Monday, August 9, 2010

New Rules - Character Races

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
Within the Lands, the great races have special histories and regional strongholds. If you create a new character, you may wonder where others of your race may be found. The following section identifies the areas where each race is concentrated and some likely motivations for adventuring. Those races not mentioned exist in the Lands, but are exceptional to see and require a more customized treatment by the GM and player. The GM may allow background benefits for each race as described in the D&D 4E Player’s Handbook 2. If you wish to play a gnome or half-orc, please refer to their descriptions in the D&D 4E Player’s Handbook 2. 

* Dragonborn: A few small clans of dragonborn inhabit the mountains between the Ostalin and Ragesian border. Loosely in communication with each other, the predominant goal is to solidify the creation of a new republic of dragonborn within the mountains. Those who adventure often do so to lay foundations for future diplomacy, learn and improve on the latest technologies of war and combat, or seek riches and glory to advance the dragonborn legacy and become the future leaders of the new empire.

* Dwarves: Once plentiful and well represented across the lands, the mighty dwarf nation has become insular and isolated from the rest of the world. Those who venture beyond the tunnels and caverns of their mountain realm (near Gate Pass), do so in an effort to fight against the resignation that seems to be overtaking the older generations. Convinced that the isolationism is just as imprisoning as their ancient servitude to the giants, the adventurous dwarves venture out to build an inspiring legacy, rekindle the pride of the Dwarven nation, or restore faith in the ancient gods that seem to be forgotten in this modern day.

* Eladrin: Eladrin are found in Shahalesti lands. In the Lands of the Burning Sky, “Shahalesti” is synonymous with “eladrin.” Always vigilant, the Shahalesti remember well the conquests of Emperor Coaltongue. Sorcery, spying, and military/mercenary prowess are all reasons for a Shahalesti to adventure in the Lands.

* Elves: Of late, the elven tribes have come to fear Ragesian encroachment upon their forests. While the Shahalesti are more or less united in that they jealously guard their fey-touched land, the elves are divided: some seek isolation, others want to establish new alliances, and still others simply see a changing world and desire to be a part of it. All these reasons bring out many elves to the cities and towns where adventures often begin.

* Gnomes: If history is any indicator of the future, the gnomes continue to seek being ignored as a threat. Seeing the success of Coaltongue in using magic to secure his throne, the gnomes of the Lands strive to gather all manner of history and magic in order to avoid becoming slaves to the might and power of Ragesia … or Shahalesti. To the gnomes, knowing how one could capture and enslave another allows the knowledgeable to avoid the possibility altogether. Their quick wit and seeming mockery of the Ragesians and the Shahalesti is vexing to orcs and eladrin alike. Most gnomes come from Shahalesti, but some small groups can be found in almost any land. If a gnome character encounters other gnomes, he will strive to spend at least a few hours with his brethren before continuing to adventure.

* Half-Elves: More fully integrated with their human side, most half-elves come from the great cities of the Lands: from Gate Pass and Seaquen to the many cities of Ostalin, Dassen, and Sindaire. The motivation for adventure is as varied in a half-elf as it is in a human. Some do see the latest bellicose attitude of the Ragesians troubling and seek to help fend them off in the impending conflict.

* Half-Orcs: No matter what their racial origin may be, the half-orcs of the Lands enjoy a unique position; fully realized citizens in Ragesia, Gate Pass and Dassen. The other kingdoms are less cordial, and so most half-orc adventurers are found from the middle part of the Lands. Always struggling with their heritage, the adventuring life is often a way to throw off subtle, lingering prejudices or find a place in a group of allies and equals.

* Halflings: Found mostly along the rivers and byways of Ostalin and Sindaire, the halflings of the Lands sometimes leave the west in search of adventure and treasure. Though once halflings were generally quite well traveled, the unrest in Ostalin has concentrated the population in that country because it presents the best hope for them to start a nation of their own. As the country continues in strife, the halflings work with some factions in Sindaire to destabilize the kingdom even further.

* Humans: As the greatest population in the lands, human characters can come from anywhere and their motivations for adventure are limitless. Those originating from the Gate Pass area have access to some ready-made regional benefits, and the city is diverse enough for almost any character type to be made.

* Tieflings: Ostalin is a haven for tieflings. The designs of Ostalin’s ambitious ruler, Khagan Onamdammin, have created a sort of demand for the skills of those who struggle with their darker nature, while the unstable government makes it hard for anyone to act against the tieflings as they strive to survive in a world that doesn’t trust them. In recent decades, the gregarious nature of Gate Pass merchants traveling the Lands has impressed some tieflings, and a few have set up a small merchant house within the fifth district of the capital, the mountain city of Kistan. The small but cosmopolitan city offers charms and temptations that make it enticing to those who struggle between good and evil and, though small, the merchant house is growing, both in legitimate trade and in their less noble underworld dealings.