https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Balthazar&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T21:05:47ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Centaur,_Variant_(5e_Race)&diff=960432Centaur, Variant (5e Race)2017-11-06T18:20:50Z<p>Balthazar: </p>
<hr />
<div>==Centaurs==<br />
<br />
{{quote|Tyson dropped the two warriors he was about to tie into a knot and jogged after us. He jumped on the centaur's back. "Dude!" the centaur groaned, almost buckling under Tyson's weight. "Do the words 'low-carb diet' mean anything to you?"|orig=Rick Riordan|src=The Sea of Monsters (Percy Jackson and the Olympians, #2)}}<br />
<br />
===Physical Description===<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://lh6.googleusercontent.com/-dybsouBIJIQ/VLbI0dt62aI/AAAAAAAADb4/wQFDb9KqIvA/s288/image.jpg<br />
|-<br />
| A centaur warrior.<br />
|}<br />
<br />
Centaurs are six-limbed monstrosities. They have the body of a horse or other equine creature, but from the withers up (where a head would normally be) the body continues vertically into a humanoid torso from the hips, with a pair of fully developed arms. Though their facial and upper torso features may closely resemble those of humanoid races, there are still clear hints of their non-humanoid descent. A thin, velvetine layer of fur covers most of their upper torso aside from their face and belly, they have pointed and mobile ears, and their noses resemble strongly snubbed snouts.<br />
<br />
Centaurs have very large and complex bodies, requiring a high degree of maintenance on their behalf. First and foremost, their body demands 4 times the normal food consumption, and twice the normal water consumption, of a human. They also have a high oxygen demand, and they breathe heavier than most horses, but their high lung capacity allows them to hold their breath for roughly the same duration as most humanoids.<br />
<br />
Centaurs are born in much the same way as a horse, and their bodies mature rapidly. They reach physical maturity by the age of three, but are considered to be "adults" only after proving themselves in a number of different regards, including service to the group, completing training or education provided by the herd, undergoing a trial of maturity, combat, or survival, and other milestones set by the individual herd.<br />
<br />
Centaurs grow hair in a thick mane starting at the top of the head and running down their spine to the base of their upper torso. They also grow long, thick tails. How they care for, trim, or tie their hair is one of the few genuine elements of centaur fashion. Insulting their hair in any regard is highly offensive.<br />
<br />
The upper torso contains the impressively large lungs, heart, (Located roughly where a human's liver would be, though closer to medial) and primary stomach, as well as a number of periphery organs. The lower torso contains the remaining digestive system and organs.<br />
<br />
Their digestive system is quite long and has four separate stomachs in a series. Each section of the digestive system is specialized to optimize extraction of certain types of chemicals. As a result, they are fully omnivorous. As a consequence however, they are extremely sensitive to ingested poisons, particularly alcohol. Even a small amount of alcohol can fully inebriate an adult centaur in moments.<br />
<br />
Many would imagine centaurs to be awkward and stiff due to their unusual anatomy, though this could not be farther from the truth. Most centaurs are flexible enough that they can touch every part of their body with their hands, and some can even touch their face to their rump or back heels. Centaurs are known for their graceful, deliberate movement, which contrasts against the halting, nervous movements of other hoofed creatures such as horses.<br />
<br />
===History===<br />
<br />
Stories speak of men who kept courtship with female goddesses and then the male gods curse them to be half human and half horse monstrosity. Other stories, however, tell about the male gods mating with wild mares, and creating these creatures called the Centaurs. Regardless the origin stories of the centaurs there is no doubt that they have great stories of themselves to share. The centaurs main weapon of choice is the pike, an anti-cavalry weapon. This is mainly due to internal conflicts and wars, where centaurs have fought against one-another, and in their hands it can double as a lance against other races. Many sources describe centaurs as intentional recluses, avoiding settled civilizations and their ideas of order, the centaurs prefer open wilderness and only build temporary, usually portable settlement structures. What permanent structures the centaurs leave behind are mostly large marker stones for later generations and funeral sites. The Centauromachy was an ancient war or battle fought with human clans. The full tale has been lost, but it had something to do with a human wedding gone horribly wrong. Centaurs were painted as lustful, drunken barbarians. A later conflict was also seemingly caused by alcohol, where a human hero visits his centaur friend (assumably an onnocentaur, given his demeanor) and they are interrupted by a violent horde of wild centaurs, resulting in the accidental death of the hero's friend. Humans occasionally settle in the middle of an ancient centaur migration path, and this leads to much conflict. For a human, this can be shocking and confusing. Why? Why not go around the settlement? Or straight through it? The bulk of surviving centaur related myths are about a centaur who is wise, kind, noble, and brave, an educator and friend to many rulers and heroes, who was long lived and in the end died only for a noble cause. Centaurs like elves and elves like centaurs, and have had a long-standing peace. Again, many humans are baffled by this seeming double-standard. What is it about elves that makes peace, as opposed to blatant hostilities with humans? Aside from lifespans, what really sets us apart from elves for the centaurs? And how does this reflect on other human-like races, like dwarves and halflings?<br />
<br />
===Society===<br />
<br />
Nomadic hunter-gatherers, centaurs organise themselves into massive migratory herds. Centaur migrations can span continents and take multiple generations to complete. Conflict between herds is rare, as crossing paths is usually a predictable and beneficial event- however, some herds have lingering animosity from long past conflicts.<br />
<br />
Centaurs reach maturity very young, but are not considered adults until they can prove themselves ready. Different herds, each with varying values, have different criteria for this. Most revolve around passing several natural milestones or tests, others focus on the individual completing education or apprenticeship to become a useful member of the herd, and a few more aggressive herds even have trials by combat or survival.<br />
<br />
Elderly and sick centaurs who cannot keep up are left behind. Most are not long for the world when this happens, but a few linger on, taking up residence among settled people. Some settlements owe their very existence to the knowledge of such centaurs.<br />
<br />
Though few centaurs wear much clothing at all, most do adorn themselves with practical articles, such as belts, or warm coverings in inclimate weather. Those few who join a settled culture usually wear some degree of clothing simply for the purposes of fitting in or reducing the reactions of others. In any case, fashion in any aesthetic sense is uncommon among centaurs.<br />
<br />
Likewise, shelter is uncommon among centaurs, rarely constructing so much as even tents. Centaurs prefer to live in the wilderness directly as a part of it, and so are often stereotyped as "talking animals" by many settled races.<br />
<br />
Among settled people, especially humans, centaurs often find themselves ostracized. Most dwellings are not built to accommodate their oddly shaped bodies, and their hooves damage floors and track mud. As such, there are many businesses and estates which will flatly deny access to centaurs when faced with one. Worse, other races, particularly humans, tend to gawk and stereotype centaurs. Part of this is due to their nudity, and can be remedied by dressing oneself, though at some expense, as few tailors study the art of clothing a horse and man as one. Still though, their bestial facial features, unusual appearance, and strange customs make it difficult for them to homogeonize. Among Dwarves, they are usually not turned away, as hooves do not ruin stone, but they often do not fit in Dwarven shelters very well. Elves have had a long-standing peace with centaurs, and the two races respect each other deeply.<br />
<br />
===Centaur Names===<br />
<br />
As far as can be discerned, centaurs do track names, but do not name families or bloodlines. Rather, a centaur tracks its immediate family by their individual names. To ask a centaur who his family is, is to invoke a long list of names, titles, and descriptions. Centaurs do not consider this to be problematic or burdensome, rather, they consider it a reasonable format to describe the many complexities and facets of "family" as opposed to the crude and narrow "bloodline" distinction used by "civilized" cultures. For instance, as part of their family, a centaur may name their best friend, the leader of their herd, and two kind and brave humans they have repeatedly crossed paths with, alongside their immediate parents, siblings, and children. The following list of names contains examples from fiction, myth, and whole-cloth creativity.<br />
<br />
'''Male:''' Chiron, Nessus, Pholus, Centaurus, Sajacks, Elatus, Eurytion, Hylaeus, Latreus, Oreus, Oreius Rhaecus, Cyllerus, Polkan, Glenstorm, Ironhoof, Suncloud, Rainstone, Roonwit, Cloudbirth, Windmane, Firenze, Bane, Magorian, Ronan, Apis, Dantares, Gadfort, Jaro, Kashing, Pelle, Vankar, Varios, Pai. <br />
<br />
'''Female:''' Endeis, Hippe, Melanippe, Euippe, Ocyrhoe, Carystus, Hylonome, Cybel, Dawn, Mae.<br />
<br />
===Centaur Traits===<br />
{{Design Note|You may want to read [[Large Races (DnD Guideline)]].}}<br />
{{5e Racial Traits<br />
|summary=The nomadic horsefolk of the wilds.<br />
|abilities=Your {{5a|str}} score increases by 2, and either your {{5a|dex}} or {{5a|con}} score increases by 1 (your choice).<br />
|age=Centaurs experience rapid maturity, reaching physical maturity at age 3, but they have expansive life spans. Ranging from 300-500 years old.<br />
|alignment=Prone to maintaining ancient patterns and traditions while simultaneously defying formal societal order, centaurs tend toward neutrality in all regards.<br />
|size=Most centaurs stand between 6 and 7 feet tall, and their horse bodies are about 8 feet long. Your size is Large.<br />
|speed=Your base walking speed is 40 feet. <br />
|trait1=Tauroid Build<br />
|description1=Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You use equipment and wield weapons as if you were a Medium-sized creature. You have twice the carrying capacity of a Medium creature, and you require four times as much food and water as a Medium creature would.<br />
|trait2=Hooves<br />
|description2=You are never unarmed. Your hooves are a natural weapon, which you can use to make {{5e|Unarmed Strike}}s. When you make an unarmed strike with your hooves, the damage die for your {{5e|Unarmed Strike|unarmed strike}} is a d8.<br />
|trait3=Nomadic Heritage<br />
|description3=By the time a centaur reaches adulthood, they have become experts at navigating the lands that they are most familiar with. Choose one of the following environments: deserts, forests, grasslands, hills, mountains, or swamps. While you are traveling through the chosen environment, you add twice your proficiency bonus to {{5a|int}} ({{5s|Nature}}) and {{5a|wis}} ({{5s|Perception}} and {{5s|Survival}}) checks related to your immediate surroundings, instead of any proficiency bonus that you would normally apply. Additionally, you ignore {{5e|Difficult Terrain|difficult terrain}} while in your chosen environment.<br />
|trait4=Trample<br />
|description4=When you use your action to take the {{5e|Dash Action|Dash}} action on your turn, you may make one attack with your hooves as a bonus action.<br />
|trait5=Ungainly<br />
|description5=You cannot make use of mounts, and have trouble with things your humanoid counterparts may not such as, climbing stairs, ladders, and rope.<br />
|languages=You can speak, read, and write Common, Elvish, and Sylvan.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Centaur Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 6′ 8″ || +2d4 || 1,160 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Monstrosity Type]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953996Religion (The Ashen Sagas Setting)2017-10-21T18:19:10Z<p>Balthazar: /* Drykkr Full Horn */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:Domain: Trickery, Knowledge, War<br />
:Artifacts: Staff of the Laughing God (Trickey), Eye of the All Father (Knowledge), Cloak of Heroes (War) <br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Domain:''' Tempest, War, Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' Helm of Storms (Tempest), Dunahafr (War), Hand of Darradr (Grave)<br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe Dunahafr once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Wealth, Excess, Debauchery and corruption <br />
:'''Domain:''' Life, Trickery<br />
:'''Artifacts:''' Horn of Excess (Life), Rings of Corruption (Trickery)<br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Domain:''' Light, Knowledge<br />
:'''Artifacts:''' Sunstones (Light), Wraps of Mourning (Knowledge)<br />
:'''Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Grudges and Xenophobia<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Knowledge<br />
:'''Artifacts:''' Crown of Nidavellir (Protection), Book of Grudges (Knowledge) <br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Cantrips<br />
:'''Domain:''' Life, Arcana (SCAG 125)<br />
:'''Artifacts:''' Fairy Pipe (Life) Bag of Gifts (Arcana)<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Moonlight, Survival, Martial Grace and Hunting Monsters.<br />
:'''Domain:''' Light, Nature<br />
:'''Artifacts:''' Tiara of the Moon (Light), Beastfeller (Nature)<br />
:'''Chaotic Good'''<br />
<br />
==== Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, Killers and the Undark.<br />
:'''Domain:''' Trickery, War<br />
:'''Artifacts:''' Mask of Shadow (Trickery), Venommace (War)<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Wards, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Arcana<br />
:'''Artifacts:''' Eldivr's Ward (Protection), The Blue Flame (Arcana)<br />
:'''Lawful Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Nature's Savagery.<br />
:'''Domain:''' Death(DMG), Nature<br />
:'''Artifacts:''' Necklace of Teeth (Nature), Hide of Soltim (Death)<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' The Final Rest Inn (Protection), Pyre Ritual (Grave)<br />
:'''Lawful Neutral'''<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=953795Races (The Ashen Sagas Setting)2017-10-21T04:36:27Z<p>Balthazar: /* Races */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir with his army. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics but it became necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible. Individualism flourished and dedication to coworkers and superiors replaced the bonds within their clans, at least when it suits them.<br />
<br />
Dwarves of Nidavellir are known to be crafty, ambitious, and self-serving but they are also known to be individualistic, industrious and flexible.<br />
<br />
'''Nidavellir Dwarf'''<br><br />
'''Ability Score Increase:''' Your Charisma score increases by 1 <br><br />
'''Strong Back Labor:''' The Nidavellir dwarves are known for their strength that they've honed to compete with the giants they work with. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
<br />
====Shattered Spires====<br />
The Dwarves that were cast out of Nidavellir to follow their defeated god Dwergrd, took refuge in the old Dwarven city of Reifjall. In the cold and treacherous peaks, the Dwarves turned as cold and hard as the mountains they lived in to survive, raiding nearby settlements and enslaving other races, they viewed as "beneath" their noble lineages. Even so they cling to their ancient noble traditions to the letter, and will honor oaths and repay debts.<br />
<br />
Dwarves of the Shattered Spires are known to be xenophobic, dogmatic, and cruel but they are also known to be honorable, tough and loyal.<br />
<br />
'''Shattered Spires Dwarf''' <br><br />
'''Ability Score Increase:''' Your Strength score increases by 1 <br><br />
'''Grudge Bearers:''' The fury and hatred your god bears for the other races, deeply affects you. Choose a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. During the first round of any combat against your chosen foe, your attack rolls against any of them have advantage. When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Shifters==<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953793Religion (The Ashen Sagas Setting)2017-10-21T04:20:55Z<p>Balthazar: /* Aesir and Jotun of the Ashen Sagas */ Adding in SCAG tag to arcana domain</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:Domain: Trickery, Knowledge, War<br />
:Artifacts: Staff of the Laughing God (Trickey), Eye of the All Father (Knowledge), Cloak of Heroes (War) <br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Domain:''' Tempest, War, Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' Helm of Storms (Tempest), Dunahafr (War), Hand of Darradr (Grave)<br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe Dunahafr once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Horn of Excess (Life)<br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Domain:''' Light, Knowledge<br />
:'''Artifacts:''' Sunstones (Light), Wraps of Mourning (Knowledge)<br />
:'''Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Grudges and Xenophobia<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Knowledge<br />
:'''Artifacts:''' Crown of Nidavellir (Protection), Book of Grudges (Knowledge) <br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Cantrips<br />
:'''Domain:''' Life, Arcana (SCAG 125)<br />
:'''Artifacts:''' Fairy Pipe (Life) Bag of Gifts (Arcana)<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Moonlight, Survival, Martial Grace and Hunting Monsters.<br />
:'''Domain:''' Light, Nature<br />
:'''Artifacts:''' Tiara of the Moon (Light), Beastfeller (Nature)<br />
:'''Chaotic Good'''<br />
<br />
==== Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, Killers and the Undark.<br />
:'''Domain:''' Trickery, War<br />
:'''Artifacts:''' Mask of Shadow (Trickery), Venommace (War)<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Wards, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Arcana<br />
:'''Artifacts:''' Eldivr's Ward (Protection), The Blue Flame (Arcana)<br />
:'''Lawful Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Nature's Savagery.<br />
:'''Domain:''' Death(DMG), Nature<br />
:'''Artifacts:''' Necklace of Teeth (Nature), Hide of Soltim (Death)<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' The Final Rest Inn (Protection), Pyre Ritual (Grave)<br />
:'''Lawful Neutral'''<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953586Religion (The Ashen Sagas Setting)2017-10-20T20:24:27Z<p>Balthazar: /* Hrafnagud The Final Rest */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:Domain: Trickery, Knowledge, War<br />
:Artifacts: Staff of the Laughing God (Trickey), Eye of the All Father (Knowledge), Cloak of Heroes (War) <br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Domain:''' Tempest, War, Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' Helm of Storms (Tempest), Dunahafr (War), Hand of Darradr (Grave)<br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe Dunahafr once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Horn of Excess (Life)<br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Domain:''' Light, Knowledge<br />
:'''Artifacts:''' Sunstones (Light), Wraps of Mourning (Arcana)<br />
:'''Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Grudges and Xenophobia<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Knowledge<br />
:'''Artifacts:''' Crown of Nidavellir (Protection), Book of Grudges (Knowledge) <br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Happiness<br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Bag of Gifts (Life)<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Moonlight, Survival, Martial Grace and Hunting Monsters.<br />
:'''Domain:''' Light, Nature<br />
:'''Artifacts:''' Tiara of the Moon (Light), Beastfeller (Nature)<br />
:'''Chaotic Good'''<br />
<br />
==== Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, Killers and the Undark.<br />
:'''Domain:''' Trickery, War<br />
:'''Artifacts:''' Mask of Shadow (Trickery), Venommace (War)<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Wards, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Arcana<br />
:'''Artifacts:''' Eldivr's Ward (Protection), The Blue Flame (Arcana)<br />
