrmshadow is of Hafhie make or based on Hafhie design, and rumors persist that the ingenious, diminutive folk have even created smaller, portable, hand-cannons, such as pistols, shotguns, and rifles.

Traits:

  • Enhanced Wisdom ( +1 ) and Charm ( +1 )
  • Weak Might ( -2 )
  • Survival Instinct – Hafhie are natural born survivors, living in the plains of Prair and finding ways to thrive in an area devoid of many of the niceties of the more densely populated areas of the world. When a Hafhie is attempting a Dungeoneering, Nature, Prowess, or Thievery Skill check that is meant to help her or her allies survive, they may roll 2 d20s and keep the better result. In combat, this skill can be used to make a check to help the Hafhie make an expeditious retreat from battle, or to help an ally do the same.

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Half-Orc

One of the most common questions ever asked of a Half-Orc is “so… how exactly does this work?” The problem in understanding Half-Orc lineage is the mistake that people have about their inception. The Orcish Race is a demonically tainted offshoot of the Quae Elves, created during the great war between Asmous the Foul and the Legendary Wyrm thousands of years ago. Captured Elves were mutated and, through selective breeding, particular aspects of the race were combined with that of several other races, including the stocky build of the Dwarves, the height and mental pliability of Humans, and the survival instincts of Goblins. Half-Orcs are a sign that the demonic tampering with ancient Orc lineage has begun to taper off. They are no longer fully Orcish, but they are also not Dwarf, or Elf, or Human. So, they are called Half-Orcs despite the fact that they can be children of pure Orcish blood. In other words, Half-Orcs are as all Orcs will one day become.

Traits:

  • Enhanced Might ( +1 ) and Conviction ( +1 )
  • Weak Charm ( -2 )
  • Half-Orc’s Resilience – When a Half-Orc finds herself in mortal danger, she has a chance to make a hasty recovery and prevent her demise. The first time a Half-Orc is bloodied in combat, she rolls a Might check versus her own Fortitude defense. If the roll succeeds, the Half-Orc gains 1d10+Might Temporary HP. This ability can be used as a free action, but only once per combat encounter, and only on the moment she becomes bloodied (even on an enemy’s turn).

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Hobgoblin

Hobgoblins have almost nothing in common with their goblin cousins. Goblins tend to be cautious to the point of cowardice at times, whereas Hobgoblins are usually quite brash and reckless. Goblins are nimble and sly, but Hobgoblins are brutish, stubborn, and brazen. However, the one thing Goblins have over Hobgoblins is the ability to reason and react with intelligence. If given over to her own devices, a Hobgoblin would rush headlong into a garrison of Human knights if they stood in the way of her goals. These creatures would have gone extinct ages ago if their Goblin cousins had not kept them alive by telling them what to do.

Traits:

  • Enhanced Might ( +2 ) and Conviction ( +2 )
  • Weak Intellect ( -2) and Wisdom ( -2 )
  • Sacrificial Assault – Hobgoblins do not worry about their own lives, and act without fear. They do so not out of bravery, but because they lack to common sense to possess the simple instinct of self preservation. As a result, a Hobgoblin can do things in battle that most creatures would never dare to attempt. During combat, the Hobgoblin may choose a single target within her movement range and charge toward the target, throwing all caution to the wind. Cost = 3BP, Might vs. AC, On hit, the Hobgoblin is immediately bloodied and causes her normal weapon damage for an attack in addition to causing her target to take all the same damage she took in becoming bloodied. For example, if the Hobgoblin had 40 HP out of a maximum of 50 HP, and she hit her target successfully, she would lose 15 HP (down to half her max HP) and her target would suffer her weapon’s normal damage plus 15 additional damage. This ability can only be used once per encounter, and only when the Hobgoblin is not already bloodied.

