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cultures_customs

Cultures & Customs

The only culture that originated on Andrus are the serpent and lizard folk. Their empires rose and fell long before the arrival of the other cultures.

Humans

  1. Humans are not natives to this world.
  2. They were brought to Andrus as slaves thousands of years ago.
  3. With the assistance of the aboriginal cultures of Andrus the human slaves were liberated and their powerful masters forced to retreat from this world.

Ekhari

Ekhari

  • Nobility and Merchant Houses
  • Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
  • Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Kyne Daas

Kyne Daas

  • Clans traveling on the fringes of harsh environmental regions. (Bedouin or Mongol type culture)
  • Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
  • Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.

Ustara

Ustara

  • Law Givers, Scholars and Dragon Friends
  • Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
  • Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Illiwyth

Illiwyth

  • Explorers and Master Sailors
  • Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spell casters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
  • Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.

Non-Humans

The Fae

The Fae are actually a single culture that served elemental powers for millennia. During their servitude they absorbed the energies of their host plane to adapt and survive. However, they sought to escape their harsh servitude and establish a true home for their culture.

There are five Fae Tribes. Each tribe is connected to Inner Planar energies.

Tallor

  • Tallor Fae are tall, fiery folk that are few in number but powerful magically.
  • An unknown contagion killed many of the Tallor Fae leaving few on Andrus.
  • Details: Tallor Fae

Talath

  • Talath Fae are a reclusive, solid folk that inhabit great underground halls and mountain kingdoms.
  • Talath Fae are the only culture that know the secret of working Helak Steel. Their craftsmanship is second to none when it comes to metals or gemstones.
  • Details: Talath Fae

Maenal

  • Maenal Fae are a flighty, air-touched race that flutter like butterflies through all societies.
  • These slight Fae are a rarity in large cities preferring to wander freely between smaller settlements. It is not uncommon to find a Sylph or two among the Ustaran Septs.
  • Details: Maenal Fae

Gaer

  • Gaer Fae are a water-touched race that ply the waterways of Andrus.
  • These Fae immediately found kindred spirits among the Illiwyth and quickly helped them build their large fleets of ships.
  • Details: Gaer Fae

Khemir

  • Khemir Fae are ex-members of the other Fae Tribes that have forsaken their native elemental influence and embraced dark influences from the plane of shadow.
  • Khemir are manipulators of the first rank. Their machinations are long term and well planned.
  • Khemir Fae are cruel, malicious and serve the Darkness wholly.
  • Details: Khemir Fae

The Waer

Waer Details

Mysterious humanoids with pale blue flesh and transparent blood like the waters of a trickling brook. A Waer's life is not a linear progression from birth to death, but rather a circle of birth to death to rebirth.

Waer are planar wayfinders, native to the Astral and Ethereal planes, always exploring and chronicling their experiences. On occasion they can be contracted by another to find specific items or places. They have a knack for being in the right place at the right time to witness significant events unfold. They are seldom moved to interfere with events, just observe. Waer appear to live out of time as they never seem to age and no record of Waer children exist.

Waer appear as gaunt humans, with dark hair and solid white eyes with no pupils or irises. Skin tones are generally shades of light blue. Favored dress is light, unadorned and flowing in most cases.

Nagaji

Nagaji Details

The Nagaji are a race of ophidian humanoids with scaled skin. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Their physical forms are otherwise humanlike, raising wary speculation about their origins. Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery.

Vishkanya

Vishkanyas Details

Vishkanyas are a race of exotic humanoids with poisonous blood. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light green, which are sometimes arrayed in patterns not unlike those of a serpent. They cannot be generalized as good or evil, but since they truly speak with forked tongues, they are content to accept the gold they're offered and leave questions of morality to others.

Lizardfolk

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history.

See Classic Monsters Revisited Lizardfolk Character Creation

Tauran Clans

Minotaurs typically stand about 8 feet tall and weigh around 600 pounds. Although their torsos and arms are those of powerfully built humans, a thick shaggy brown fur covers their waist, legs, and neck. Their head is that of a snarling bull, with a pair of forward-thrusting horns flanking their brows. With the lips and tongue of a cow, their speech tends to include a great many snorts, rumbles, and snarls. Minotaurs possess roughly 2-foot-long tails covered in brown fur that end in shocks of coarse black hair. Their legs are covered in a longer fur and end in great cloven hooves.

While many minotaurs prefer to live alone, those that don’t instead organize themselves into small tribes, often made up of unrelated individuals.

See Classic Monsters Revisited

Bast'et Prides

Bast'et Details

Catfolk are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many catfolk see personal growth and development as equally valid avenues of exploration. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day.

They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness.

All but the most inwardly focused catfolk enjoy being the center of attention, but not at the expense of their tribe, whether it's the one the catfolk are born into or the tribe they choose through the bonds of friendship with other creatures. Catfolk tend to be both generous and loyal to their family and friends.

cultures_customs.txt · Last modified: 2017/10/22 17:50 by vashnaar