:'''Lawful Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Natures Savagery.<br />
:'''Domain:''' Death, Nature<br />
:'''Artifacts:''' Necklace of Teeth (Nature), Hide of Soltim (Death)<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' The Final Rest Inn (Protection), Pyre Ritual (Grave)<br />
:'''Lawful Neutral'''<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953585Religion (The Ashen Sagas Setting)2017-10-20T20:23:43Z<p>Balthazar: /* Aesir and Jotun of the Ashen Sagas */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:Domain: Trickery, Knowledge, War<br />
:Artifacts: Staff of the Laughing God (Trickey), Eye of the All Father (Knowledge), Cloak of Heroes (War) <br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Domain:''' Tempest, War, Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' Helm of Storms (Tempest), Dunahafr (War), Hand of Darradr (Grave)<br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe Dunahafr once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Horn of Excess (Life)<br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Domain:''' Light, Knowledge<br />
:'''Artifacts:''' Sunstones (Light), Wraps of Mourning (Arcana)<br />
:'''Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Grudges and Xenophobia<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Knowledge<br />
:'''Artifacts:''' Crown of Nidavellir (Protection), Book of Grudges (Knowledge) <br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Happiness<br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Bag of Gifts (Life)<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Moonlight, Survival, Martial Grace and Hunting Monsters.<br />
:'''Domain:''' Light, Nature<br />
:'''Artifacts:''' Tiara of the Moon (Light), Beastfeller (Nature)<br />
:'''Chaotic Good'''<br />
<br />
==== Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, Killers and the Undark.<br />
:'''Domain:''' Trickery, War<br />
:'''Artifacts:''' Mask of Shadow (Trickery), Venommace (War)<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Wards, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Arcana<br />
:'''Artifacts:''' Eldivr's Ward (Protection), The Blue Flame (Arcana)<br />
:'''Lawful Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Natures Savagery.<br />
:'''Domain:''' Death, Nature<br />
:'''Artifacts:''' Necklace of Teeth (Nature), Hide of Soltim (Death)<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' The Final Rest Inn (Protection), Pyre Ritual (Arcana)<br />
:'''Lawful Neutral'''<br />
<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953577Religion (The Ashen Sagas Setting)2017-10-20T19:54:56Z<p>Balthazar: /* The Old Gods */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:Domain: Trickery, Knowledge, War<br />
:Artifacts: Staff of the Laughing God (Trickey), Eye of the All Father (Knowledge), Cloak of Heroes (War) <br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Domain:''' Tempest, War, Grave (Unearthed Arcana Divine Domains)<br />
:'''Artifacts:''' Helm of Storms (Tempest), Dunahafr (War), Hand of Darradr (Grave)<br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe Dunahafr once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Domain:''' Life<br />
:'''Artifacts:''' Horn of Excess (Life)<br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Domain:''' Light, Knowledge<br />
:'''Artifacts:''' Sunstones (Light), Wraps of Mourning (Knowledge)<br />
:'''Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Grudges and Xenophobia<br />
:'''Domain:''' Protection (Unearthed Arcana Divine Domains), Knowledge<br />
:'''Artifacts:''' Crown of Nidavellir (Protection), Book of Grudges (Knowledge) <br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Happiness<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Redemption, Survival, Martial Grace and Hunting Monsters.<br />
:'''Chaotic Good'''<br />
<br />
====Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, and the Undark.<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Warmth, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Chaotic Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Natures Savagery.<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Lawful Neutral'''<br />
<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953571Religion (The Ashen Sagas Setting)2017-10-20T19:25:42Z<p>Balthazar: /* How Gods Work */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." Aesir usually have an artifact associated with them that is their symbol, and a major part of their power. If this artifact is lost, or shattered, the Aesir is weakened significantly, and their domains can also change accordingly. If a mortal or another Aesir gains one of these artifacts, the mortal could ascend to godhood, and the god can incorporate the artifacts domain into their own. <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Chaotic Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Revenge and Xenophobia<br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Happiness<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Redemption, Survival, Martial Grace and Hunting Monsters.<br />
:'''Chaotic Good'''<br />
<br />
====Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, and the Undark.<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Warmth, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Chaotic Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Natures Savagery.<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Lawful Neutral'''<br />
<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Religion_(The_Ashen_Sagas_Setting)&diff=953569Religion (The Ashen Sagas Setting)2017-10-20T19:20:52Z<p>Balthazar: /* How Gods Work */</p>
<hr />
<div>= Aesir and Jotun of the Ashen Sagas =<br />
<br />
==How Gods Work==<br />
<br />
There are 3 types of gods in the Ashen Sagas. <br />
<br />
:'''Jotun'''<br />
:Jotun are Primordials, they have existed before the gods and once ruled over the mortal realms when the World Tapestry was still being woven. They have god like powers without deriving their abilities from the belief of mortals. As such they are not affected by stories and prayers either unless they themselves ascend to godhood, as Brimir the Young did through the prayers of mortals.<br />
<br />
:'''Aesir'''<br />
:Aeisr are what most consider classical d and d deities, being of immense abilities powered by the belief of mortals. They were created from mortal's wish for protection and have served as guardians of their believers. As they are created by the beliefs of mortals they can also be altered and changed by that belief, like Dwergrd's descent from good to evil, after many of his believers turned to Brimir, and his dwarven believers turned more cold and xenophobic. They can also be killed as they do not have omnipotent powers, as when fighting Jotun or even each other. After the Tearing, new prayers and wishes have given rise to new Aesir, referred to as the "New Gods." <br />
<br />
:'''Vanir'''<br />
:Vanir are being made from knowledge instead of belief. While still powerful, they are weaker than both the Jotun and Aesir, and during the Tearing they transported their realm of Vanaheim out of the World Tapestry after Rymr Storm Helm destroyed Hel. They have not be heard from since.<br />
<br />
==The Old Gods==<br />
<br />
====Vulfadir the Laughing God====<br />
:God of Stories, Trickery, Lies, Madness, Strife, and Heroes<br />
:'''Chaotic Nutral'''<br />
<br />
None of the Old Gods came out of the Last War quite the same, and Vulfadir is the prime example. Once just the God of Trickery and Lies, he took up Darradr's golden fur cloak once the God of Heroes was killed at the hands of the Jotun Emperor Heimpurs, gaining part of Darradr's portfolio as his own. Latter, he did the same with King Hoarr's one good eye, to gain the gift of prophesy, though the future the god saw drove him mad instead. Due to his mismatched portfolio Vulfadir is also called the Patchwork God or Old Mooneye for his mismatched eye.<br />
<br />
After the stalemate of the Last War, Vulfadir settled in a wolf den in the area now known as the Vulflaw, occasionally venturing out to hunt monster meat with the pack of wolves he was staying with, and occasionally setting up wards and runes in random places. Soon pilgrims that visited to pray and give offerings noticed the relative lack of danger surrounding the den and settled around it building a temple out of ironwood around the wolf den, which even now wolves go in and out of.<br />
<br />
Vulfadir is known for his erratic behavior and could just as likely punish someone praying to him for their laziness and lack of self-reliance as bless them for their piety and dedication to him. While this makes him a difficult deity to deal with, his punishments are never life threatening or severe, inconveniences at most. <br />
<br />
When appearing in front of mortals he can take many forms including a young and lanky grey haired warrior with a axe and a golden fur cloak, an old man covered in a hood and a walking stick with wolves carved in them, a young huntress with grey and gold streaked hair, or as a massive wolf. Regardless of his form he will always appear with mixed colored eyes.<br />
<br />
====Rymr Storm Helm====<br />
:Goddess of Thunder, Storm, Martial Prowess, Justice and the Fallen <br />
:'''Lawful Good'''<br />
<br />
Another deity that changed heavily during the Last War, Rymr was once a loud and boisterous goddess who ran through the skies laughing, striking thunder down on any act she deemed cowardly or dishonorable. However, during the Last War, her lover Darradr was killed by Heimpurs and her own arm was severed by the Jotun Emperors mighty sword. In an act of desperation, she sewed Darradr's arm onto her stub, using it to help wield her mighty axe once again. However after the war her arm continued to disintegrate until all but the bones remained and her blood was poisoned into black. <br />
<br />
As she was in a state of perpetual dying, but unable to do to her divine spark, the King of the Gods, Hoarr, ordered her to take up the mantle of God of the Dead, as she had murdered the previous god of the dead Grimnir in a fit of anger near the beginning of the war for failing to honor her summons.<br />
<br />
After the Last War Rymr now wanders the realms with a band of Revenants, who like her wander between life and death, in eternal penance for her hubris. Stories of there monster slaying can be heard from the drow cities of the Undark to the shut off realm of the elves. <br />
<br />
Rymr is a dour and vengeful goddess, who will likely not answer petty prayers, and insults with swift punishment. She does however still hear the prayers of those who are in her desperate need, and is a popular deity to pray to when in dire straights. <br />
<br />
In front of mortals, she appears as a heavy middle aged shield-maiden with a closed iron hem, crackling with electricity but leaking a black liquid from the eye slots, a massive battle axe and a skeletal hand.<br />
<br />
====Drykkr Full Horn====<br />
:God of Merriment, Feasting, Drunkenness, Excess, Debauchery and corruption <br />
:'''Chaotic Evil'''<br />
<br />
During the Last War, the jovial and benevolent god Drykkr was starved of prayers by mortals who were too busy fighting and dying to make merry with feast and celebration. Even after the war, the mortals were mor focused on day to day survival than merriment. Desperate, Drykkr, reached out to those who had excess and power, coaxing them to neglect their duties and revel in their wealth. However, even when his believers grew, they were twisted and evil, warping the once loving god into a sadistic and greedy monster, which he remains to this day.<br />
<br />
Drykkr is outwardly kind and merry, promising wealth and gold to his believers, and relieving their worldly griefs with honey soaked fantasies. However, to those that do not offer their prayers, he instead seeks to steal what little they have and redistribute them to those who would use them "better".<br />
<br />
To mortals Drykkr appears as a thin man in fine but grimy clothes, with a grotesquely bulging belly.<br />
<br />
====Solatir the Crippled One====<br />
:Goddess of the Old History, Light, the Hurt and Hurting, and Lost Memory<br />
:'''Chaotic Neutral'''<br />
<br />
====Dwergrd Unbroken Anvil====<br />
:God of Dwarves, Stone, Stubbornness, Revenge and Xenophobia<br />
:'''Lawful Evil'''<br />
<br />
==The New Gods==<br />
<br />
====Puck Grandfather of Gifts====<br />
:God of Gift Giving, Merriment, Warmth, Ripe Old Age and Happiness<br />
:'''Neutral Good'''<br />
<br />
====Ellistraee Lady Silverhair====<br />
:Goddess of Good Drow, Redemption, Survival, Martial Grace and Hunting Monsters.<br />
:'''Chaotic Good'''<br />
<br />
====Selvetarm the Spider that Waits====<br />
:God of Evil Drow, Patience, Slavers, and the Undark.<br />
:'''Chaotic Evil'''<br />
<br />
====Eldivdr the Burning Tree====<br />
:God of Fire, Protection, Warmth, Vigil Keepers and Guards and Righteous Fury.<br />
:'''Chaotic Good'''<br />
<br />
====Soltim the Hunger====<br />
:God of starvation, undead, cannibals, and Natures Savagery.<br />
:'''Chaotic Evil'''<br />
<br />
====Hrafnagud The Final Rest====<br />
:Goddess of Inns, Beds, Cities, Sleep, Dreams, Hearths and Funeral Pyres.<br />
:'''Lawful Neutral'''<br />
<br />
<br />
==The Living Jotun==<br />
<br />
====Jarnsted Lord Iron Sides====<br />
:Jotun of Humans and War<br />
:'''Chaotic Good'''<br />
:A massive humanoid covered in a full plate of iron armor, the helmet carved in the face of a bearded man laughing. Now, takes the form of a wandering mercenary, similarly covered head to toe in armor, with a booming voice.<br />
<br />
====Brimir the Young====<br />
:Jotun of Labors (Also god of Craftsmen)<br />
:'''Lawful Neutral'''<br />
:A Massive humanoid wrapped in chains attached to various tools. Currently, rules over a kingdom of Dwarves, Giants and humans in the mountains. Considered the new God of Craftsmen after defeating Dwergrd in a duel.<br />
<br />
<br />
==The Sleeping Jotun==<br />
<br />
====Hyrkild the Scorched Ravager ====<br />
:Jotun of Fire. <br />
:'''Lawful Evil'''<br />
:A massive fire giant, that is covered from head to toe in flames that never go out. <br />
<br />
====Jordfodand Cliff Cleaver====<br />
:Jotun of Earth. <br />
:'''True Neutral'''<br />
:A massive hill giant that seems to be completely made from jagged rocks and stones.<br />
<br />
==== Svalamyrr Swamp Spreader ====<br />
:Jotun of Poison. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid that seems to be made from blackened sludge and rotting corpses.<br />
<br />
==== Ryoda the Red Fear====<br />
:Jotun of Madness and Fury. <br />
:'''Chaotic Evil'''<br />
:A massive humanoid without a head, that pulses with a red light emanating from its heart.<br />
<br />
==The Dead Gods==<br />
<br />
====Hoarr the One Eyed King====<br />
:God of the Divine, Order, Rulers, Knowledge and Justice.<br />
:'''Lawful Good'''<br />
<br />
====Lolth Lady of Spiders==== <br />
:Goddess of Drow, Cruelty, Schemes, Spiders and Revenge.<br />
:'''Chaotic Evil'''<br />
<br />
====Darradr Bright Spear====<br />
:God of Bravery, Heroes, Stories, the Fallen, and Eternal Life<br />
:'''Lawful Good'''<br />
<br />
====Grimnir Prince of Bones====<br />
:God of the Dark, the Underworld, Judgement and the dead.<br />
:'''True Neutral'''<br />
<br />
====Ginnarr the Cold One====<br />
:God of Winter, snow, strength against obstacles, survival.<br />
:'''Chaotic Neutral'''<br />
<br />
====Hernya the Green Lady====<br />
:Goddess of Nature.<br />
:'''Chaotic Neutral'''<br />
<br />
====Alfirfall Lord of Elves==== <br />
:God of Elves, beauty, grace in combat, and archery.<br />
:'''Chaotic Good'''<br />
<br />
==The Dead Jotun==<br />
<br />
====Heimpurs Emperor of the Jotun==== <br />
:Jotun of Ice. <br />
:'''Lawful Neutral'''<br />
:A massive Ice Giant covered in a full plate armor seemingly made from frozen bodies.<br />
<br />
===Hvaleta Kraken Queen===<br />
:Jotun of the Sea Monsters.<br />
:'''Chaotic Evil'''<br />
: A massive Sea Giant with the lower half of an octopus. <br />
<br />
====Gifrbort Troll King ====<br />
:Jotun of Trolls. <br />
:'''Chaotic Evil'''<br />
:A massive bloated troll, that’s body seems to warp into faces and limbs before your eyes.<br />
<br />
====Illirvurm The Devour of the Sun ====<br />
:Jotun of Wurms. <br />
:'''Chaotic Evil'''<br />
:A massive black serpent that spits black lighting and bleeds white glowing blood. <br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=953555Races (The Ashen Sagas Setting)2017-10-20T19:08:20Z<p>Balthazar: /* Shattered Spires */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir with his army. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics but it became necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible. Individualism flourished and dedication to coworkers and superiors replaced the bonds within their clans, at least when it suits them.<br />
<br />
Dwarves of Nidavellir are known to be crafty, ambitious, and self-serving but they are also known to be individualistic, industrious and flexible.<br />
<br />
'''Nidavellir Dwarf'''<br><br />
'''Ability Score Increase:''' Your Charisma score increases by 1 <br><br />
'''Strong Back Labor:''' The Nidavellir dwarves are known for their strength that they've honed to compete with the giants they work with. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
<br />
====Shattered Spires====<br />
The Dwarves that were cast out of Nidavellir to follow their defeated god Dwergrd, took refuge in the old Dwarven city of Reifjall. In the cold and treacherous peaks, the Dwarves turned as cold and hard as the mountains they lived in to survive, raiding nearby settlements and enslaving other races, they viewed as "beneath" their noble lineages. Even so they cling to their ancient noble traditions to the letter, and will honor oaths and repay debts.<br />
<br />
Dwarves of the Shattered Spires are known to be xenophobic, dogmatic, and cruel but they are also known to be honorable, tough and loyal.<br />
<br />
'''Shattered Spires Dwarf''' <br><br />
'''Ability Score Increase:''' Your Strength score increases by 1 <br><br />
'''Grudge Bearers:''' The fury and hatred your god bears for the other races, deeply affects you. Choose a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. During the first round of any combat against your chosen foe, your attack rolls against any of them have advantage. When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=953554Races (The Ashen Sagas Setting)2017-10-20T19:07:49Z<p>Balthazar: /* Dwarves */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir with his army. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics but it became necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible. Individualism flourished and dedication to coworkers and superiors replaced the bonds within their clans, at least when it suits them.<br />
<br />
Dwarves of Nidavellir are known to be crafty, ambitious, and self-serving but they are also known to be individualistic, industrious and flexible.<br />
<br />
'''Nidavellir Dwarf'''<br><br />
'''Ability Score Increase:''' Your Charisma score increases by 1 <br><br />
'''Strong Back Labor:''' The Nidavellir dwarves are known for their strength that they've honed to compete with the giants they work with. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
<br />
====Shattered Spires====<br />
The Dwarves that were cast out of Nidavellir to follow their defeated god Dwergrd, took refuge in the old Dwarven city of Reifjall. In the cold and treacherous peaks, the Dwarves turned as cold and hard as the mountains they lived in to survive, raiding nearby settlements and enslaving other races, they viewed as "beneath" their noble lineages. Even so they cling to their ancient noble traditions to the letter, and will honor oaths and repay debts.<br />
<br />
Dwarves of the Shattered Spires are known to be xenophobic, dogmatic, and cruel but they are also known to be honorable, tough and loyal.<br />
<br />
Shattered Spires Dwarf <br><br />
'''Ability Score Increase:''' Your Strength score increases by 1 <br><br />
'''Grudge Bearers:''' The fury and hatred your god bears for the other races, deeply affects you. Choose a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. During the first round of any combat against your chosen foe, your attack rolls against any of them have advantage. When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Darkling_(5e_Race)&diff=953484Darkling (5e Race)2017-10-20T16:27:35Z<p>Balthazar: Fixed description. Added new traits. I think the "lack of description" no longer applies. If the traits are broken or unbalanced, feel free to add a new stub to address the issue.</p>
<hr />
<div>==Darkling==<br />
''Welcome to our little guild. I am the leader here. Sorry about the dark. Try not to bang your head on the ceiling there, it dips a little. And please don't light that match. I'm afraid my complexion can't take it." - Brandubh Dubh Catha, to a party of adventurers <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Darklings are a race of Fey that differ significantly depending on if they have undergone a ritual to become an "elder". <br />