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Human

Humans have shown to have magnificent potential for achieving great things in their relatively short lives. Maturing faster than many other races, humans have proven to be the most adaptable and resilient of the races of Wyrmshadow. They are not the biggest, nor the strongest, nor the fastest or most intellectual, but as a race they have somehow found a solid balance of all those facets to enable generation after generation of humanity to produce some of the most well known heroes (and notorious villains) in the history of Wyrmshadow.

Traits:

  • Choose any three traits. Grant the Human a +1 bonus to two traits and a -1 penalty to the other.
  • Get Busy Living – Humans tend to find focus earlier in their lives than other races, developing the skills and abilities they will later require to be the best they can be at any given role they play in life. At character generation, after deciding what role the Human will play, grant them a +5 bonus to one Skill that is appropriate to the functionality of that role, and a +1 bonus to any numerical value that would better equip them to deal with the challenges they face. For example, a Human in a warrior role may add +5 to their Prowess Skill and +1 to either their Might score or their Fortitude defense, or anything else that would be helpful to making them the best warrior they can be.

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Kuo-Toa

Toa Glostok, an Ichthyte Weren and a powerful warlock who rose to prominence during the reign of the Sau Empire, used ancient, long forgotten magics to mutate a school of Kuo, a fish native to the Elghann Bay, into humanoid creatures to serve as his personal soldiers. Kuo fish are known for their calm demeanor and intelligence, able to quickly learn to perform tricks, which led Toa to believe they were the ideal subjects for his magical experiment. Unfortunately for Toa, the Koa are closely related to the Barracuda and the Pirahna, and the savage, bloodthirsty traits of the Koa’s cousin species were brought to the fore in his creations, the Kuo-Toa. After viciously murdering their own creator, these nasty, primal fish-folk became a scourge of the sea and even a threat on-land, where they adapted to survive out of water for hours, even days at a time.

Traits:

  • Enhanced Speed ( +2 )
  • Weak Wisdom ( -1 ) and Psyche (-1)
  • Kuo-Toan Bloodlust – Kuo-Toa are driven into a frenzy when they sense the blood of their victims nearby. In combat, whenever an enemy within movement range of a Kuo-Toa is first bloodied, she marks the enemy as the target of her bloodlust. The Kuo-Toa cannot target any other enemies until her current, marked foe is dead or until another nearby enemy becomes bloodied, whereupon both targets are marked and the Kuo-Toa must attack whichever target is closer to her. The Kuo-Toa grants a -2 bonus to the marked enemy’s attack rolls against her, but she gains a +4 bonus to her own attack rolls against the marked enemy. When the Kuo-Toa is adjacent to her marked enemy, if the enemy attempts to move away from melee range, the Kuo-Toa may make an opportunity attack and move to remain adjacent to the target as a free action.

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Merfolk

Unlike their fellow Undertide denizens, the Merusian Elves, Merfolk are savage, tribal creatures that swim in nomadic schools and often visit coastal settlements throughout the southern continent. Merfolk are able to polymorph their tails into legs and walk on land, and they can survive for weeks out of water. Merfolk are a beautiful, yet primal people with primitive customs and little desire to change them. They are the ancestral enemies of the Sahuagin.

Traits:

  • Enhanced Speed ( +1 ) and Charm ( +1 )
  • Weak Intellect ( -1 ) and Influence ( -1 )
  • Merfolk War Shriek – Merfolk have the ability to call out to one another across vast distances within the Undertides, which lends them a unique combat ability above the ocean waves. In battle, a Merfolk can let out a deafening scream that can be targeted with pinpoint accuracy and cause intense disorientation as well as damage to their target’s equilibrium, leaving them vulnerable to other, more deadly attacks. Cost = 3BP, Charm vs. Will, Range – 10, 1d8+Charm sonic damage, Target is stunned and vulnerable 5 to all physical attacks (save ends both).

