Differences between revisions 3 and 6 (spanning 3 versions)
Revision 3 as of 2019-04-12 12:53:54
Size: 1977
Editor: SteveKillen
Comment:
Revision 6 as of 2019-04-13 04:11:38
Size: 3461
Editor: SteveKillen
Comment:
Deletions are marked like this. Additions are marked like this.
Line 5: Line 5:
Races differ from those described in the Player's Handbook. Races may differ from those described in the Player's Handbook.

==== Humans ====
Humans represent the dominant ethnicity in Vindulan, both inside and outside the Cincture. Generations of life on Maroon have changed them, but they are recognizably congruent to their starfaring ancestors.

 * Mechanical: Humans are living in a sea of alien biomass, fulfilling their driving passion to explore. Decrease your Constitution score by 1, and increase two other ability scores of your choice by 1. Gain one skill proficiency of your choice, and gain one general feat of your choice.

 * Cultural: There is some unified culture amongst the various settlements, but beyond the common calendar and the generally held belief that humanity came from the stars, there as many expressions of life as there are freeholds. Wildy variant natural hair and eye color, as well as birthmarks of all manner, are a common occurrence. Prenatal and infant mortality have decreased commensurately with the recovery of the medical arts, both from the knowledge lost in the cataclysm of the Fall and difficulties adapting to the new ecosystem into which humanity has fallen. The further from the Wall they have settled, however, the greater the odds have stacked against them.
Line 8: Line 15:
Those settlers who attempted to subsist wholly on the food available to them from Maroon's bioforms began to change, generation by generation. They developed pronounced physical differences from humans, such as elongation in ears, legs, and fingers, but there are marked changes also in their brains: a lack of need to sleep and a sensitivity to the "magic" reviled by the First Folks. Elf is the name by which the people of the Cincture most commonly refer to them. Those settlers who attempted to subsist wholly on the food available to them from Maroon's bioforms began to change, generation by generation. They developed pronounced physical differences from humans, such as elongation in ears, legs, and fingers, but there are marked changes also in their brains: a decreased need to sleep and a sensitivity to the "magic" reviled by the First Folks. Elf is the name by which the people of the Cincture most commonly refer to them.
Line 12: Line 19:
 * Mechanical: Elves and Half-Elves, like all mortal races, require sleep, though they have resistance to magical sleep effects. Their natural lifespans are longer than humans, but only by about 25 years. Half-Elves live about as long as humans, and instead of darkvision, have a racial feat chosen from elven, human, or Half-Elven racial feats.  * Mechanical: Elves and Half-Elves, like all mortal races, require sleep, though they need only four hours of it and have resistance to magical sleep effects. If an elf or half elf is affected by the sleep spell or another magical sleep effect, it gets a Constitution saving throw. On a failed save, the effect happens as normal. On a successful save, the effect is negated, and the target is aware of this. Elves' natural lifespans are longer than humans, but only by about 25 years. Half-Elves live about as long as humans, and instead of darkvision, have a racial feat chosen from elven, human, or Half-Elven racial feats.

Language

A note about language: no racial languages exist on Maroon, save for Dragonborn. Each region of starfolk speaks a local dialect, derived from the original Old Speran the First Folk spoke. Common to Vindulan and the provinces is High Speran, but beyond the wall, community of speech degrades as the distances between cultures increases.

Races

Races may differ from those described in the Player's Handbook.

Humans

Humans represent the dominant ethnicity in Vindulan, both inside and outside the Cincture. Generations of life on Maroon have changed them, but they are recognizably congruent to their starfaring ancestors.

  • Mechanical: Humans are living in a sea of alien biomass, fulfilling their driving passion to explore. Decrease your Constitution score by 1, and increase two other ability scores of your choice by 1. Gain one skill proficiency of your choice, and gain one general feat of your choice.
  • Cultural: There is some unified culture amongst the various settlements, but beyond the common calendar and the generally held belief that humanity came from the stars, there as many expressions of life as there are freeholds. Wildy variant natural hair and eye color, as well as birthmarks of all manner, are a common occurrence. Prenatal and infant mortality have decreased commensurately with the recovery of the medical arts, both from the knowledge lost in the cataclysm of the Fall and difficulties adapting to the new ecosystem into which humanity has fallen. The further from the Wall they have settled, however, the greater the odds have stacked against them.

Elves and Half-Elves

Those settlers who attempted to subsist wholly on the food available to them from Maroon's bioforms began to change, generation by generation. They developed pronounced physical differences from humans, such as elongation in ears, legs, and fingers, but there are marked changes also in their brains: a decreased need to sleep and a sensitivity to the "magic" reviled by the First Folks. Elf is the name by which the people of the Cincture most commonly refer to them.

Notable differences have developed among them; those living in the Shadow Hills have taken on a grey pallor, whereas the ones norside have broad birthmarks of wild variety and color on their bodies and a sensitivity to light.

  • Mechanical: Elves and Half-Elves, like all mortal races, require sleep, though they need only four hours of it and have resistance to magical sleep effects. If an elf or half elf is affected by the sleep spell or another magical sleep effect, it gets a Constitution saving throw. On a failed save, the effect happens as normal. On a successful save, the effect is negated, and the target is aware of this. Elves' natural lifespans are longer than humans, but only by about 25 years. Half-Elves live about as long as humans, and instead of darkvision, have a racial feat chosen from elven, human, or Half-Elven racial feats.
  • Cultural: "Half-Elf" is a term of stigma in Vindulan. Elven culture ranges from diffidently neutral to openly hostile to Cincture presence, or any disruptive settlement effort, as it upsets the balance they have struck with their adoptive ecology. The most virulent of animosity toward Elves is found among the Red Belt faction of the Council, who tend toward conquest of all starfolk societies under rule of the Cincture.

Halflings and Gnomes

dnd/SeedsOfChange/Classes (last edited 2020-07-04 14:57:00 by SteveKillen)