<br />
A Darkling's body, due to their curse absorbs and contains all light that touches their skin, slowly aging the Darkling the longer they are exposed. While this does not cause the darkling physical pain, it does take a physical toll on their body, and continuous exposure to light could strain a Darkling's body to the brink of death. Only by allowing the body time to process the light in a dark environment, does the Darkling recover, similar to a human allowing themselves time to digest a meal. At the time of a Darkling's death the light stored in their bodies are released, violently, in a blast of white light. There are cautionary tales in Darkling societies where a single death, caused a chain reaction throughout a Darkling settlement, leaving only ash and empty houses left.<br />
<br />
"Normal" Darklings are squat, ugly humanoids, with light grey skin, pearly glazed eyes, and sickly white hair. However, respected members of Darkling society undergo a ritual that restores the beauty of their race by siphoning the light in their bodies into glowing tattoos. In their Elder form, Darklings are medium sized fair humanoids that resemble well built elves, though their grey complexion remains.<br />
<br />
===History===<br />
Long ago, a seelie fey whose name is lost to time betrayed the Summer Queen, leading to his entire house being cursed by her. These descendants are known as Darklings (dubh sith in Sylvan). The curse causes darklings' skin to absorb light and cause a rapid form of ageing that can easily kill a darkling who does not cover their entire body or spend their lives in the dark. <br />
<br />
===Society===<br />
Darklings live in close knit tribes dwelling in caves or under cities of other races, due to their curse. They are known to enjoy art and music, perhaps as a vague recollection of their ancestors' home with the Summer Queen, even risking their vulnerability to light in order to light a candle for a quick glimpse at a priceless work of art, or a glimmering sunset. Mostly however this longing for art represents itself in music, and Darkling bards are held in high esteem in their tribes for their beautiful but melancholic melodies they play. Respected members Darkling tribes undergo a ritual to become more resistant to light, transforming from small fey into elf-like humanoids.<br />
<br />
===Darkling Names===<br />
<!--Lead text-->Darklings have a given name, but if they become an elder, their name is extended into a longer form to match their new status in Darkling society. All Darklings use the family name "Dubh Catha" in memory of their first kin that fell from grace.<br />
<br />
Darkling male Names: Bran, Cor, Dòm, Fal, Fin<br />
<br />
Darkling Female Names: Eimir, Mor, Gran, Cea, Bree<br />
<br />
Darkling Elder Male Names: Brandubh, Coireall, Dòmhnallan, Failbhe, Fionghan<br />
<br />
Darkling Elder Female Names: Eamhhair, Mòrag, Gràinne, Ceanag, Brianag<br />
<br />
===Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page. --> Seelie fey whose curse causes them to rapidly age in sunlight, but make great assassins.<br />
|abilities=<!--Which ability scores have bonuses? If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--> Dexterity score increases by 2 and Wisdom increases by 1.<br />
|age= Darklings who never feel sunlight on their skin can live nearly one thousand years, but most darklings don't live past two hundred.<br />
|alignment=<!--Describe alignment tendencies or restrictions--> Most darklings are chaotic neutral, with a fair few becoming evil. <br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.-->Darklings are usually small and runtish, but elders are the same size as elves. Your race is small. See "Elder Ritual"<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Superior Darkvision.<br />
|description1=You can see in the dark for 120ft. <br />
|trait2=Blindsight.<br />
|description2= You have blindsight for 30 ft.<br />
|trait3=Sunlight Hypersensitivity <br />
|description3= You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition for every hour you are in bright light you gain an exhaustion level. You can remove this only through staying in a lightless environment for every hour you were exposed to bright light or through magic.<br />
|trait4=Death Flash<br />
|description4= Upon death, your accumulated light explodes in a 10ft radius of radiant light that deals 2d6 radiant damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Your body and possessions, other than metal or magic objects, burn to ash.<br />
|trait5= Fey Ancestry<br />
|description5= You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br />
|trait5= Elder Ritual<br />
|description5= At 5th level you can partake in a ritual to change yourself into a Darkling Elder. Your size is now medium and you can also cast the ''darkness'' spell once per day. Wisdom is your spellcasting ability for these spells.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=You speak, read and write Common, Elvish and Sylvan.<br />
}}<br />
<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name-->Darkling<br />
|feet=<!--base height feet-->4<br />
|inches=<!--base height inches-->8<br />
|heightmod=<!--height modifier-->+2d10<br />
|weight=<!--base weight-->35/110lb<br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier-->x1b/(2d4)lb.<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Baketako_(5e_Race)&diff=953482Baketako (5e Race)2017-10-20T16:25:07Z<p>Balthazar: Subraces removed previously. Unless there is a formatting problem in the race page itself I think it's acceptable to remove the stubs. If there are other issues feel free to put them under new stubs</p>
<hr />
<div>=Baketako=<br />
<br />
{{quote|Musashi would often speak of the four armed demon that defeated him that day on the beach. He would often recall the flashing of the steel and the ferocity of the warriors attacks. However, there was one secret he never said; a secret Musashi carried to his very grave. That the warrior that bested him was an eight legged mollusk.|orig=<!--Who said this?-->}}<br />
<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://i.imgur.com/R9Rz6bU.jpg|[https://www.behance.net/gallery/-Oni-Tako-/5798737 Source]}}<br />
<br />
Baketako's appearance is similar to that of their less sentient brothers, looking like large octopuses about 10-11 feet in diameter and covered in tough but slimy skin. They have four long and powerful tentacles that they can use as legs to walk upright in a human-like manner when on land and with the right amount of covering and posture they can pass themselves as a tightly covered human quite easily in most towns. In their upright position they may use their remaining four tentacles, which are shorter but more flexible than their longer tentacles, as a human would use hands. <br />
<br />
They can change their coloration freely but usually maintain a dull green or light orange coloration, only entering bright coloration when they feel threatened or experience strong emotions. <br />
<br />
They have two small eyes that are usually glassy and pale, and have a sharp jaw, similar to that of a parrot under their tentacles.<br />
<br />
===History===<br />
While early records are unclear, the Baketako believe their origins lie with the Goddess of Sea and Storms, Arakushi. They believe that it was Arakushi that first uplifted them into a state of sentience from their primitive mollusk roots to combat those who would wish to enslave the creatures of the sea. As such the Baketako believe it there duty to protect the sea from evil and corruption, and fight wars with local tribes of Sahuagin and Merrows.<br />
<br />
Other historians argue that Baketako were created when the Spirit World brushed against the Material Plane many years ago beneath the waves, causing sentience in a population of octopuses, however neither theory has been proved.<br />
<br />
===Society===<br />
Baketako live in a feudal society in castles under the sea. They have a rigid hierarchy where the Daimyo (leader) is the highest followed by the Bushi (warriors), hunters, artisans, and finally merchants. At times of great conflict they sometimes elevate a Daimyo to the rank of Shogun, or high leader, to organize offensives, however this is only a temporary rank.<br />
<br />
Baketako are very talented artisans as they can use their four "arms" precisely and efficiently when crafting, and often trade their goods with friendly sea races such as Merfolk and Aquatic Elves. This has fostered an economy greatly focused on trade, and while merchants are the lowest class in the feudal hierarchy, this has caused them to become the most wealthy. <br />
<br />
Baketako value loyalty above all else and Baketako who do not adhere to a strict moral code are often exiled from the castle. These exiles are rarely ever allowed to return and most send their squinted eyes up at the surface world.<br />
<br />
===Baketako Names===<br />
The true names of Baketako are in their native language which is based off of complex coloration changes and tentacle gestures. However, when interacting with other races, Baketako tend to pick a name for themselves arbitrarily from the first race they encounter.<br />
<br />
===Baketako Traits===<br />
{{5e Racial Traits<br />
|summary=A race of intelligent bipedal mollusks that value honor over even life. (In simpler terms, octopus samurai)<br />
|abilities= Your Strength score increases by 2, and your Wisdom score increases by 1.<br />
|age= Baketako have relatively short life spans of about 50-80 years. They reach maturity quickly at the age of about 5.<br />
|alignment=Baketako believe in rigid loyalties and strict moral conduct. Many are Lawful Good or Lawful Neutral. However, Baketako exiles are less predictable and can even become Chaotic Evil if they reach that depravity.<br />
|size= Spread out a Baketako has the diameter of about 10-11 feet. However standing on their "legs" they can be 5-6 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet and you have a swiming speed of 30 feet.<br />
|trait1=Multiple Limbs<br />
|description1= You have 4 limbs that you can use to wield and use 2 additional items. This does not allow you to make additional attacks or actions on your turn. <br />
|trait2=Suction Grip<br />
|description2= You have advantage when initiating a grapple against a target and subsequently keeping them in a grapple. <br />
|trait3=Sunlight Sensitivity<br />
|description3=You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait4=Superior Darkvison <br />
|description4=You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
|trait5=Water Dependancy<br />
|description5= If you do not immerse yourself in water for at least 1 hour per day, you suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.<br />
|trait6=Squishy<br />
|description6=You are an invertebrate. On your turn, if you are not carrying anything, nor wearing clothing or armor, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. <br />
|trait7=Amphibious<br />
|description7=You can breathe air and water.<br />
|trait8=<br />
|description8=<br />
|trait9=Ink Shot<br />
|description9= If you are underwater, you can use your action to release a 10- foot-radius cloud of ink extends all around you. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|languages=You can speak, read and write Baketako and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Baketako Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5′ || +2d6 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Small Size]]<br />
[[Category:Large Size]]<br />
[[Category:Monstrosity Type]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Darkling_(5e_Race)&diff=952519Darkling (5e Race)2017-10-18T20:26:11Z<p>Balthazar: /* Darkling Names */</p>
<hr />
<div>{{stub|Incomplete description.}}<br />
==Darkling==<br />
''Welcome to our little guild. I am the leader here. Sorry about the dark. Try not to bang your head on the ceiling there, it dips a little. And please don't light that match. I'm afraid my complexion can't take it." - Brandubh Dubh Catha, to a party of adventurers <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Darklings are a race of Fey that differ significantly depending on if they have undergone a ritual to become an "elder". <br />
<br />
A Darkling's body, due to their curse absorbs and contains all light that touches their skin, slowly aging the Darkling the longer they are exposed. While this does not cause the darkling physical pain, it does take a physical toll on their body, and continuous exposure to light could strain a Darkling's body to the brink of death. Only by allowing the body time to process the light in a dark environment, does the Darkling recover, similar to a human allowing themselves time to digest a meal. At the time of a Darkling's death the light stored in their bodies are released, violently, in a blast of white light. There are cautionary tales in Darkling societies where a single death, caused a chain reaction throughout a Darkling settlement, leaving only ash and empty houses left.<br />
<br />
"Normal" Darklings are squat, ugly humanoids, with light grey skin, pearly glazed eyes, and sickly white hair. However, respected members of Darkling society undergo a ritual that restores the beauty of their race by siphoning the light in their bodies into glowing tattoos. In their Elder form, Darklings are medium sized fair humanoids that resemble well built elves, though their grey complexion remains.<br />
<br />
===History===<br />
Long ago, a seelie fey whose name is lost to time betrayed the Summer Queen, leading to his entire house being cursed by her. These descendants are known as Darklings (dubh sith in Sylvan). The curse causes darklings' skin to absorb light and cause a rapid form of ageing that can easily kill a darkling who does not cover their entire body or spend their lives in the dark. <br />
<br />
===Society===<br />
Darklings live in close knit tribes dwelling in caves or under cities of other races, due to their curse. They are known to enjoy art and music, perhaps as a vague recollection of their ancestors' home with the Summer Queen, even risking their vulnerability to light in order to light a candle for a quick glimpse at a priceless work of art, or a glimmering sunset. Mostly however this longing for art represents itself in music, and Darkling bards are held in high esteem in their tribes for their beautiful but melancholic melodies they play. Respected members Darkling tribes undergo a ritual to become more resistant to light, transforming from small fey into elf-like humanoids.<br />
<br />
===Darkling Names===<br />
<!--Lead text-->Darklings have a given name, but if they become an elder, their name is extended into a longer form to match their new status in Darkling society. All Darklings use the family name "Dubh Catha" in memory of their first kin that fell from grace.<br />
<br />
Darkling male Names: Bran, Cor, Dòm, Fal, Fin<br />
<br />
Darkling Female Names: Eimir, Mor, Gran, Cea, Bree<br />
<br />
Darkling Elder Male Names: Brandubh, Coireall, Dòmhnallan, Failbhe, Fionghan<br />
<br />
Darkling Elder Female Names: Eamhhair, Mòrag, Gràinne, Ceanag, Brianag<br />
<br />
===Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page. --> Seelie fey whose curse causes them to rapidly age in sunlight, but make great assassins.<br />
|abilities=<!--Which ability scores have bonuses? If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--> Dexterity score increases by 2 and Wisdom increases by 1.<br />
|age= Darklings who never feel sunlight on their skin can live nearly one thousand years, but most darklings don't live past two hundred.<br />
|alignment=<!--Describe alignment tendencies or restrictions--> Most darklings are chaotic neutral, with a fair few becoming evil. <br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.-->Darklings are usually small and runtish, but elders are the same size as elves. Your race is small. See "Elder Ritual"<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Superior Darkvision.<br />
|description1=You can see in the dark for 120ft. <br />
|trait2=Blindsight.<br />
|description2= You have blindsight for 30 ft.<br />
|trait3=Sunlight Hypersensitivity <br />
|description3= You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition for every hour you are in bright light you gain an exhaustion level. You can remove this only through staying in a lightless environment for every hour you were exposed to bright light or through magic.<br />
|trait4=Death Flash<br />
|description4= Upon death, your accumulated light explodes in a 10ft radius of radiant light that deals 2d6 radiant damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Your body and possessions, other than metal or magic objects, burn to ash.<br />
|trait5= Fey Ancestry<br />
|description5= You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br />
|trait5= Elder Ritual<br />
|description5= At 5th level you can partake in a ritual to change yourself into a Darkling Elder. Your size is now medium and you can also cast the ''darkness'' spell once per day. Wisdom is your spellcasting ability for these spells.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=You speak, read and write Common, Elvish and Sylvan.<br />
}}<br />
<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name-->Darkling<br />
|feet=<!--base height feet-->4<br />
|inches=<!--base height inches-->8<br />
|heightmod=<!--height modifier-->+2d10<br />
|weight=<!--base weight-->35/110lb<br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier-->x1b/(2d4)lb.<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Darkling_(5e_Race)&diff=952517Talk:Darkling (5e Race)2017-10-18T20:24:35Z<p>Balthazar: </p>
<hr />
<div>I'm not sure that a trait that requires me to die and potentially hurt my allies is particularly appealing. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:04, 18 July 2017 (MDT)<br />
<br />
:It's essentially fluff from their entry in Volo's as far as I can tell. The difference between the two is skills and cosmetics really. Note: not the author - random guy<br />
<br />
::Messed around with it a bit. I'm personally ok with the explosion as like the random guy above said it's mostly fluff. Volo doesn't give much on the difference between Elder and regular darklings besides the "Darkness" spell so I just added the addition that, they also become a medium creature. I'm more worried if blindsight from level 1 is op. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 14:24, 18 October 2017 (MDT)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Darkling_(5e_Race)&diff=952515Talk:Darkling (5e Race)2017-10-18T20:24:18Z<p>Balthazar: </p>
<hr />
<div>I'm not sure that a trait that requires me to die and potentially hurt my allies is particularly appealing. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:04, 18 July 2017 (MDT)<br />
<br />
:It's essentially fluff from their entry in Volo's as far as I can tell. The difference between the two is skills and cosmetics really. Note: not the author - random guy<br />
<br />
::Messed around with it a bit. I'm personally ok with the explosion as like the random guy above said it's mostly fluff. Volo doesn't give much on the difference between Elder and regular darklings besides the "Darkness" spell so I just added the addition that, they also become a medium creature. I'm more worried if blindsight from level 1 is op.</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Darkling_(5e_Race)&diff=952510Darkling (5e Race)2017-10-18T20:20:15Z<p>Balthazar: Decided to change the subrace to an ability instead. A tad bit unorthodox, but it's mostly a flavor thing. More troubling is the blind-sight which I consider a tad bit OP. Tried to negate that with a Hyper sunlight sensitivity, but not sure if it's enough</p>
<hr />
<div>{{stub|Incomplete description.}}<br />
==Darkling==<br />
''Welcome to our little guild. I am the leader here. Sorry about the dark. Try not to bang your head on the ceiling there, it dips a little. And please don't light that match. I'm afraid my complexion can't take it." - Brandubh Dubh Catha, to a party of adventurers <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Darklings are a race of Fey that differ significantly depending on if they have undergone a ritual to become an "elder". <br />
<br />
A Darkling's body, due to their curse absorbs and contains all light that touches their skin, slowly aging the Darkling the longer they are exposed. While this does not cause the darkling physical pain, it does take a physical toll on their body, and continuous exposure to light could strain a Darkling's body to the brink of death. Only by allowing the body time to process the light in a dark environment, does the Darkling recover, similar to a human allowing themselves time to digest a meal. At the time of a Darkling's death the light stored in their bodies are released, violently, in a blast of white light. There are cautionary tales in Darkling societies where a single death, caused a chain reaction throughout a Darkling settlement, leaving only ash and empty houses left.<br />