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Naga

The Naga are a noble and exotic race of four-armed humanoids with bright, shimmering scales and snake-like lower bodies with vaguely Elvish features in their upper torsos and dazzling, pearlescent eyes. The origin of the species is a mystery, but they are conjectured to have once been Yuan-ti that evolved into amphibious creatures after being cast out of their land-based home of Idrahaal many thousands of years ago. They are adept at spellcraft and excellent at crafting magical items from the rare and valuable metals that are mined exclusively within their Undertide domain of Losarill.

Traits:

  • Enhanced Intellect ( +2 )
  • Weak Speed ( -1 ) and Conviction ( -1 )
  • Charming Gaze – Naga have the ability to gaze deeply into the eyes of their enemies, invading their thoughts and collapsing their inhibitions. In combat, the Naga makes eye contact with a chosen foe and, upon successfully charming them, makes it impossible for their enemy to target them for any attacks. Cost = 3BP, Charm vs. Will, Range – 10, Target cannot make any attacks that would cause damage to the Naga (save ends). On crit, there is no save, and the charm lasts until the end of the encounter.

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Orc

The Orcish Race is a demonically tainted offshoot of the Quae Elves, created during the great war between Asmous the Foul and the Legendary Wyrm thousands of years ago. Captured Elves were mutated and, through selective breeding, particular aspects of the race were combined with that of several other races, including the stocky build of the Dwarves, the height and mental pliability of Humans, and the survival instincts of Goblins. When Asmous abandoned the Orcs and fled back to Infernia, these industrious, yet barbaric creatures divided into separate tribes, called Warbands, and migrated into the high hills of Kordoth, the valleys of Prair, anywhere away from civilized society and the wrath of Asmous’s victims.

Traits:

  • Enhanced Might ( +2 )
  • Weak Charm ( -3 )
  • Orcish Bloodrage – Orcs are tenacious fighters who have been bred to know their own mortality as a challenge, rather than a thing to be feared. They thrive on the thrill of combat, believing that when their blood is drawn, they are doing something right. Whenever an Orc is bloodied in combat, she receives a +2 bonus to all attack and damage rolls and a +5 bonus to all Prowess skill checks.

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Sahuagin

Sahuagin were bred by the Sau to be their underwater enforcers. They are the result of the selective breeding of Scrag (Sea Trolls) and Merfolk. Like their Merfolk cousins, they can change their lower bodies to suit their environs and survive for long periods of time out of water. When underwater, they are often seen with lower bodies resembling that of an eel. Sahuagin are astoundingly tough and strong creatures with amazingly quick reflexes, but they are hindered by a societal disdain for the knowledge-seeking Naga and the mystically-oriented Merusian Elves. As such, most Sahuagin are unintelligent, and without a strategical mind asserting control of its actions, a Sahuagin’s great power often goes to waste.

Traits:

  • Enhanced Might ( +3 ) and Speed ( +2 )
  • Weak Intellect ( -3 ) and Wisdom ( -2 )
  • Sahuagin Carapace – Sahuagin have the ability to rapidly harden or soften their outer skin, which lends them an extraordinary amount of flexibility in combat. When they are at the highest level of protection, their armor resembles the shell of a lobster in texture while being nearly as unbreakable as steel with no added weight. When softened completely, their skin is supple and smooth, which allows the Sahuagin to perform feats of acrobatic prowess that a creature of their size should not be capable of. During combat, a Sahuagin has a +2 bonus to either their Fortitude or Reflex defenses while taking a -2 penalty to the other. At a 1BP cost, the Sahuagin can change which defense gets the bonus and which the penalty. This ability can be used at any time during combat, even on an enemy’s turn, so long as there is at least 1BP available for that purpose.

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Sarazhani Dunefolk

Sarazhan the Magnificent was a sorcerer during the Age of the Lost. It is said that he encountered a conclave of Fire Giants and dazzled them with his sorcery to save him from becoming their next meal. The Fire Giants kept Sarazhan alive and captive for a quarter of a century until, one day, a massive sandstorm destroyed the conclave and killed all but one of the Giants, a female that the Sarazhani Dunefolk call ‘first mother.’ In the thousands and thousands of years that have passed since Sarazhan’s time, his descendants came to be known as the Sarazhani Dunefolk, a race of half-Fire Giants possessed at birth of powerful sorcery and survival skills passed onto them through the generations since the time of Sarazhan the Magnificent.