<br />
"Normal" Darklings are squat, ugly humanoids, with light grey skin, pearly glazed eyes, and sickly white hair. However, respected members of Darkling society undergo a ritual that restores the beauty of their race by siphoning the light in their bodies into glowing tattoos. In their Elder form, Darklings are medium sized fair humanoids that resemble well built elves, though their grey complexion remains.<br />
<br />
===History===<br />
Long ago, a seelie fey whose name is lost to time betrayed the Summer Queen, leading to his entire house being cursed by her. These descendants are known as Darklings (dubh sith in Sylvan). The curse causes darklings' skin to absorb light and cause a rapid form of ageing that can easily kill a darkling who does not cover their entire body or spend their lives in the dark. <br />
<br />
===Society===<br />
Darklings live in close knit tribes dwelling in caves or under cities of other races, due to their curse. They are known to enjoy art and music, perhaps as a vague recollection of their ancestors' home with the Summer Queen, even risking their vulnerability to light in order to light a candle for a quick glimpse at a priceless work of art, or a glimmering sunset. Mostly however this longing for art represents itself in music, and Darkling bards are held in high esteem in their tribes for their beautiful but melancholic melodies they play. Respected members Darkling tribes undergo a ritual to become more resistant to light, transforming from small fey into elf-like humanoids.<br />
<br />
===Darkling Names===<br />
<!--Lead text-->Darklings have a given name, but if they become an elder, their name is extended into a longer form to match their new status in Darkling society. All Darklings use the family name "Dubh Catha" in memory of their first kin that fell from grace.<br />
<br />
Darkling male Names: Bran, Cor, Dòm, Fal, Fin<br />
Darkling Female Names: Eimir, Mor, Gran, Cea, Bree<br />
Darkling Elder Male Names: Brandubh, Coireall, Dòmhnallan, Failbhe, Fionghan<br />
Darkling Elder Female Names: Eamhhair, Mòrag, Gràinne, Ceanag, Brianag<br />
<br />
===Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page. --> Seelie fey whose curse causes them to rapidly age in sunlight, but make great assassins.<br />
|abilities=<!--Which ability scores have bonuses? If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--> Dexterity score increases by 2 and Wisdom increases by 1.<br />
|age= Darklings who never feel sunlight on their skin can live nearly one thousand years, but most darklings don't live past two hundred.<br />
|alignment=<!--Describe alignment tendencies or restrictions--> Most darklings are chaotic neutral, with a fair few becoming evil. <br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.-->Darklings are usually small and runtish, but elders are the same size as elves. Your race is small. See "Elder Ritual"<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Superior Darkvision.<br />
|description1=You can see in the dark for 120ft. <br />
|trait2=Blindsight.<br />
|description2= You have blindsight for 30 ft.<br />
|trait3=Sunlight Hypersensitivity <br />
|description3= You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition for every hour you are in bright light you gain an exhaustion level. You can remove this only through staying in a lightless environment for every hour you were exposed to bright light or through magic.<br />
|trait4=Death Flash<br />
|description4= Upon death, your accumulated light explodes in a 10ft radius of radiant light that deals 2d6 radiant damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Your body and possessions, other than metal or magic objects, burn to ash.<br />
|trait5= Fey Ancestry<br />
|description5= You have advantage on saving throws against being charmed, and magic can’t put you to sleep.<br />
|trait5= Elder Ritual<br />
|description5= At 5th level you can partake in a ritual to change yourself into a Darkling Elder. Your size is now medium and you can also cast the ''darkness'' spell once per day. Wisdom is your spellcasting ability for these spells.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=You speak, read and write Common, Elvish and Sylvan.<br />
}}<br />
<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name-->Darkling<br />
|feet=<!--base height feet-->4<br />
|inches=<!--base height inches-->8<br />
|heightmod=<!--height modifier-->+2d10<br />
|weight=<!--base weight-->35/110lb<br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier-->x1b/(2d4)lb.<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Baketako_(5e_Race)&diff=952417Baketako (5e Race)2017-10-18T18:28:45Z<p>Balthazar: </p>
<hr />
<div>{{needsbalance|So if you are a Bakekuraken you get +6 to Strength and Large size? Sign me up for one in every campaign! That sub-race specifically is beyond broken. The race also has static bonus to skill checks, uses terms such as once per combat encounter, and has round counting. The race also has a number of negative and very powerful traits, which makes the race broken in some areas and much weaker in others.}}<br />
{{wikify|Sub-races does not follow the preload provided when creating a race from the [[5e Races]] page, and should be changed to follow it.}}<br />
{{abandoned|05:33, 13 September 2017 (MDT)|Traits need to be thoroughly looked at for balance and other issues raised in the needsbalance template.}}<br />
<br />
=Baketako=<br />
<br />
{{quote|Musashi would often speak of the four armed demon that defeated him that day on the beach. He would often recall the flashing of the steel and the ferocity of the warriors attacks. However, there was one secret he never said; a secret Musashi carried to his very grave. That the warrior that bested him was an eight legged mollusk.|orig=<!--Who said this?-->}}<br />
<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://i.imgur.com/R9Rz6bU.jpg|[https://www.behance.net/gallery/-Oni-Tako-/5798737 Source]}}<br />
<br />
Baketako's appearance is similar to that of their less sentient brothers, looking like large octopuses about 10-11 feet in diameter and covered in tough but slimy skin. They have four long and powerful tentacles that they can use as legs to walk upright in a human-like manner when on land and with the right amount of covering and posture they can pass themselves as a tightly covered human quite easily in most towns. In their upright position they may use their remaining four tentacles, which are shorter but more flexible than their longer tentacles, as a human would use hands. <br />
<br />
They can change their coloration freely but usually maintain a dull green or light orange coloration, only entering bright coloration when they feel threatened or experience strong emotions. <br />
<br />
They have two small eyes that are usually glassy and pale, and have a sharp jaw, similar to that of a parrot under their tentacles.<br />
<br />
===History===<br />
While early records are unclear, the Baketako believe their origins lie with the Goddess of Sea and Storms, Arakushi. They believe that it was Arakushi that first uplifted them into a state of sentience from their primitive mollusk roots to combat those who would wish to enslave the creatures of the sea. As such the Baketako believe it there duty to protect the sea from evil and corruption, and fight wars with local tribes of Sahuagin and Merrows.<br />
<br />
Other historians argue that Baketako were created when the Spirit World brushed against the Material Plane many years ago beneath the waves, causing sentience in a population of octopuses, however neither theory has been proved.<br />
<br />
===Society===<br />
Baketako live in a feudal society in castles under the sea. They have a rigid hierarchy where the Daimyo (leader) is the highest followed by the Bushi (warriors), hunters, artisans, and finally merchants. At times of great conflict they sometimes elevate a Daimyo to the rank of Shogun, or high leader, to organize offensives, however this is only a temporary rank.<br />
<br />
Baketako are very talented artisans as they can use their four "arms" precisely and efficiently when crafting, and often trade their goods with friendly sea races such as Merfolk and Aquatic Elves. This has fostered an economy greatly focused on trade, and while merchants are the lowest class in the feudal hierarchy, this has caused them to become the most wealthy. <br />
<br />
Baketako value loyalty above all else and Baketako who do not adhere to a strict moral code are often exiled from the castle. These exiles are rarely ever allowed to return and most send their squinted eyes up at the surface world.<br />
<br />
===Baketako Names===<br />
The true names of Baketako are in their native language which is based off of complex coloration changes and tentacle gestures. However, when interacting with other races, Baketako tend to pick a name for themselves arbitrarily from the first race they encounter.<br />
<br />
===Baketako Traits===<br />
{{5e Racial Traits<br />
|summary=A race of intelligent bipedal mollusks that value honor over even life. (In simpler terms, octopus samurai)<br />
|abilities= Your Strength score increases by 2, and your Wisdom score increases by 1.<br />
|age= Baketako have relatively short life spans of about 50-80 years. They reach maturity quickly at the age of about 5.<br />
|alignment=Baketako believe in rigid loyalties and strict moral conduct. Many are Lawful Good or Lawful Neutral. However, Baketako exiles are less predictable and can even become Chaotic Evil if they reach that depravity.<br />
|size= Spread out a Baketako has the diameter of about 10-11 feet. However standing on their "legs" they can be 5-6 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet and you have a swiming speed of 30 feet.<br />
|trait1=Multiple Limbs<br />
|description1= You have 4 limbs that you can use to wield and use 2 additional items. This does not allow you to make additional attacks or actions on your turn. <br />
|trait2=Suction Grip<br />
|description2= You have advantage when initiating a grapple against a target and subsequently keeping them in a grapple. <br />
|trait3=Sunlight Sensitivity<br />
|description3=You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait4=Superior Darkvison <br />
|description4=You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
|trait5=Water Dependancy<br />
|description5= If you do not immerse yourself in water for at least 1 hour per day, you suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.<br />
|trait6=Squishy<br />
|description6=You are an invertebrate. On your turn, if you are not carrying anything, nor wearing clothing or armor, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. <br />
|trait7=Amphibious<br />
|description7=You can breathe air and water.<br />
|trait8=<br />
|description8=<br />
|trait9=Ink Shot<br />
|description9= If you are underwater, you can use your action to release a 10- foot-radius cloud of ink extends all around you. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|languages=You can speak, read and write Baketako and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Baketako Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5′ || +2d6 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Small Size]]<br />
[[Category:Large Size]]<br />
[[Category:Monstrosity Type]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Baketako_(5e_Race)&diff=952416Talk:Baketako (5e Race)2017-10-18T18:27:58Z<p>Balthazar: </p>
<hr />
<div>*"1d3 lethal damage" - this is not a 5e damage type. You might want to look at p. 196, or how environment can effect PCs in the DMG.<br />
*Please use the full terms, i.e. "Constitution modifier".<br />
*Arm regeneration doesn't fully explain how the arm works in the game. What is its AC and other ability scores? Hit points? Attack bonus? Is there a better way of doing the "1d4 constitution damage", 5e tries to avoid temporary ability score changes. Maybe exhaustion. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 19 December 2016 (MST)<br />
<br />
== Sry ==<br />
<br />
Sorry. I honestly just wanted to make my own Baketako race, but I thought that if I did it would be copyright infringement.<br />
<br />
:No problem, your ideas were really cool and gave the race more flavor than it had before :D. The DM guide if I remember correctly has a guide to limb chopping and other injuries in their optional "Grittier Game" rules but for the most part (at least in the games I've played) they aren't used very often unless the DM wants to make a point that "shoving your hand in a dragons mouth is not very smart". So I removed that trait for that reason and also that the idea of voluntary cannibalism while absolutely hilarious is a little unnerving and pretty much makes a player an emergency ration pack (unless you're playing a more survival campaign with a particularly sadistic DM... then everyone is an emergency ration pack :D) which makes buying food a little silly if the whole party can just munch on Jim's (a traditional baketako name I'm sure) arms.<br />
<br />
:As for copyright, anyone whose posted anything on this wiki has already put it into circulation as open source (I think anyway... Marasmuine would have a better understanding of that then me). If you want to make your own version of the race just call the race something different like "Octopus Samurai","Octorai", "Samollusks", or something less cringey (gods, I'm bad at making names) or just add (variant) after it. <br />
<br />
:Go forth with my blessing young grasshopper :P --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 13:33, 12 January 2017 (MST)<br />
<br />
Actually, I am gonna stay on the project for a little while longer<br />
<br />
== Help! ==<br />
<br />
Hey GUYS!<br />
<br />
I'm back and I want your help. I want to continue making the baketako page better.. By adding Subraces!. Essentially, I'm adding Bakeika(Squids), Bakekouika(Cuttlefish), all of the cephalopods to the the page and It would be nice if you could help me!<br />
<br />
To Whom it may concern,<br />
Hormy<br />
<br />
Translated bits of it to 5e, removed bits that either were OP or didn't seem to have any actual function, am not sure what to do with Keep Moist, and am still pretty sure the net balance of this thing is Overpowered. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 18:58, 7 February 2017 (MST) (Also you're supposed to use four ~'s to sign discussion page comments BTW.)<br />
:And that's ''without'' subraces. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 19:00, 7 February 2017 (MST)<br />
<br />
== Can you please ==<br />
<br />
I really want you to help with making the subraces if you can help me please. I think subraces could add flavor<br />
[[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 12:42, 21 February 2017 (MST)<br />
<br />
== Links ==<br />
<br />
Why do all the links go to 3.5e SRD? [[Special:Contributions/150.101.243.197|150.101.243.197]] 16:23, 16 February 2017 (MST)<br />
:Fixed. Though, I did notice some other mistakes (such as mentioning "flatfooted", something that doesn't exist in 5e). [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 12:12, 18 February 2017 (MST)<br />
<br />
==Racial Features related to Swimming==<br />
<br />
(@Hormy) "Swim checks" stopped being a thing after 3.5. This is a 5e race, not a 3.5 race. An ability check related to swimming would most likely be a Strength (Athletics) check, but it'd be up to the DM, and there are no rules stating circumstances that ''guarantee'' such a check. If you want to give them a specific racial bonus (such as double proficiency, as in the Dwarf and Rock Gnome traits) to Str (Ath) checks that are related to swimming, you can do that, but there's no guarantee that it would come up very often, and it'd be yet another separate racial trait on top of the ones they already have.<br/><br />
Also, could you please start signing comments? Put in four ~'s and it'll autofill your name and the date; makes it so people know who they're talking to without checking the history.<br/><br />
You have an interesting player race here (although a little dignity is lost when it reminds one so much of Octodad), and I want to get it right. I'm not convinced it has room for the extra traits and complexity subraces would give it, though; it feels pretty powerful as it is.[[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 16:31, 16 February 2017 (MST)<br />
<br />
(@Knowlessman) Hey! Can you stop complaining about my lack of knowledge towards 5e and actually help me work on the page? I really want to make More cephalopods as subraces because more than just Octopi are cephalopods!!!!!!!<br />
[[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 14:16, 21 February 2017 (MST)<br />
<br />
I am helping, by fixing it so that it functions in 5e and is more consistent with other races in it. There are a lot of differences between 5e and 3.5, and I can't do as much about your knowledge of them as you can. If you don't have the PHB, there's a free Basic Rules PDF that covers some of the races and most or all of the mechanics. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:44, 21 February 2017 (MST)<br />
<br />
Thanks for helping me and sorry for snapping back at you. I just need people's help in creating this race's subraces. If you need assistance just find some sort of cephalopod or cephalopod based monster, run its name in google translate, and shove Bake- at the beginning and you have a subrace. Hope you can add more variety and texture to this race. [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 11:02, 22 February 2017 (MST)<br />
<br />
==Weaknesses, and Subraces==<br />
<br />
Does it really need both of those weaknesses? The Moist weakness in particular seems overly complicated. How does "You have disadvantage on Constitution saving throws to avoid becoming exhausted from extreme heat" sound? Also, ah, Sunlight Sensitivity is gonna make a Baketako who isn't a caster or in the Underdark kinda useless in most campaigns.<br/><br />
Also, just so you know, races that have subraces in 5e generally - or always, I think - have the base race give a +2 modifier to one ability score and have the subraces each give a +1 (or a +2, as one dwarf subrace does) to a different ability score. One of the decisions in making a race with subraces, then, is deciding which ability the main race should boost, and which abilities each of the subraces should boost. I don't know much in particular about marine biology, hence why I'm not trying to add anything and rather just checking for game balance and ease of use, so I'm mostly leaving the subraces to you. (Though I may trade the Color Spray trait for Stealth proficiency or something if I think what you're going for is camouflage).<br/><br />
Also, out of curiosity, is this race based on any work or legend in particular? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 15:22, 21 February 2017 (MST)<br />
:"... can take down ships in a minute. Your size is Large." ...I'm too lazy for this shit. Might take a look later, but don't hold your breath; I'll be in my tent. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 20:40, 10 May 2017 (UTC)<br />
: +4 Strength. You have a racial +4 to Strength. You start with an ability score at 18 unless you decide to only have it at 16. And this is the guy whose page this is, not even a troll. I'm done. I give up. I'm not - this argument is not worth it for a more balanced Octodad race. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 20:20, 25 May 2017 (UTC)<br />
<br />
(Psst. I'm not really here. Was poking around in Volo's, and noticed something that reminded me of the water thing. Grungs, evil poisonous tree frog people, have a trait in their description called Water Weakness: "A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour." The "only by magic or water" thing means that it retains that level of exhaustion regardless of whether it takes a long rest. This could easily be swapped in for the Keep Moist thing, maybe with a low Con save or something thrown in to blunt the impact. BTW 5e doesn't track combat encounters, whoever wrote the ink shot thing should either go back to 4e or read more 5e.)<br />
<br />
I've been absent for a bit, and I'm a little miffed the race I made became a bit convoluted. I guess it is slightly my fault for leaving it unattended for so long. Going in to fix some of the weird bits of it, and trim the subraces. <br />
@Knowlessman Thanks for bringing up some of the problems of this race in the discussion, gives me an idea on where to start chipping away at. On the topic of Grungs, wizards recently released a teaser on the Grung race so I'm definitely going to use their rules on needing water. <br />
@Hormy Thanks for all the love and effort you've put in my race. I appreciate your passion, but we're going to have to trim the fat here and there to make this race easier to play with. While I love your subraces, honestly there are a bit too many. I'm going to start reworking this to see if we can't keep some of your ideas, but also not make the race totally game breaking.<br />
Ciao!<br />
--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 11:41, 18 October 2017 (MDT)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Baketako_(5e_Race)&diff=952400Talk:Baketako (5e Race)2017-10-18T17:41:36Z<p>Balthazar: </p>
<hr />
<div>*"1d3 lethal damage" - this is not a 5e damage type. You might want to look at p. 196, or how environment can effect PCs in the DMG.<br />
*Please use the full terms, i.e. "Constitution modifier".<br />
*Arm regeneration doesn't fully explain how the arm works in the game. What is its AC and other ability scores? Hit points? Attack bonus? Is there a better way of doing the "1d4 constitution damage", 5e tries to avoid temporary ability score changes. Maybe exhaustion. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 19 December 2016 (MST)<br />
<br />
== Sry ==<br />
<br />
Sorry. I honestly just wanted to make my own Baketako race, but I thought that if I did it would be copyright infringement.<br />
<br />
:No problem, your ideas were really cool and gave the race more flavor than it had before :D. The DM guide if I remember correctly has a guide to limb chopping and other injuries in their optional "Grittier Game" rules but for the most part (at least in the games I've played) they aren't used very often unless the DM wants to make a point that "shoving your hand in a dragons mouth is not very smart". So I removed that trait for that reason and also that the idea of voluntary cannibalism while absolutely hilarious is a little unnerving and pretty much makes a player an emergency ration pack (unless you're playing a more survival campaign with a particularly sadistic DM... then everyone is an emergency ration pack :D) which makes buying food a little silly if the whole party can just munch on Jim's (a traditional baketako name I'm sure) arms.<br />
<br />
:As for copyright, anyone whose posted anything on this wiki has already put it into circulation as open source (I think anyway... Marasmuine would have a better understanding of that then me). If you want to make your own version of the race just call the race something different like "Octopus Samurai","Octorai", "Samollusks", or something less cringey (gods, I'm bad at making names) or just add (variant) after it. <br />
<br />
:Go forth with my blessing young grasshopper :P --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 13:33, 12 January 2017 (MST)<br />
<br />
Actually, I am gonna stay on the project for a little while longer<br />
<br />
== Help! ==<br />
<br />
Hey GUYS!<br />
<br />
I'm back and I want your help. I want to continue making the baketako page better.. By adding Subraces!. Essentially, I'm adding Bakeika(Squids), Bakekouika(Cuttlefish), all of the cephalopods to the the page and It would be nice if you could help me!<br />
<br />
To Whom it may concern,<br />
Hormy<br />
<br />
Translated bits of it to 5e, removed bits that either were OP or didn't seem to have any actual function, am not sure what to do with Keep Moist, and am still pretty sure the net balance of this thing is Overpowered. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 18:58, 7 February 2017 (MST) (Also you're supposed to use four ~'s to sign discussion page comments BTW.)<br />
:And that's ''without'' subraces. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 19:00, 7 February 2017 (MST)<br />
<br />
== Can you please ==<br />
<br />
I really want you to help with making the subraces if you can help me please. I think subraces could add flavor<br />
[[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 12:42, 21 February 2017 (MST)<br />
<br />
== Links ==<br />
<br />
Why do all the links go to 3.5e SRD? [[Special:Contributions/150.101.243.197|150.101.243.197]] 16:23, 16 February 2017 (MST)<br />
:Fixed. Though, I did notice some other mistakes (such as mentioning "flatfooted", something that doesn't exist in 5e). [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 12:12, 18 February 2017 (MST)<br />
<br />
==Racial Features related to Swimming==<br />
<br />
(@Hormy) "Swim checks" stopped being a thing after 3.5. This is a 5e race, not a 3.5 race. An ability check related to swimming would most likely be a Strength (Athletics) check, but it'd be up to the DM, and there are no rules stating circumstances that ''guarantee'' such a check. If you want to give them a specific racial bonus (such as double proficiency, as in the Dwarf and Rock Gnome traits) to Str (Ath) checks that are related to swimming, you can do that, but there's no guarantee that it would come up very often, and it'd be yet another separate racial trait on top of the ones they already have.<br/><br />
Also, could you please start signing comments? Put in four ~'s and it'll autofill your name and the date; makes it so people know who they're talking to without checking the history.<br/><br />
You have an interesting player race here (although a little dignity is lost when it reminds one so much of Octodad), and I want to get it right. I'm not convinced it has room for the extra traits and complexity subraces would give it, though; it feels pretty powerful as it is.[[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 16:31, 16 February 2017 (MST)<br />
<br />
(@Knowlessman) Hey! Can you stop complaining about my lack of knowledge towards 5e and actually help me work on the page? I really want to make More cephalopods as subraces because more than just Octopi are cephalopods!!!!!!!<br />
[[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 14:16, 21 February 2017 (MST)<br />
<br />
I am helping, by fixing it so that it functions in 5e and is more consistent with other races in it. There are a lot of differences between 5e and 3.5, and I can't do as much about your knowledge of them as you can. If you don't have the PHB, there's a free Basic Rules PDF that covers some of the races and most or all of the mechanics. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 14:44, 21 February 2017 (MST)<br />
<br />
Thanks for helping me and sorry for snapping back at you. I just need people's help in creating this race's subraces. If you need assistance just find some sort of cephalopod or cephalopod based monster, run its name in google translate, and shove Bake- at the beginning and you have a subrace. Hope you can add more variety and texture to this race. [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 11:02, 22 February 2017 (MST)<br />
<br />
==Weaknesses, and Subraces==<br />
<br />
Does it really need both of those weaknesses? The Moist weakness in particular seems overly complicated. How does "You have disadvantage on Constitution saving throws to avoid becoming exhausted from extreme heat" sound? Also, ah, Sunlight Sensitivity is gonna make a Baketako who isn't a caster or in the Underdark kinda useless in most campaigns.<br/><br />
Also, just so you know, races that have subraces in 5e generally - or always, I think - have the base race give a +2 modifier to one ability score and have the subraces each give a +1 (or a +2, as one dwarf subrace does) to a different ability score. One of the decisions in making a race with subraces, then, is deciding which ability the main race should boost, and which abilities each of the subraces should boost. I don't know much in particular about marine biology, hence why I'm not trying to add anything and rather just checking for game balance and ease of use, so I'm mostly leaving the subraces to you. (Though I may trade the Color Spray trait for Stealth proficiency or something if I think what you're going for is camouflage).<br/><br />
Also, out of curiosity, is this race based on any work or legend in particular? [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 15:22, 21 February 2017 (MST)<br />
:"... can take down ships in a minute. Your size is Large." ...I'm too lazy for this shit. Might take a look later, but don't hold your breath; I'll be in my tent. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 20:40, 10 May 2017 (UTC)<br />
: +4 Strength. You have a racial +4 to Strength. You start with an ability score at 18 unless you decide to only have it at 16. And this is the guy whose page this is, not even a troll. I'm done. I give up. I'm not - this argument is not worth it for a more balanced Octodad race. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 20:20, 25 May 2017 (UTC)<br />
<br />
(Psst. I'm not really here. Was poking around in Volo's, and noticed something that reminded me of the water thing. Grungs, evil poisonous tree frog people, have a trait in their description called Water Weakness: "A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour." The "only by magic or water" thing means that it retains that level of exhaustion regardless of whether it takes a long rest. This could easily be swapped in for the Keep Moist thing, maybe with a low Con save or something thrown in to blunt the impact. BTW 5e doesn't track combat encounters, whoever wrote the ink shot thing should either go back to 4e or read more 5e.)<br />
<br />
I've been absent for a bit, and I'm a little miffed the race I made became a bit convoluted. I guess it is slightly my fault for leaving it unattended for so long. Going in to fix some of the weird bits of it, and trim the subraces. <br />
@Knowlessman Thanks for bringing up some of the problems of this race in the discussion, gives me an idea on where to start chipping away at. On the topic of Grugs, wizards recently released a teaser on the Grug race so I'm definitely going to use their rules on needing water. <br />
@Hormy Thanks for all the love and effort you've put in my race. I appreciate your passion, but we're going to have to trim the fat here and there to make this race easier to play with. While I love your subraces, honestly there are a bit too many. I'm going to start reworking this to see if we can't keep some of your ideas, but also not make the race totally game breaking.<br />
Ciao!<br />
--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 11:41, 18 October 2017 (MDT)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Geography_(The_Ashen_Sagas_Setting)&diff=949906Geography (The Ashen Sagas Setting)2017-10-14T04:18:56Z<p>Balthazar: /* Askaland */</p>
<hr />
<div><br />
{{quote| ''We had nine before. Nine little circles on the World Tapestry. Now we have five cuz the gods (curse 'em) lost four. Jus' lost 'em. Big ol' stretches of land, poof, now where'd they go? Sure Askaland's got's it's quirks, but the cold... burr. I need ta find me a portal to Muspelheim. I hear they give ya a moment to warm yer hands before they lob yer neck off.<br />
|orig= Snorre, a Dwarven Skald}}<br />
<br />
=Askaland=<br />
{| class="5e" style="float:right"<br />
!https://i.imgur.com/9Tbjbr4.png<br />
|-<br />
|''A Map of Askaland''<br />
|}<br />
<br />
==Settled Lands==<br />
<br />
====Vulflaw====<br />
<br />
The Vulflaw is the land under the protection of its namesake, the god Vulfadir. Considered one of the safer lands to live in Askaland, the Vulflaw is covered in ancient runes and protections; some set there by the Old Kingdom of Fotr that once occupied the boundaries of the Vulflaw. Others, set in place by the god Vulfadir himself. The capital of Fotr is still standing, the coastal city of Kastali, where the citizens of the Vulflaw work and toil to keep the last bastion of true civilization alive and burning bright against the encroaching darkness, but the true "capital" of the Vulflaw is Valdrhol, a fortified settlement built around the dwelling of the Laughing God himself. <br />
<br />
The forts and settlements of the Vulflaw are defended mostly by the residents themselves, with swords, shields, spears and axes passed down from father to son, some as old as before the Last War. However, regional groups also defend the area, the most prominent being the Ulfhednar, the spear-wielding martial clergy of Vulfadir, many of whom are lycanthropes. The Ulfhednar are not just warriors but are trained in the art of healing and story-weaving as well. It is customary for local leaders to invite a traveling Ulfhedinn to their hearth and give a warm meal in exchange for a story, similar to the treatment of a skilled bard. <br />
<br />
While the Vulflaw is relatively safe, perhaps because of this safety the denizens are not as friendly to outsiders as in other lands where cooperation is vital for survival. While not openly hostile like the dwarves of the Shattered Spires or the elves of Alfenheim, they are cold to outsiders especially non-humans. Racial slurs such as "cave-skulker" (dwarves), "leaf-eaters", "dark backs" (drow), "green-skin" (trollkin) are commonly used and a non-human character might be talked down to or even refused service in certain areas. They hold the same respect for revenants as other deeply religious regions however, and treat lycanthropes with respect befitting nobles, as they have received "the gift" from Vulfadir.<br />
<br />
====Breidrwall====<br />
<br />
Breidrwall is a land of castles and forts, some still occupied by humans as havens against the creatures of the cold, others lost to less… savory denizens. The settled land furthest north of Askaland the rocky climate and brutal cold, protects the people here from bandits and undead that plague other lands. Indeed, the steep slopes and narrow paths make large-scale assaults difficult if not impossible. However, this works both ways and many settlements have been starved out or frozen over, when trade routes become cut. <br />
<br />
With the cold climate and limited farming space, sunstones are a necessity here. The largest settlement, Solgrot is built on against a cliff side around a massive Sunstone that fell from Solatir’s chariot when she crashed to the ground. Using the runes on the sun stone as a template, the craftsmen of Solgrot create some of the most potent sunstones in Askaland, trading them to the other settlements of Breidrwall. Solgrot is the beating heart of Breidrwall, and if something were to happen to the settlement… well, people would prefer not to think on that.<br />
<br />
====Bjornlund====<br />
<br />
Bjornlund is a land of forests and green, but all this proximity to life comes at a cost. Strength and savagery is the rule of Bjornlund, even in the most civilized of settlements the settlers would not think twice of murdering an outsider under their own roof, violating guest right, if it meant their clan could survive another winter. <br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Wild Lands==<br />
<br />
====The Skog====<br />
<br />
====Lands of the Riddari====<br />
<br />
====Frozen Fields====<br />
<br />
====Shattered Spires====<br />
<br />
====Wyrmtorn Peaks====<br />
<br />
====Holdrfrest Mountains====<br />
<br />
====Blatkinbog====<br />
<br />
==The Seas==<br />
<br />
====The Screaming Shores====<br />
<br />
==Undark/Mirkheim==<br />
<br />
=Alfheim=<br />
<br />
<br />
=Niflheim=<br />
<br />
<br />
=Muspelheim=<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[The Ashen Sagas (5e Campaign Setting)|The Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:<!-Setting-> Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Locations_(Chanbara_Setting)&diff=949903Locations (Chanbara Setting)2017-10-14T04:15:52Z<p>Balthazar: Undo revision 949901 by Balthazar (talk)</p>
<hr />
<div>=Locations Of Chanbara Campaign Setting=<br />
<br />
==Regions of Nikko==<br />
<br />
{| class="5e" style="float:right"<br />
!http://i.imgur.com/AS1JIgc.png<br />
|-<br />
|Main Continent of the Chanbara Setting<br />
|}<br />
<br />
====[[Yezochi (Chanbara Setting)|Yezochi]]====<br />
<br />
====[[Toubu (Chanbara Setting)|Toubu]]====<br />
<br />
====[[Shinkoku (Chanbara Setting)|Shinkoku]]====<br />
<br />
====[[Yashuu (Chanbara Setting)|Yashuu]]====<br />
<br />
====[[Nanba (Chanbara Setting)|Yashuu]]====<br />
<br />
<br />
==[[Tekoku (Chanbara Setting)|Tekoku]]==<br />
<br />
==[[Mao (Chanbara Setting)|Mao]]==<br />
<br />
==[[The Undark (Chanbara Setting)|The Undark]]==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Chanbara (5e Campaign Setting)|Chanbara]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Chanbara Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Locations_(Chanbara_Setting)&diff=949901Locations (Chanbara Setting)2017-10-14T04:15:27Z<p>Balthazar: /* Locations Of Chanbara Campaign Setting */</p>
<hr />
<div>=Locations Of Chanbara Campaign Setting=<br />
<br />
==Regions of Nikko==<br />
<br />
{| class="5e" style="float:right"<br />
!https://i.imgur.com/v9ofOxW.png<br />
|-<br />
|Main Continent of the Chanbara Setting<br />
|}<br />
<br />
====[[Yezochi (Chanbara Setting)|Yezochi]]====<br />
<br />
====[[Toubu (Chanbara Setting)|Toubu]]====<br />
<br />
====[[Shinkoku (Chanbara Setting)|Shinkoku]]====<br />
<br />
====[[Yashuu (Chanbara Setting)|Yashuu]]====<br />
<br />
====[[Nanba (Chanbara Setting)|Yashuu]]====<br />
<br />
<br />
==[[Tekoku (Chanbara Setting)|Tekoku]]==<br />
<br />
==[[Mao (Chanbara Setting)|Mao]]==<br />
<br />
==[[The Undark (Chanbara Setting)|The Undark]]==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Chanbara (5e Campaign Setting)|Chanbara]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Chanbara Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Classes_(The_Ashen_Sagas_Setting)&diff=949448Classes (The Ashen Sagas Setting)2017-10-13T04:26:08Z<p>Balthazar: </p>
<hr />
<div>= Classes =<br />
<br />
''"Ah, but Astrid, words can cut just as hard as blades."''<br />
<br />
''"Really? I've seen my axe cleave through a man's neck, but I've never seen one of your pretty little songs do the same."''<br />
<br />
''"And you should pray that you never do." ''<br />
<br />
- A Conversation Between a Skald and a Warrior<br />
<br />
== Skald (Bard) ==<br />
<br />
== Barbarian ==<br />
<br />
== Gothi (Cleric) ==<br />
<br />
== Druid ==<br />
<br />
== Fighter ==<br />
<br />
== Rune-Touched (Monk) ==<br />
<br />
== Champion (Paladin) ==<br />
<br />
== Ranger==<br />
<br />
== Rouge ==<br />
<br />
== Sorcerer ==<br />
<br />
== Warlock ==<br />
<br />
== Volva (Wizard) ==<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[<the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Classes_(The_Ashen_Sagas_Setting)&diff=949447Classes (The Ashen Sagas Setting)2017-10-13T04:24:41Z<p>Balthazar: /* Classes */</p>
<hr />
<div>= Classes =<br />
<br />
''"Ah, but Astrid, words can cut just as hard as blades."''<br />
<br />
''"Really? I've seen my axe cleave through a man's neck, but I've never seen one of your pretty little songs do the same."''<br />
<br />
''"And you should pray that you never do." ''<br />
<br />
- A Conversation Between a Skald and a Warrior<br />
<br />
== Skald (Bard) ==<br />
<br />
== Barbarian ==<br />
<br />
== Gothi (Cleric) ==<br />
<br />
== Druid ==<br />
<br />
== Fighter ==<br />
<br />
== Rune-Touched (Monk) ==<br />
<br />
== Champion (Paladin) ==<br />
<br />
== Ranger==<br />
<br />
== Rouge ==<br />
<br />
== Sorcerer ==<br />
<br />
== Warlock ==<br />
<br />
== Volva (Wizard) ==<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[<!-Setting-> (5e Campaign Setting)|<!-Setting->]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Classes_(The_Ashen_Sagas_Setting)&diff=949446Classes (The Ashen Sagas Setting)2017-10-13T04:24:17Z<p>Balthazar: Created page with "= Classes = ''"Ah, but Astrid, words can cut just as hard as blades."'' ''"Really? I've seen my axe cleave through a man's neck, but I've never seen one of your pretty little..."</p>
<hr />
<div>= Classes =<br />
<br />
''"Ah, but Astrid, words can cut just as hard as blades."''<br />
''"Really? I've seen my axe cleave through a man's neck, but I've never seen one of your pretty little songs do the same."''<br />
''"And you should pray that you never do." ''<br />
- A Conversation Between a Skald and a Warrior<br />
<br />
== Skald (Bard) ==<br />
<br />
== Barbarian ==<br />
<br />
== Gothi (Cleric) ==<br />
<br />
== Druid ==<br />
<br />
== Fighter ==<br />
<br />
== Rune-Touched (Monk) ==<br />
<br />
== Champion (Paladin) ==<br />
<br />
== Ranger==<br />
<br />
== Rouge ==<br />
<br />
== Sorcerer ==<br />
<br />
== Warlock ==<br />
<br />
== Volva (Wizard) ==<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[<!-Setting-> (5e Campaign Setting)|<!-Setting->]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=949414Races (The Ashen Sagas Setting)2017-10-13T02:55:11Z<p>Balthazar: /* Nidavellir */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir with his army. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics but it became necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible. Individualism flourished and dedication to coworkers and superiors replaced the bonds within their clans, at least when it suits them.<br />
<br />
Dwarves of Nidavellir are known to be crafty, ambitious, and self-serving but they are also known to be individualistic, industrious and flexible.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=949413Races (The Ashen Sagas Setting)2017-10-13T02:53:22Z<p>Balthazar: /* Dwarves */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir with his army. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics. This made it necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible, and individualism and dedication to those they work next to replaced the long held tradition of honoring their clans.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=948916Races (The Ashen Sagas Setting)2017-10-11T16:08:57Z<p>Balthazar: /* Dwarves */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