Traits:

  • Enhanced Might ( +4 ) and Intellect ( +2 )
  • Weak Speed ( -2 ), Psyche ( -2 ), and Charm ( -2 )
  • Sarazhani Firebending – Sarazhani Dunefolk have the ability to manipulate any natural source of fire, causing it to dance in the air and lash out at their foes. In combat, at a cost of 3BP, so long as there is an existing fire source within 10 spaces of them, a Sarazhani can use her Firebending to cause the flames to travel anywhere they desire within 10 spaces of them. If used as an attack, it is Conviction vs. AC to hit and the fire causes 2d6+Conviction damage and 5 ongoing Fire Damage (save ends). If the fires is not extinguished or drastically diminished in size and potency, the Sarazhani can continue to bend that specific source of fire every round at a 1BP.

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Troll

Trolls were a slave race indentured to the ancient Sau Empire. When the Sau disappeared from Wyrmshadow, the Trolls were suddenly freed of their captors. No longer enslaved, the Trolls were a directionless lot, unsure what to do with their sudden freedom. Many Trolls sold themselves back into slavery in order to give themselves direction while using the profits from their sale to help their families make new lives for themselves. Other trolls formed outlaw bands, such as the Horns of Agony, and roaming throughout the southern continent, plaguing the Dwarves of Kordoth and the Elves of Quae.

Traits:

  • Enhanced Might ( +2 ) and Speed ( +1 )
  • Weak Influence ( -2 ) and Charm ( -1 )
  • Vulnerable 5 to Fire damage, -5 penalty to all defenses against Fire-based attacks.
  • Healing Factor – Trolls have the ability to rapidly heal any wounds at a rate largely determined by the amount of damage that has been caused. Every combat round in which the Troll has taken any amount of damage, but is not yet bloodied, the Troll heals 1d6+Might HP per round. When bloodied, the rate goes up to 2d6+Might HP per round. Rather than the traditional three death saves, a Troll rolls ten saves, and only after all ten have failed, or the Troll’s body has been put to the torch, does she die.

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Weren

A race as old as Elf, Dwarf, and Human, yet eternally misunderstood, the Weren are bestial creatures that resemble Humans, but are possessed of the power to alter their physiology to that of an animal, as well as a third, hybrid form that combines the best features their beast and human forms. Weren are a single race, indigenous to the southwestern island of Freel, yet they are the most varied of all the races in Wyrmshadow due to the variety of different animal species whose blood can flow in their veins. As a result of the Curse of Asmous, Weren have been given the dubious power of inflicting other races they encounter through their bite, essentially forcing their victims to cease being what they once were and forever thereafter become known as Weren. This, in addition to a mystical reaction to the light of Lunaria, has caused the Weren to become one of the most hated, feared, and misunderstood races in all of Wyrmshadow.

Amphibite Weren

Weren whose bestial blood allows them to take the form of an amphibian, whose form can range from toads and frogs to tortoises and crocodiles (Crocodiles are amphibian in Wyrmshadow, even though they are Reptiles in our world, due to their increased use of their tail when swimming and the fact that they lay their eggs in shallow water rather than on dry land).

Traits:

  • Enhanced Might ( +1 )
  • Weak Intelligence ( -1 )
  • +2 bonus to Armor Class (Natural Armor)
  • Shape Change – Ambhibious Form – Amphibites have ‘human’ forms that tend to be broad-shouldered, squat-legged, and long of arm with elongated, webbed fingers and toes. They can take the form of one kind of amphibious creature, such as a frog, toad, tortoise, or crocodile. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Avite Weren

Weren whose bestial blood allows them to take the form of an avian creature, such as hawks, eagles, falcons, owls, vultures, ravens, etc.