====Nidavellir====<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics. This made it necessary for the Dwarves to allow some of their ideologies and codes to grow more flexible, and individualism and dedication to those they work next to replaced the long held tradition of honoring their clans.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=948915Races (The Ashen Sagas Setting)2017-10-11T16:04:39Z<p>Balthazar: /* Dwarves */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
The Dwarves are a fractured people. During the Tearing the Jotun, Brimir the Young, bested the dwarven god Dwergrd in a competition of smithing, throwing Dwergrd and his most loyal dwarves out into the mortal realm of Askaland, and occupying the Dwarven plane of Nidavellir. After the Tearing the Dwarves are split between the now increasingly xenophobic and unstable Dwergrd, and the stern but fair rule of Brimir.<br />
<br />
The Dwarves that remained in Nidavellir, while worked ragged during the Tearing, were given the ability under Brimir to rise among social ranks, even being able to out rank their giant and elemental invaders if they worked hard enough. This meritocratic class system unheard of under Dwergrd and the Dwarven Lords who cared more of blood and history than actual skill and determination. This has allowed the Dwarves that remained to thrive in a system of competition and politics.<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=947389Races (The Ashen Sagas Setting)2017-10-06T20:40:56Z<p>Balthazar: /* Aasimars */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
====How They're Different====<br />
In the Ashen Sagas Campaign setting the spirit guide of the Aasimar is more fixated on glory than goodness. While a spirit guide in another game may accept diplomacy as a usable means to stem the tide of evil and bring damned souls to the light, the spirit guides of the Aasimar in Askaland, true to their Valkyrie nature instead urge their hosts to battle, dismissing diplomacy as cowardice.<br />
<br />
==Dwarves==<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=942637Races (The Ashen Sagas Setting)2017-09-21T00:22:16Z<p>Balthazar: /* Races */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
==Dwarves==<br />
<br />
==Elves==<br />
<br />
==Gensai==<br />
<br />
==Half-Elves==<br />
<br />
==Humans==<br />
Player's Handbook pg. 29<br />
<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland, except for the dwarves, rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile even less so as in the cold climate and around constant danger makes there is not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result, out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest, gave you his best drink, and sang songs with you during one year, may, on the following, slit your throat while you sleep to steal your belongings, so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
==Trintons==<br />
<br />
==Trollkin==<br />
<br />
==Yetifolk==<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=942635Races (The Ashen Sagas Setting)2017-09-21T00:10:26Z<p>Balthazar: /* Aasimars */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, consider a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=942634Races (The Ashen Sagas Setting)2017-09-21T00:09:59Z<p>Balthazar: /* Aasimars */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Assimar's are still called by the spirits of their Valkyrie ancestors to find glory and honor in the battlefield, a calling some Assimar's who want to just survive day to day, a curse. Many, foolhardy Assimar have ended up in a troll's gullet than in the stories of bards for following the advice of their spiritual guides. Other's have been branded cowards by their ancestor and abandoned for showing caution instead of recklessness.<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=942375Races (The Ashen Sagas Setting)2017-09-20T14:48:46Z<p>Balthazar: /* Races */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Aasimars== <br />
Volo's Guide to Monsters pg.104<br />
<br />
The Valkyrie's were once the messengers of Darradr, who brought the worthy up to the Great Drinking Hall of Aesirheim. But with the loss of Aesirheim, and Darradr's death, the Valkyries that survived the Tearing faded into history. Their lineage however lives on through some mortals; the Aasimar.<br />
<br />
These celestial mortal hybrids are a rare occurrence, and depending where they are born, they can either live in complete comfort (or as much as one can get in Askaland) and held up as living embodiment of the days of old, or be cast out as freaks and forced to fend for themselves in the unforgiving wilderness.<br />
<br />
Fallen Aasimar are the most common, as survival can force even those of celestial blood into doing dark acts. Scourge Aasimar are second most common, though their single minded ideals of the destruction of evil either make them heroes or corpses. There is only one recorded instance of a Protector Aasimar, Hrafnagud the founder of the Vigilant, and the new God of Eternal Rest.<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=942026User talk:Balthazar2017-09-19T13:08:53Z<p>Balthazar: /* DMing */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
Actually, as far as I can remember tengu never existed in d and d (though they do in Pathfinder), however the "kenku" (similar to the japanese yokai but still different) have been present since 3e. Even in the MM for 5e it pops up on page 194. Sorry for the veeeeery late reply XD--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:49, 25 January 2017 (MST)<br />
<br />
There is a statblock and As Player Characters paragraph for Tengu in the 3.5 Oriental Adventures. Especially now that there's an official ruleset for Kenku PCs in 5e, I was thinking of making a separate Tengu race (assuming I ever get around to it) and either deleting the Tengu-related Kenku subrace or just kinda forgetting about it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 22:42, 17 February 2017 (MST)<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)<br />
<br />
== HEY HEY HEY ==<br />
<br />
HI!<br />
<br />
Balthazar, It's me, Your young grasshopper, Hormy. I want your help on an addition to the baketako page. I am adding subraces that are essentially different cephalopods. This could add a lot of flavor to your game, and honestly I want to create my mom(I'm 14) a flamboyant cuttlefish baketako. So can you help me?<br />
<br />
I'll be a little busy for the next two weeks but I'd be happy to go back over the Baketako race. I'd imagine the cuttle fish baketako to be a Small sized creature with stealth bonus from being able to change color more efficiently than normal Baketako. Thanks for your interest! Ciao --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 00:04, 8 February 2017 (MST)<br />
<br />
==Shadowfell==<br />
Ok Balthazar im beginning to form a Forgotten Realms-esque world and am looking for some suggestions on atmosphere and creatures that would be prominent in the world. In adittion to the core classes, im also allowing the PCs to use the [[Shadowcaster (5e Class)|Shadowcaster,]] [[Shadow Knight (5e Class)|Shadow Knight,]] and [[Shadowsoul (5e Class)]] classes. The story behind the world is that 1000 years ago there was a war with the Shadowfell that ripped a permanent portal between the worlds, and slowly over the centuries the shadowfell has crept into the material plane, allowing for shadow magic and empowered necromantic magic. Somewhat like Innistrad from Magic The Gathering. Your the guy i trust for lore sow whats your opinion on this? [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 09:19, 12 February 2017 (MST)<br />
<br />
I think this is a really cool story. You could go really far with this. I support you with your endeavors. I think that for portions of the campaign you should have times where the party should go into Shadowfell. There should also be a problem where the Feywild is also leaking into the World. This could also lead to fey-based classes like Feyknights and Feysouls. This could lead to a keyblade waresque plot arc and add more action as people fight for either The Raven Queen or Corellon.<br />
<br />
<br />
BEST OF LUCK,<br />
<br />
HORMY<br />
<br />
Thank you for the suggestions hormy. What are your thoughts on a 3 way war over psoession of the material plane? SIdes would be the feywild vs. the shadowfell vs. the material plane. My players are level 2 right now as well so i cant have them going to other planes as of yet. [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 08:10, 17 February 2017 (MST)<br />
<br />
<br />
Sounds like a good Idea. You should figure out what god you want representing the material plane. Another option is also to give people in this campaign the ability to choose a Faction. We should also probably figure out what sparks the 3 way war. Also, If you don't mind, could you help me with the [[Baketako_(5e_Race)|Baketako]] Race if you don't mind. [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 12:33, 18 February 2017 (EST)<br />
<br />
:Apologies for not responding sooner. It seems like an interesting idea, reminds me more of shard of alara than inistrad though. I always think you should make every campaign feel different than the previous, so if you are going with the "leaking" of the feywild and shadowfell make it as obvious as you can. This means using incredibly jarring setting shifts. For example the players could be fighting skeletons through a foggy marsh one second and, when the fog lifts find themselves in a lush forest surrounded by hostile satyrs. This would allow you more freedom in mixing up battles and also keep pushing a sense of urgency, as it's one thing to tell the characters "the worlds are leaking into each other", another to actually see it. This'll mean you'll have to use some terrain hazards unique to the feywild or shadowfell, but if you can manage it, it'll be a encounter your players won't soon forget/<br />
<br />
:Also this sort of campaign will really allow you to play around with morality. With worlds on the line, the champion of the elves, who is fighting to keep his people alive for as long as possible by campaigning into the material realm, could be viewed as a mass murderer and criminal by the kingdom he is carving into. Orcs and dwarves who once fought for a mountain keep might now be sharing the same roof, fighting off the undead invaders that try to climb over the ramparts. Maybe have one of the players fight the ghost of his long dead mentor. Keep it fresh, keep it interesting, keep your players guessing, and they'll never get bored.<br />
<br />
:Hopefully at least something I said helped. Ciao! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 23:19, 18 February 2017 (MST)<br />
<br />
Thanks for the tips balthazar! I definatley screwed up this campaign however by giving a level 5 character 12 wishes. ill make a new world for this idea.<br />
<br />
Also could you hook me up with lore on all of that? I only started playing when return to ravnica came out.<br />
<br />
[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 19:24, 19 February 2017 (MST)<br />
<br />
:Hey!<br />
<br />
I am going to make a feyknight class, It's going to be a mixture of FF dragoons and Link from the Legend of Zelda. I'll give you a link when it's ready.<br />
<br />
HORMY<br />
<br />
::Thanks hormy! Im thinking that how they can choose a faction through archetypes. Sound decent? [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 14:06, 21 February 2017 (MST)<br />
<br />
It sounds quite Excellent! I am going to create my Fey thing now.<br />
<br />
::Sweet! let me know when your done cause i have an npc from the feywild that needs a class. [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 16:36, 22 February 2017 (MST)<br />
<br />
By the way hormy im only 2 years older than you. [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 17:28, 22 February 2017 (MST)<br />
<br />
:Hey! Can you give me some suggestions? My Feyclass is supposed to be equivalent in power to the shadowknight. The classes' primary ability is flight and I was imagining it they get it early on. The only think that confuses me is that the shadowknight can fly as well so it makes it harder. I will send you the link to my class so far so maybe you can help me. [[Fey_Knight_(5e_Class)|Fey Knight]] [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 12:28, 23 February 2017 (MST)<br />
<br />
Ok hormy i put some suggestions in the feyknights talk page and have a few im going to put here. Half casting or spell points towards an custom spell list from the bard/druid spell list, and also you could level up the flight like you would a monks unarmored movement. [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 13:34, 23 February 2017 (MST)<br />
<br />
:Hey! Can anyone help me with the creation of the feyknight and the fairy? I have Ideas but I don't want them to ruin the class. If you're interested, go to they feyknight talk page. [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 08:14, 1 March 2017 (MST)<br />
<br />
==The Book of Vile Darkness==<br />
Good Morning Balthazar, ive been cooking up spells for the Book of Vile Darkness and im running low on ideas. Got anything for me? [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 14:12, 17 March 2017 (UTC)<br />
<br />
==DMing==<br />
Good evening Balthazar. I don't know if you have any<br />
experiance with this kind of thing but im currently DMing for 4 people who have never played the game before and am looking for tips on how to teach them the game, have them enjoy it, and still run with what i prepared all at the same time. Whats your take on this? [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 01:21, 30 March 2017 (UTC)<br />
<br />
Have a lot of random creatures on hand you can reskin and throw in at a moments notice, if things go a bit off the rails so you can improvise but still look like you had something planned. Also, push your players to roleplay at least to the "Bob the Barbarian says that the idea is stupid" kind so they get more into the story. Try not to break immersion if possible, as I find that the more breaks there are in a game, the less serious the players take it, and the less fun it is for everybody. Also, (and this is debateable) I tend to give my players a lot of second chances by fudging the occasional dice roll but only do this when they can't tell you're doing it. Honestly, the last one is more of a personal preference as some DMs like playing hardasses and the players find the "Dark Souls" like survival element thrilling, but personally I feel players don't get too invested when they're characters die left and right. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:08, 19 September 2017 (MDT)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=845395User talk:Balthazar2017-02-19T06:19:08Z<p>Balthazar: /* Shadowfell */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
Actually, as far as I can remember tengu never existed in d and d (though they do in Pathfinder), however the "kenku" (similar to the japanese yokai but still different) have been present since 3e. Even in the MM for 5e it pops up on page 194. Sorry for the veeeeery late reply XD--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:49, 25 January 2017 (MST)<br />
<br />
There is a statblock and As Player Characters paragraph for Tengu in the 3.5 Oriental Adventures. Especially now that there's an official ruleset for Kenku PCs in 5e, I was thinking of making a separate Tengu race (assuming I ever get around to it) and either deleting the Tengu-related Kenku subrace or just kinda forgetting about it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 22:42, 17 February 2017 (MST)<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)<br />
<br />
== HEY HEY HEY ==<br />
<br />
HI!<br />
<br />
Balthazar, It's me, Your young grasshopper, Hormy. I want your help on an addition to the baketako page. I am adding subraces that are essentially different cephalopods. This could add a lot of flavor to your game, and honestly I want to create my mom(I'm 14) a flamboyant cuttlefish baketako. So can you help me?<br />
<br />
I'll be a little busy for the next two weeks but I'd be happy to go back over the Baketako race. I'd imagine the cuttle fish baketako to be a Small sized creature with stealth bonus from being able to change color more efficiently than normal Baketako. Thanks for your interest! Ciao --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 00:04, 8 February 2017 (MST)<br />
<br />
==Shadowfell==<br />
Ok Balthazar im beginning to form a Forgotten Realms-esque world and am looking for some suggestions on atmosphere and creatures that would be prominent in the world. In adittion to the core classes, im also allowing the PCs to use the [[Shadowcaster (5e Class)|Shadowcaster,]] [[Shadow Knight (5e Class)|Shadow Knight,]] and [[Shadowsoul (5e Class)]] classes. The story behind the world is that 1000 years ago there was a war with the Shadowfell that ripped a permanent portal between the worlds, and slowly over the centuries the shadowfell has crept into the material plane, allowing for shadow magic and empowered necromantic magic. Somewhat like Innistrad from Magic The Gathering. Your the guy i trust for lore sow whats your opinion on this? [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 09:19, 12 February 2017 (MST)<br />
<br />
I think this is a really cool story. You could go really far with this. I support you with your endeavors. I think that for portions of the campaign you should have times where the party should go into Shadowfell. There should also be a problem where the Feywild is also leaking into the World. This could also lead to fey-based classes like Feyknights and Feysouls. This could lead to a keyblade waresque plot arc and add more action as people fight for either The Raven Queen or Corellon.<br />
<br />
<br />
BEST OF LUCK,<br />
<br />
HORMY<br />
<br />
Thank you for the suggestions hormy. What are your thoughts on a 3 way war over psoession of the material plane? SIdes would be the feywild vs. the shadowfell vs. the material plane. My players are level 2 right now as well so i cant have them going to other planes as of yet. [[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 08:10, 17 February 2017 (MST)<br />
<br />
<br />
Sounds like a good Idea. You should figure out what god you want representing the material plane. Another option is also to give people in this campaign the ability to choose a Faction. We should also probably figure out what sparks the 3 way war. Also, If you don't mind, could you help me with the [[Baketako_(5e_Race)|Baketako]] Race if you don't mind. [[User:Hormy|Hormy]] ([[User talk:Hormy|talk]]) 12:33, 18 February 2017 (EST)<br />
<br />
:Apologies for not responding sooner. It seems like an interesting idea, reminds me more of shard of alara than inistrad though. I always think you should make every campaign feel different than the previous, so if you are going with the "leaking" of the feywild and shadowfell make it as obvious as you can. This means using incredibly jarring setting shifts. For example the players could be fighting skeletons through a foggy marsh one second and, when the fog lifts find themselves in a lush forest surrounded by hostile satyrs. This would allow you more freedom in mixing up battles and also keep pushing a sense of urgency, as it's one thing to tell the characters "the worlds are leaking into each other", another to actually see it. This'll mean you'll have to use some terrain hazards unique to the feywild or shadowfell, but if you can manage it, it'll be a encounter your players won't soon forget/<br />
<br />
:Also this sort of campaign will really allow you to play around with morality. With worlds on the line, the champion of the elves, who is fighting to keep his people alive for as long as possible by campaigning into the material realm, could be viewed as a mass murderer and criminal by the kingdom he is carving into. Orcs and dwarves who once fought for a mountain keep might now be sharing the same roof, fighting off the undead invaders that try to climb over the ramparts. Maybe have one of the players fight the ghost of his long dead mentor. Keep it fresh, keep it interesting, keep your players guessing, and they'll never get bored.<br />
<br />
:Hopefully at least something I said helped. Ciao! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 23:19, 18 February 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=840741User talk:Balthazar2017-02-08T07:04:59Z<p>Balthazar: /* HEY HEY HEY */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
Actually, as far as I can remember tengu never existed in d and d (though they do in Pathfinder), however the "kenku" (similar to the japanese yokai but still different) have been present since 3e. Even in the MM for 5e it pops up on page 194. Sorry for the veeeeery late reply XD--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:49, 25 January 2017 (MST)<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)<br />