Traits:

  • Enhanced Speed ( +1 )
  • Weak Power ( -1 )
  • Fly (10) in Beast form and Fly (6) in Hybrid form
  • Shape Change – Avian Form – Avites have ‘human’ forms that tend to be light of build, with thin waists, long legs, and sharp facial features. They can take the form of one kind of avian creature, such as an eagle, buzzard, robin, or crow. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Bovite Weren (Minotaur)

Once, the Bovite Weren were much more like their other Weren kin, able to take the form of a ‘Human’ and that of a full steer. However, due to unknown circumstances, the ability to shape change became a rare trait in Bovites, who are usually referred to as Minotaurs rather than Weren as a result of their loss of the power to change forms.

Traits:

  • Enhanced Might ( +2 )
  • +2 bonus to Fortitude defense
  • Bull Rush – Bovites have the ability to increase the amount of damage they cause with an attack from their powerful horns by getting a running start toward their target. The faster they are running at the time of the impact, the more damage their attack causes. Roll a Speed check against the target’s Reflex defense. If successful, the Bovite adds 2 to her attack roll, causes 2d6Might damage, and pushes the target 1 space. If the roll was a crit, the Bovite adds 4 to her attack roll, the damage increases to 3d6Might, pushes the target 2 spaces and knocks the target prone.

Canite Weren

Weren whose bestial blood allows them to take the form of a canine, whose form can range from dogs to wolves, foxes, and coyotes.

Traits:

  • Enhanced Might ( +1 ) and Speed ( +1 )
  • Weak Influence ( -1 )
  • Shape Change – Canine Form – Canites have ‘human’ forms that tend to be tall and broad-shouldered with muscular, athletic builds. They can take the form of one kind of canine creature, such as a dog, wolf, fox, or coyote. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Felite Weren

Weren whose bestial blood allows them to take the form of a feline, whose form can range from cats to tigers, lions, and panthers.

Traits:

  • Enhanced Speed ( +2 )
  • Weak Conviction ( -1 )
  • +2 bonus to Reflex defense
  • Shape Change – Feline Form – Felites have ‘human’ forms that tend to be lithe and slender for females, muscular and athletic for males. They can take the form of one kind of feline creature, such as a cat, tiger, lion, or cheetah. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.


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Ichthyte Weren

Weren whose bestial blood allows them to take the form of a fish, whose form can range from sharks to barracuda, lionfish, or piranha.

Traits:

  • Enhanced Speed ( +1 )
  • Weak Charm ( -1 )
  • Underwater Breathing
  • Swim (10) in Beast form and Swim (6) in Hybrid form
  • Shape Change – Fish Form – Icthytes have ‘human’ forms that tend to be thick-skinned and barrel chested for males, wide-hipped and chubby for females. They can take the form of one kind of fish, such as a shark, barracuda, lionfish, or piranha. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Pachydite Weren

Weren whose bestial blood allows them to take the form of a pachyderm, whose form can range from elephants to rhinos, hippos, and boars.

Traits:

  • Enhanced Might ( +2 )
  • Weak Psyche ( -1 )
  • +2 bonus to Fortitude defense
  • Shape Change – Pachyderm Form – Pachydites have ‘human’ forms that tend to be large, broad shouldered and heavy-set. They can take the form of one kind of pachyderm, such as a mammoth, rhinoceros, warthog, or hippopotamus. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Rodite Weren

Weren whose bestial blood allows them to take the form of a rodent, whose form can range from rats to bats, ferrets, and badgers.

Traits:

  • Enhanced Speed ( +2 )
  • Weak Charm ( -2 )
  • +2 bonus to Reflex defense
  • Fly (10) in Beast form and Fly (6) in Hybrid form (Bat-based Rodites only)
  • Shape Change – Rodent Form – Rodites have ‘human’ forms that tend to be small, thin, and wiry, with sharp facial features and coarse, unmanageable hair. They can take the form of one kind of rodent, such as a mouse, bat, shrew, or vole. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

Simite Weren

Weren whose bestial blood allows them to take the form of a simian, whose form can range from gorillas to apes, monkeys, and gibbons.

Traits:

  • Enhanced Might ( +1 ) and Speed ( +1 )
  • Weak Wisdom ( -1 ) and Conviction ( -1 )
  • Shape Change – Simian Form – Simites have ‘human’ forms that tend to be thick, muscular, and powerful, with elongated arms and large hands. They can take the form of one kind of simian, such as a baboon, gorilla, ape, or monkey. They can also take the form of a hybrid, humanoid version of their beast form. They can shape change as a free action instantaneously in combat at a cost of 1BP.

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Yuan-ti

Native to the islands off the eastern coast of the continent, including Nou Gravai, Paradisla, Shidima, and Idrahaal, the Yuan-ti are land-locked cousins of the Naga who have more in common with reptiles than amphibians. The Yuan-ti were held with high regard by the ancient Sau Empire, and the primitive Humans and Trolls that lived on their island homes revered them as their superiors. However, in the thousands of years since the genocide of the Sau race and the collapse of their mighty empire, the Yuan-ti were taken to task for their lofty positions under the Sau. The Yuan-ti of Nou Gravai continue to hold power, but the Paradisla Yuan-ti were reduced to savages, the Shidima Yuan-ti were enslaved by Humans, and the Idrahaali Yuan-ti were cast into the Vastwaters and are believed to have magically evolved into the Naga.

Traits:

  • Enhanced Speed ( +1 ) and Charm ( +1 )
  • Weak Conviction ( -1 )
  • Sudden Haste – Yuan-ti have a unique ability to spring into action with amazing speed. In combat, at a cost of 3BP, a Yuan-ti gains a +3 bonus to their movement rate, a +3 bonus to their Reflex defense, a +5 bonus to all Prowess skill checks, and a +3 bonus to all Speed-based attack and damage rolls. This ability can only be used once per encounter, and its benefits only last until the end of their next turn unless they spend 1BP to extend the duration for an additional turn. The Yuan-ti can continue to spend 1BP for this purpose until the end of the encounter.

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Zardian

The Sau Empire was wiped off the face of Wyrmshadow, but due to the pleas of the Elder Gods of Nature and Death, the Legendary Wyrm breathed new life into the Sau race, albeit in a totally different form. One product of this rejuvenation of the Sau race was the first of the Dragons, Tiamat and Bahamut. The Zardians were created to be their servants and protectors, but the Dragons had no use for their smaller, weaker cousins, choosing instead to propagate their own species. Zardians are often called Lizardfolk or Dragonkin, but they are a unique race that happens to share a common, extinct ancestry with the Dragons. However, when the rare Zardian is chosen to receive a Dragonmark (a tattoo using Dragon’s Blood Ink that is bestowed as part of a bonding ritual between a Dragon and a member of another race), Dragon-like abilities manifest within the Zardian, and they mutate into Dragonborn, with physical traits and abilities based on the Dragon whose blood was used to create their Dragonmark.

Traits:

  • Enhanced Might ( +2 ) and Speed ( +2 )
  • Weak Intellect ( -2 ) and Charm ( -2 )
  • +2 bonus to Armor Class (Natural Armor)
  • Bloodscent – Zardians have the ability to smell the blood within a person and learn a great deal about them from the experience. During combat, at a cost of 1BP, roll an Awareness check versus the target’s Fortitude defense. If successful, the Zardian becomes aware of the strengths and weaknesses of the target, their general health, and the kinds of attacks they are capable of performing. On a crit, the Zardian gains a +2 bonus to all her defenses against the target’s attacks, as well as a +2 bonus to all attack rolls versus the target. This effect lasts for the duration of the combat encounter. If used against more than one target per encounter, the BP cost increases at a rate of 1BP per additional target beyond the first.

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Races

Wyrmshadow: The Duskreign Prophecy Duskreign