<br />
== HEY HEY HEY ==<br />
<br />
HI!<br />
<br />
Balthazar, It's me, Your young grasshopper, Hormy. I want your help on an addition to the baketako page. I am adding subraces that are essentially different cephalopods. This could add a lot of flavor to your game, and honestly I want to create my mom(I'm 14) a flamboyant cuttlefish baketako. So can you help me?<br />
<br />
I'll be a little busy for the next two weeks but I'd be happy to go back over the Baketako race. I'd imagine the cuttle fish baketako to be a Small sized creature with stealth bonus from being able to change color more efficiently than normal Baketako. Thanks for your interest! Ciao --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 00:04, 8 February 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Mongrelfolk_(5e_Race)&diff=834660Talk:Mongrelfolk (5e Race)2017-01-25T15:19:45Z<p>Balthazar: </p>
<hr />
<div>* ...So. Turns out mongrelfolk already existed, and were completely different from what I envisioned. Ideas for another name? --[[User:SpectralTime|SpectralTime]] ([[User talk:SpectralTime|talk]]) 13:31, 15 June 2016 (MDT)<br />
:"Mixed Blood", "Mixedling", "Hybrids", "Crossbreeds"? --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 08:19, 25 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=834652User talk:Balthazar2017-01-25T14:49:15Z<p>Balthazar: /* Kenku vs Tengu */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
Actually, as far as I can remember tengu never existed in d and d (though they do in Pathfinder), however the "kenku" (similar to the japanese yokai but still different) have been present since 3e. Even in the MM for 5e it pops up on page 194. Sorry for the veeeeery late reply XD--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:49, 25 January 2017 (MST)<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=834651User talk:Balthazar2017-01-25T14:48:41Z<p>Balthazar: /* Kenku vs Tengu */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
Actually, as far as I can remember tengu never existed in d and d (though they do in Pathfinder), however the "kenku" (similar to the japanese yokai but still different) have been present since 3e. Even in the MM for 5e it pops up on page 194. Sorry for the veeeeery late reply XD<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Balthazar&diff=834650User talk:Balthazar2017-01-25T14:42:28Z<p>Balthazar: /* Archetypes */</p>
<hr />
<div>Nice work Balthazar, I like your work with [[Oni (5e Race)|Oni]], [[Highland Dwarf (5e Subrace)|Highland Dwarf]], and [[Grey Dwarf (Duergar) (5e Subrace)|Grey Dwarf (Duergar)]]. If you needed any help just tell me. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:09, 29 March 2015 (MDT)<br />
<br />
Will do. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 10:46, 29 March 2015 (MDT)<br />
<br />
What other ideas do you have? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:05, 30 March 2015 (MDT)<br />
<br />
Try the [[Skeleton (5e Race)|Skeleton]], [[Archdemon (5e Creature)|Archdemon]], [[Zapperyuh (5e Creature)|Zapperyuh]], [[Gwaihir, Wind Lord (5e Equipment)|Gwaihir, Wind Lord]], and [[Klinge, Whisper of Blood (5e Equipment)|Klinge, Whisper of Blood]] and see what you have got. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 18:26, 30 March 2015 (MDT)<br />
<br />
Balthazar, what do you think of this? '''''[[Knight (5e Class)|Knight]]'''''. Tell me as soon as you see fit. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:40, 6 April 2015 (MDT)<br />
<br />
==Images==<br />
Hi Balthazar, if [[:File:Wafuu.jpg]] is under copyright then we can't copy it. You can link to an external image, or upload an image under a copyleft license. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:08, 7 April 2015 (MDT)<br />
<br />
Yeah, I figured that out so I kept the link in the pantheon I was making instead of using the file. Unforunatly, I had already uploaded the image when I figured it out and had no idea how to delete it. Sorry about that. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 15:49, 7 April 2015 (MDT)<br />
:Thanks okay. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:30, 7 April 2015 (MDT)<br />
<br />
No. Thank you for deleting it. I've read the wiki rules on copyright so I'll be more careful from now on.--[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 18:05, 7 April 2015 (MDT)<br />
<br />
==Extra Limbs==<br />
I've thought of a few options. In order of power, least to most:<br />
#"You can hold an additional item." This alone, the weakest form, is hugely useful. You could have a potion at the ready; hold a torch at the same time as sword-and-shield; etc. I think a player of a four-armed creature would expect to be able to do this, and probably want to hold two additional items. This is a very versatile ability but not game breaking.<br />
#"You can wield a one-handed weapon in your extra arm. You do not gain additional attacks except where it qualifies for two-weapon fighting." - You could wield two light weapons for two-weapon fighting and still hold a shield. Or two one-handed weapons and a shield if you're a ranger. You still have to use your bonus action to get the extra attack, so it doesn't mess up monks and rangers. +2 AC from a shield with two-weapon fighting is a huge benefit. <br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third weapon that qualifies for two-weapon fighting, you may also attack with that weapon." - Three attacks is a big deal. It's not bad if it's three light weapons. Monks and rangers get a huge benefit, so much so that I would limit this feature to once between short rests.<br />
#"You can hold a shield in your extra arm. You can spend a bonus action to gain the benefits of the shield until the start of your next turn. " - It's too much to allow a person +4 AC from shields all the time, but forcing them to use up their bonus action balances it. Particularly if this feature is combined with the "extra weapon" feature, you have to decide between getting the extra attack or the extra AC.<br />
#"You can wield 4 one-handed weapons; 2 one-handed weapons and 1 two-handed weapon; or 2 two-handed weapons. You do not gain additional attacks except where it qualifies for two-weapon fighting." - same as 2 except more versatile.<br />
##"When you make an extra attack by two-weapon fighting and you are wielding a third or fourth weapon that qualifies for two-weapon fighting, you may also attack with those weapons." - Four attacks, still limited to light weapons (or one-handed if you're a ranger), should definitely be limited to once between short rests.<br />
<br />
As an alternate 2.1 and 4.1, you could give the race "multiattack points". Say, 3. They use up one point per attack after the second when two-weapon fighting. They get their points back when they take a short rest.<br />
<br />
In conclusion, I think it's important to tie extra limbs to the two-weapon fighting rules so that weapon size and action economy can be controlled. I haven't covered attacking with two two-handed weapons, but I feel that might be a feat that a ranger could take. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:32, 11 April 2015 (MDT)<br />
<br />
I think the multi attack points may be a good idea as it limits the amount of attacks you can do while still allowing the extra limbs to be more than show. Also it makes realistic sense, as if someone had 2 extra limbs my guess would be it would be extremely difficult to choreograph an attack with one extra hand let alone three with the limited time in one turn. I think I will only allow off hand/light weapons to be wielded by the extra hands as it is the same case as two handed creatures without special feats/classes. Two two handed weapons would be interesting but for now I think I will focus on the 2 extra 2 handed weapons first. There was a similar idea to holding an additional item in the Kreen homebrew race except it added a bonus item creation as well, which might fit the flavor of the race I was making better than weapons. Regardless I'll try to incorporate the ideas you've given me. Thanks for the advice! --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 06:21, 11 April 2015 (MDT)<br />
<br />
==A Reply==<br />
Yes you can change the race to an extent, if i return & it has changed completely then i will be pissed. so do as you see best. --[[User:Crazyabe|Crazyabe]] ([[User talk:Crazyabe|talk]]) 21:43, 28 April 2015 (MDT)<br />
The history of the race can change, some what as i said "do as you see best"<br />
<br />
== Permission ==<br />
<br />
Do we have your permission to use your stuff online? I would give credit of course. I'm particularly interested in your homebrew Goblin playable race which is quite charming. If I do have permission should I credit you as "Balthazar from D&D Wiki" or would you prefer to be called something else?--[[Special:Contributions/89.131.201.71|89.131.201.71]] 14:43, 19 November 2015 (MST)<br />
<br />
<br />
==Kenku vs Tengu==<br />
<br />
The oddity of the [[Kenku (5e_Race)]] page bugs me; origins aside, there is precedent of tengu existing in D&D that aren't kenku, and that share no real similarities with them (beyond the avian part); what do you think of the idea of splitting them into two races? I've made my case in the Talk page for it. [[User:Knowlessman|Knowlessman]] ([[User talk:Knowlessman|talk]]) 21:55, 13 March 2016 (MDT)<br />
<br />
==Archetypes==<br />
<br />
Is 8 too many archetypes for 1 class?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 15:12, 24 January 2017 (MST)<br />
<br />
I don't think there is an exact amount that you can call too many, but it does seem like a lot. It's hard to rememberer sometimes but we're not writing for ourselves when we post on the wiki but for others, and we should try to make stuff as easy as possible to them. If each is unique and interesting keep them, but if you feel like one could be merged with another or 2 overlap so much that you can get rid of one of them, do it. Less clutter makes for a more on point and easily understandable class. Good Luck :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 07:42, 25 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Goblin_(5e_Race_Variant)&diff=834483Goblin (5e Race Variant)2017-01-24T21:19:33Z<p>Balthazar: Undo revision 833799 by 173.80.86.167 (talk)</p>
<hr />
<div>==Goblins==<br />
''"I'm not saying gnomes are stupid. I'm just saying they lack.. creativity. Heck, anyone can make a mechanical mouse, but a bomb that can flatten a village? Now that's art!"''<br />
<br />
-Drax a goblin artificer <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|[[File:Goblin Bard.jpg|300px]]|Goblin Bard by [http://igor-grechanyi.deviantart.com/art/Goblin-bard-294814962 Igor-Grechanyi]}}<br />
<br />
Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy teeth. They have jet black hair and skin that varies from hues of orange to hues of green. They have beady black eyes and flat faces. Besides that, goblins are very numerous and varied creatures almost more than humans.<br />
<br />
===History===<br />
Goblin history is rich with folklore and tall tales, ranging from hobgoblin invasions of old, to the story of a young goblin once rode a chicken into an orc camp. However, it is also riddled with tales of subjugation and powerlessness as, due to their small size, they are frequently bullied into the service of other malevolent creatures. This history of groveling, makes goblins dream of gaining power and strength of their own, which sometimes draws them to adventure.<br />
<br />
===Society===<br />
Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin societies frequently war against their neighbours, if not attempt to annoy them. More peaceable goblins, who are fewer and far between, prefer to play practical jokes on neighbours, which sometimes can be just as bad as if they had declared war.<br />
<br />
Some goblins believe in reincarnation, which make them even more dangerous than normal Goblins, as without the fear of death, they have no qualms dying or sacrificing other goblins for the greater (their own) good.<br />
<br />
In the cities where they are accepted, most of the time begrudgingly, goblins usually live in solitary or occasionally join gangs with other races.<br />
<br />
===Goblin Names===<br />
Goblin names are not given at birth as the average goblin life expectancy is very short and they believe giving a name to be a waste. Instead they assign them numbers until, if the goblin is lucky or resourceful enough, they reach the age of maturity (usually after 4 years).<br />
These names are given by the Mob Boss and named goblins gain great respect among their comrades.<br />
If a goblin does something incredibly daring (or stupid) and gains renown, he may also be given a title describing the deed.<br />
<br />
'''Male:''' Gungax, Makdox, Gizil, Bilnix Rukalog, Drax, Unkgil<br />
<br />
'''Female:''' Tiwin, Kawli, Wort, Ib, Drolaw, Marowa, Walow<br />
<br />
===Goblin Traits===<br />
{{5e Racial Traits<br />
|summary=The question isn't "Why would you want to play a goblin?" The question is, "How uncomfortable are you with your character setting himself on fire?"<br />
|abilities=Your Dexterity Score is increased by 2.<br />
|age= Goblins mature faster than other races considered fully grown at the age of 3.<br />
Unfortunately, Goblins are also a very short lived race not because of the shortness of their natural life span but because the majority of them live brutal and short lives or do brutal and stupid things. <br />
<br />
The oldest goblin to date was a bogart elder, who had survived to the ripe old age of 43 until he fell into a patch of bog and drowned.<br />
<br />
While unsubstantiated, there are rumors of a Gnarled Old Goblin that have been around for centuries. Due to this some less accredited Wizards have come up with a theory that Goblins ''cannot'' die of old age.<br />
<br />
|alignment=Goblins alignment tends to differ by subrace, however it is very unlikely a goblin, regardless of subrace, will ever be lawful.<br />
<br />
|size= Goblins are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is small.<br />
|speed=Your base walking speed is 30 feet. Goblins are naturally fast despite being small creatures.<!--Also cover any special movement modes or traits--><br />
|trait1= Nimble Escape<br />
|description1= Goblins know when to run when things get heated. When you are the target of an opportunity attack, you may use your reaction to impose disadvantage on that attack.<br />
|trait2=Darkvision<br />
|description2= You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages= Common, Goblin<br />
|subrace= Greenskins, Boggarts, Gremlins<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Greenskins (Traditional Goblins)====<br />
<br />
Greenskins are what people think about when they hear the word "goblin". Their skin are shades of green or yellow, and their faces are squat and flat. These goblins are the most numerous and savage of their kin and they war against anything not goblin.. until anything conquers and enslaves them, that is.<br />
<br />
{{5e Subrace Traits<br />
|abilities=You have been beaten and bruised enough to be slightly tougher than others of your kind. Your Constitution Score is increased by 1.<br />
|trait1=Mud Slinger <br />
|description1=Insults are your pastime. You gain the cantrip ''vicious mockery'', you use Charisma as your spell casting ability for this ability.<br />
|trait2=Worg Rider<br />
|description2=Greenskins have an amicable relationship with worgs, whom they ride into battle. You have proficiency in the animal handling skill.<br />
|trait3= Run For It<br />
|description3= When the odds are against you, at least you can trust your legs. When using the disengage action, difficult terrain doesn't cost you extra movement on that turn.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Boggarts (Swamp Goblins)====<br />
<br />
Boggarts are goblins that live in the swamps and marshes of the world. While they are smaller in number than greenskins, they make up for it with strong communal relationships and fierce defense of their territory. <br />
Boggarts skin range from brown to black and have little hair on their heads, though they have been known to grow beards and whiskers.<br />
Unlike their more unruly kin, Boggarts very rarely interact with other races, preferring to keep to themselves. The only race they are openly hostile against are the Bullywugs, which they are at constant war with. <br />
<br />
{{5e Subrace Traits<br />
|abilities=Years in the swamp has made your kind craftier than the average goblin. Your Wisdom Score is increased by 1.<br />
|trait1=Bogart Weapon Proficiency<br />
|description1= Your clan has trained you well. You have proficiency with the Blowdart and Net.<br />
|trait2=Swamp Immunity<br />
|description2=You have advantage on saving throws against poison and sickness, and you have resistance against poison damage.<br />
|trait3= Bog Swimmer<br />
|description3= Boggart hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swim speed of 25 feet.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Gremlins (Tinker Goblins)====<br />
<br />
A long time ago, a group of Rock Gnomes enslaved a clan of Goblins that had been marauding in their territory. The descendants of these Goblins are known today as Gremlins.<br />
Gremlins are unlike the rest of their race, they have long noses unlike the usual squat noses of goblinoids, skin that ranges from turquoise to red, and some hair on their body.<br />
<br />
They are incredibly intelligent for goblins, and have a passion for creating that matches even the most dedicated of gnomes. Unfortunately, this passion is for creating things that destroy, which puts the goblins in a vicious cycle of rebuilding and destroying.<br />
<br />
They are the fewest among the goblins mostly because of their mad experiments. The main cause of death among gremlins is "immolation".<br />
<br />
{{5e Subrace Traits<br />
|abilities=You may not have a fiber of common sense in your little red body, but that doesn't mean you're not a genius! Your Intelligence Score is increased by 1.<br />
|trait1=Dangerous Tinker<br />
|description1= The gnomes like pretty things, but you like your creations to be a little more dynamic. You have proficiency with artisan’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, or when you use your action to dismantle it. You can have up to three such devices active at one time. You may reclaim the parts used to create the device once it stops functioning, only if it did not explode.<br />
When you create a device, choose one of the following options:<br />
<br />
Bomb Boy: A clockwork tiny construct that is in the form of a goblin. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in the direction it is facing making a loud wailing sound as it walks. When it is destroyed roll a d20. On a roll of 12 or higher the object explodes in a sphere five feet in diameter dealing 1d4 fire damage. <br />
<br />
Arsonist's Friend: A small brass rod with a slit at the top and a button on the side. When the button on the device is is pushed roll 1d6. On an even roll the device produces a miniature flame, which you can use to light a candle, torch, or campfire. On a roll of one the device explodes causing 1d4 fire damage to the user. Using the device requires an action. <br />
<br />
Blast Orb: The device is a small brass orb that makes a ticking sound once a small button on the top is pressed. 5 seconds after the button at the top is pressed the device explodes in a sphere 10 feet in diameter dealing 1d8 fire damage to anything within it. If the device is destroyed, nothing happens.<br />
|trait2= Almost Fire Proof<br />
|description2= You have set yourself on fire so often you've gotten used to it. You are resistant to Fire damage.<br />
<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Goblin Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 2′ 11″ || +2d4 || 40 lb. || &times; 1 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Goblin Tag]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Talk:Frankenstein_(5e_Race)&diff=832290Talk:Frankenstein (5e Race)2017-01-17T21:16:29Z<p>Balthazar: </p>
<hr />
<div>Why not use HUMAN names? --Redrum 18:03, 2 November 2016 (MDT)<br />
<br />
It's cool... but just looking at the stat blocks you couldn't tell it's a flesh golem like monstrociy. Don't be afraid to be adventurous with your traits. --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 14:16, 17 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Font_Skeleton_(5e_Race)&diff=831516Font Skeleton (5e Race)2017-01-14T18:34:41Z<p>Balthazar: While I agree with the sentiment, this should be put in the discussion. Undo revision by 2602:306:342E:C240:C8FC:6717:C787:D951 (talk)</p>
<hr />
<div><br />
<br />
==Font Skeleton==<br />
<br />
===Physical Description===<br />
Font Skeletons are...not skeletons. The are a living species of monsters that just happen to look like skeletons and have the physiology of skeletons. That is the one thing that keeps them all in one physical group. Besides that, they can be anywhere from 4'5 to 6 feet. <br />
{{5e Image|float:right|https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwi0t5-jrc7QAhWky4MKHaMDB7QQjRwIBw&url=http%3A%2F%2F53community.tumblr.com%2Fpost%2F132565187208%2Fmoofrog-sushinfood-thesassylorax&psig=AFQjCNFHmb44Hrjn2LteE28D4ND--V9m2w&ust=1480522239739398|Sans And Papyrus}}<br />
<br />
===History===<br />
Font Skeletons don't have much of a history. They just show up and...assert themselves across separate timelines and worlds. While most don't even know where they came from, they can be traced back to Dr. W. D. Gaster, inventor and geneticist who, through some terrible mistake, managed to shatter himself across, space and time, and scattering the new race across the multiverse. <br />
<br />
===Society===<br />
Most Font Skeletons never meet each other, so the definition of "scociety" is rather loose. However, Font Skeletons usually get along quite well with others, and tend to fit in to communities. Sans and Papyrus (two Font Skeleton Brothers) live in Snowdin, where they work as sentries.<br />
<br />
===Font Skeleton Names===<br />
As a Font Skeleton, you are named after the Font that you speak. Or the other way round.<br />
<br />
'''Common Names:''' Courier, Times, Impact, Lucida, Goudy, Arial, Bookman, Serif, Roman, Sans, Papyrus<br />
<br />
===Font Skeleton Traits===<br />
{{5e Racial Traits<br />
|summary=Font Skeletons are NOT skeletons. They just look like them. Also, they speak in fonts.<br />
|abilities=As Font Skeletons are fragments of WD Gaster, they are generally very smart. Your intelligence increases by 2. Also, you may choose to distribute 2 points in your scores. <br />
|age=Font skeletons mature as fast as humans but can live for almost 1000 years.<br />
|alignment= Font skeletons can be any alignment, but tend towards Chaotic. There have been no records of Evil Font Skeletons, but that doesn't mean they don't exist.<br />
|size= As mentioned above, they can be any size but are usually medium.<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Darkvision <!--Use for standard 60 ft. darkvision, otherwise replace with your first trait--><br />
|description1={{5e Darkvision}} <br />
|trait2= Living Construct<br />
|description2= Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait3= Bone Attack<br />
|description3= As a bone-us action you may summon a light or heavy bone to use as a weapon. The Light Bone is light and finesse, and does 1d6 bludgeoning damage. The Heavy bone is heavy and two handed, and does 1d10 bludgeoning damage. <br />
|trait4= Font Talk<br />
|description4= You do not speak. Instead a floating bubble appears with what you want to say written in Common script in it. You can still cast spells this way. And if you learn another language script, you may choose to display it in that script instead. <br />
|trait5= Save Sensitivity <br />
|description5= Being unstuck from time and space once has given you a whole different view of reality. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= The font you are named after as a dialect of Common, Wingdings.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Font Skeleton<br />
|feet=5<br />
|inches=4<br />
|heightmod= or - 1d8<br />
|weight=110 lbs<br />
|weightmod= 1d2<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:<!-Type-> Type]]<br />
[[Category:<!-Tag-> Tag]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Orc_(5e_Race_Variant)&diff=831228Orc (5e Race Variant)2017-01-13T16:53:04Z<p>Balthazar: Undoing vandalism by 212.250.136.99 (talk)</p>
<hr />
<div><br />
==Orc==<br />
<br />
<br />
<br />
===Physical Description===<br />
<br />
Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.<br />
<br />
===History===<br />
<br />
Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The Orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the Orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the Orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the Orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Orcs gather in tribes that exert their dominance and satisfy their blood-lust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their blood-lust satisfied. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defence, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats arid trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The Orcs of such a tribe must range far across the countryside to sate their appetites.<br />
<br />
===Society===<br />
Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered Orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of Orcish virtues,and Orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome Ogres, Trolls, Half-Orcs, and Orogs into their ranks. As well, Orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.<br />
<br />
===Orc Names===<br />
<!--Lead text--><br />
<br />
'''Male Orc Names''': Deneh, Feng, Gell, Henk, Holg, Imsh,<br />
Kelh, Krusk, Mhurren, Ront. Shump. Thokk<br />
<br />
'''Female Orc Names''': Baggi, Emen, Engong. Kansif.<br />
Myev. Neega. Ovak, Ownka, Shaulha, Sulha. Vola,<br />
Volen, Yevelda<br />
<br />
===Orc Traits===<br />
{{5e Racial Traits<br />
|summary=A race of brutal warriors who know little of mercy or kindness. <!--Short summary. This will also be displayed on the race index page. --><br />
|abilities=Your Strength increases by 2 and your constitution increases by 1.<br />
|age=Orcs are short-lived, maturing at around 14 and usually die at around age 75 unless killed<br />
|alignment= Given their culture and religion, Orcs are almost always Chaotic Evil.<br />
|size= Orcs are muscular and have a height of around 6'5. Your size is medium<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Darkvision<br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.<br />
|trait5=<br />
|description5=<br />
|languages=You can speak Common and Orcish<br />
|subrace=<br />
}}<br />
<br />
<br />
<br />
====Gray Orcs (Mountain Orc)====<br />
<br />
Dwelling in remote, desolate corners of the world the nomadic gray orcs make out as much of a meager existence as they can, traveling along traditional migratory routes between campsites and favored caves as the seasons change. A typical gray orc tribe consists of 30 to 50 members, led by the strongest orc in the tribe, known as a chieftain. While responsible for deciding when to go to battle the position tends to be a temporary one at best as they are constantly being killed (either in battle or through treachery) and replaced. The true power behind a tribe of gray orcs, though, is the tribe's high priest, who is typically a cleric who has held the position for many years. The clerics of other tribes are often viewed as heretics, despite the fact that both tribes likely worship the same deities. Gray orcs worship all the various orc deities equally. They acknowledge Gruumsh as the leader of the orc gods, but a typical gray orc doesn't feel bound to worship him above any other deity, and usually selects a deity that most closely aligns with that orc's particular interests and temperament. Most of the orcs of a particular tribe worship the same deity.<br />
<br />
{{5e Subrace Traits<br />
|abilities= +1 Wis<br />
|trait1=Cold Adapted<br />
|description1= You have resistance to cold damage.<br />
|trait2=Natural Hunter<br />
|description2= You gain proficiency with hand axe's and spears.<br />
|trait3= Mountain Tracker<br />
|description3=You gain advantage to Wisdom (Survival) checks to track creatures in mountainous terrain.<br />
|trait4=Mountain Born<br />
|description4=You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.<br />
|trait5=Sun Adapted<br />
|description5= Due to the way these orc's have lived over the many generations they have become accustomed to the sun and have over come their sunlight sensitivity.<br />
}}<br />
<br />
====Common Orc (Green/Brown Orc)====<br />
<br />
Traditional Common Orc culture is extremely warlike and when not at war the race is usually planning for it. Most Orcs approach life with the belief that to survive, one must subjugate potential enemies and control as much resources as possible, which puts them naturally at odds with other races as well as themselves. This belief is spurred in part by Gruumsh and his pantheon, which teaches that all races are inferior to the Orcs. Eyes of Gruumsh are orcs specially tied to the one-eyed god and offer sacrifices, read omens, and advise tribes through Gruumsh's will. For millennia Common Orc's have plagued civilizations as raiders and pillaging hordes with orc tribes united under the banner of Gruumsh.<br />
<br />
{{5e Subrace Traits<br />
|abilities= +1 Con<br />
|trait1=Aggressive<br />
|description1= Once per short rest, as a bonus action you can move up to your speed towards a hostile creature more then 5ft away that you can see.<br />
|trait2=Battle Ready<br />
|description2=Proficiency with Great axe's and Lances.<br />
|trait3=Relentless Endurance<br />
|description3= When you are reduced to 0 hit points but are not killed out right, you can drop to 1 hp instead. Can only be used once per long rest.<br />
|trait4=Savage Attacks<br />
|description4=When you roll a critical hit with a melee weapon, you can roll one of the weapon dice again and add it to the total.<br />
|trait5=<br />
|description5=}}<br />
<br />
====Orog (Ogre Born Orc)====<br />
<br />
Orogs, also called elite orcs or greater orcs, are the much larger kin of normal orcs. They usually reach well over 6 feet tall but closely resemble normal orcs in all ways except build: orogs are much stronger and stockier. It is believed that orogs are the result of the union of a male orc and female ogre. In contrast to lesser orcs, orogs are highly disciplined and straightforward. Orogs within an orc community quickly rise to leadership positions within their clan, although in orc armies the orogs will segregate themselves into all-orog military units. Orog military units are highly organized, tactically superior, and far more dangerous than those of normal orcs. Such orog units form the vanguard of the army to which they belong. Orogs do not separate themselves into their own clans, despite their tendency to self-segregate while in an orc army.<br />
<br />
{{5e Subrace Traits<br />
|abilities= +1 Con<br />
|age= due to their ogre ancestry Orogs can live up to 100 years.<br />
|trait2=Powerful Build<br />
|description2=You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
|trait3=Display of Strength<br />
|description3=You gain proficiency in the Intimidation skill and you can use your strength modifier instead of your charisma modifier for intimidation checks. You also have advantage against fear effects. <br />
|trait4= Superior Darkvison<br />
|description4= You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.<br />
|trait5=Battle Born<br />
|description5=Proficiency with Great axe's and Great mauls.<br />
|trait6=<br />
|description=6<br />
}}<br />
<br />
====Ocean-born/Water Orc (Water Plane Touched Orc)====<br />
<br />
<br />
Water Orc's are a society of Orc's who live in touch with the elemental plane of water or by the ocean. These orc's follow a path very similar to their green-skin cousins as brutal raiders and fighters. Water orcs exemplify the water-born creatures turned to evil. Though slow to reach decisions, once a water orc chooses a course of action its resolve is harder to shift than a tidal wave.<br />
<br />
{{5e Subrace Traits<br />
|abilities= +2 Dex<br />
|trait1=Water Born<br />
|description1= You can hold your breath for twice the normal amount then that of a normal orc while underwater and your base walking speed is reduced to 25 feet but you gain 25 feet swim speed.<br />
|trait2=Natural Water Hunters<br />
|description2=You gain proficiency with Tridents and Nets, the DC to escape your Nets and the Nets AC is also increased by your proficiency bonus.<br />
|trait3=Natural Fisher<br />
|description3=You gain proficiency in the survival skill. You also have advantage on Wisdom(survival) checks to find food by or in a water source such as a lake, river or the ocean.<br />
|trait4= Fire Weakness<br />
|description4= You have disadvantage all saving throws against spells and spell-like abilities with the fire descriptor or used by creatures from the Elemental Plane of Fire.<br />
}}<br />
<br />
===Orc Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Orc Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | <!-- base feet height --> 5'1<!-- inches -->″ || +2d10<!-- height modifier --> || <!--base weight --> 140 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
===Orog Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Orog Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | <!-- base feet height --> 6'8<!-- inches -->″ || +2d8<!-- height modifier --> || <!--base weight --> 160 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=User_talk:Bannanameds&diff=831134User talk:Bannanameds2017-01-13T05:47:13Z<p>Balthazar: </p>
<hr />
<div>==World War Z==<br />
What is your opinion on a Zombie making virus? --Redrum 17:07, 4 January 2017 (MST)<br />
<br />
Actually one of my old DMs had a similar idea for a campaign. Basically if you or any npc came into contact with the zombies blood they/you are now blighted and under the control of the dm. you also turn into a zombie as the same effect. For your idea however, how would the virus be spread and how would it effect npcs and players?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 05:25, 5 January 2017 (MST)<br />
:I was thinking maybe airborne. Anyone with a constitution of 15+ would be immune to it. --Redrum 17:17, 11 January 2017 (MST)<br />
:What would the range be?[[User:Bannanameds|Bannanameds]] ([[User talk:Bannanameds|talk]]) 17:59, 11 January 2017 (MST)<br />
<br />
==On Gods==<br />
I saw your comment on mara's page about challenging gods and while I don't have a proper solution (I did write a short page on DMing [[Your_Friendly_Guide_to_Deicide_(Other)|Killing Gods]], though that's probably not what you were looking for) I can give you at least some examples of lore (as I am a self-proclaimed lore whore). For starters, you should decide what god your players are trying to kill. A high god? That's possible but the player may not be able to beat them in a fair fight. In the books they are depicted as pretty much all powerful and theres a reason they're not in the monster manual (for reference the strongest monster in the monster manual CR wise I believe is the Tarrasque which some culture apparently incorporate as their god's vengeance... so if that's the god's pet... well you can imagine the power of a god). If you still like the idea of kicking divine hiney (I sure did) in forgotten realms [http://forgottenrealms.wikia.com/wiki/Dead_Three Bane, Bhaal and Myrkul] took down... well coerced a willing high god to give up his power to them by killing a ton of minor gods. That could make for a pretty good campaign arc or a full campaign for that matter. Or you could make them take out individual avatars of the god? Or a weakened form of the god? (Pretty sure in 4e the lolth they depicted in one of the MM was a "weakened form" of the goddess) <br />
<br />
If you want to take down lower tier gods, that'll be easier to make stat blocks out of. If you want references, I'm pretty sure the Rise of Tiamat book has the stats of the Dragon Queen herself on it, you probably can probably even find the full stat block floating around online if you search. <br />
<br />
As for what to do with a player with god like powers... honestly you should keep the character in the campaign if it continues but not as a player character but as a generous patron NPC or something. Tell your player to make a new character and throw the party a generous boon once in a while just to show the new god Jimmy the Great is still looking after his old friends or something. <br />
<br />
Alternately, you could turn the tables on the party and that their friend's accession into godhood made him drunk with power, making the new objective to kill the new god they unleashed on the world... talk about a plot twist. <br />
<br />
Hope I gave you at least some ideas or at least a tidbit of helpful info. Sorry if it was a bit long, I have a habit of ranting on about stuff that isn't really important a bit too much. Good luck! :D --[[User:Balthazar|Balthazar]] ([[User talk:Balthazar|talk]]) 22:47, 12 January 2017 (MST)</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=831030Races (The Ashen Sagas Setting)2017-01-12T22:20:57Z<p>Balthazar: /* Bjornlund */</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and free.<br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=831029Races (The Ashen Sagas Setting)2017-01-12T22:19:17Z<p>Balthazar: </p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
<br />
''Their corpses food for grass''<br />
<br />
''Their bones crushed to dust.''<br />
<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and gracious when they have anything excess to share. <br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazarhttps://www.dandwiki.com/w/index.php?title=Races_(The_Ashen_Sagas_Setting)&diff=831028Races (The Ashen Sagas Setting)2017-01-12T22:18:37Z<p>Balthazar: WIP</p>
<hr />
<div>= Races =<br />
<br />
''Here lie the half-men, full-men, green-men and wooden men''<br />
''horse-men and elf-men and not-quite-dead-men.''<br />
''Their corpses food for grass''<br />
''Their bones crushed to dust.''<br />
- A Scald's Poem on the Broken Plain<br />
<br />
==Humans==<br />
Humans are the most abundant race in Askaland. While humanity dwindled during the Last War, used as cannon fodder of the gods against the armies of the Jotun, their resilient and adaptive nature served them well for what came after. While their numbers are not enough to be anywhere near what it was before the Last War they have out populated all of the other races, and have been the most successful in carving out pockets of safety out of wilderness. Indeed, most other races in Askaland except for the dwarves rely on human settlements for if not a safe place to live, at least for trade. <br />
<br />
They are however, also the most varied, belonging to different clans, regions and cultures.<br />
<br />
====Vulflaw====<br />
Humans of the Vulflaw are known to be haughty and prideful as their god Vulfadir chose them as his people (in reality they just happened to build settlement around his den, but don't tell them that). They are called soft by other humans as they rely on Vulfadir for their protection instead of fighting on their own, and this may be in a way true, as they have the substantially lower percentage of warriors than humans living in other regions. However, what they don't have in marital prowess, they make up with unwavering almost suicidal dedication to their god that would make even the most savage barbarian of Bjornlund hesitate to attack one of them. <br />
<br />
Humans of the Vulflaw are known to be xenophobic, haughty and preachy, but they are also known to be pious, cultured and brave.<br />
<br />
====Breidrwall====<br />
Humans of the Briedrwall are sturdy folk who are as unwavering as the stones they carve their homes into. The humans there talk very little and smile a lot less as the cold climate and constant danger makes there not much to laugh at. Even so, humans of the Briedrwall are very good friends and loyal to a fault. Every clan knows that survival depends on cooperation and trust and as a result out of all of humanity they may be the most accepting of other races, taking in Drow, Trollkin, Yetifolk and Elves into their settlement. They are however very slow to trust Dwarves as they have had to fight off Dwarven slavers that come down from the Shattered Spires for generations.<br />
<br />
Humans of the Briedrwall are known to be grim, blunt, and stubborn but they are also known to be tolerant, loyal and hardworking.<br />
<br />
====Bjornlund====<br />
Humans of the Bjornlund act on instinct more than logic or social codes. This make dealing with them difficult. A man who accepted you into his hearth as a guest gave you his best drink and sang songs with you during one year may on the following slit your throat while you sleep to steal your belongings so his family may survive the winter. To some such an action would be horrific and a terrible betrayal but to the humans of the Bjornlund, that's just the nature of life. To the humans of the Bjornlund blood is a bond more important than any other and survival of the fittest is the law of the land. Perhaps because they know how short and savage life is, they are also the most jovial of all humanity. An old saying around the Bjornlund is "Laughter is free, and mead is cheap" and they try to get enough of both before they die. <br />
<br />
Humans of the Bjornlund are know to be brutal, uncultured and untrustworthy but they are also known to be cheerful, driven and gracious when they have anything excess to share. <br />
<br />
====Areiborg====<br />
<br />
====Dyrheim====<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[the Ashen Sagas (5e Campaign Setting)|the Ashen Sagas]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:the Ashen Sagas Setting]]<br />
[[Category:Supplement]]</div>Balthazar