Race in Correllendor

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Races in Correllendor

I wanted to simplify race somewhat in Correllendor so that it did not feel like the racial bazaar that some settings can become-- that is for another part of the world. It is important to the story and setting that Correllendor be predominantly human.

That said, the Illendi are almost entirely new. This page lists the modifications and contexts for the PHB races in Correllendor and notes additions and editions for the setting.

Humans
...of course. There's a 'default' nationality of "Correllendor" in this setting; it's a human kingdom that's been around for about 150 years. At that point it united several smaller kingdoms. There are also 'Rokanoi', the older human culture in the area; they've been around for about 2000 years with various cultures. Many aspects of Rokanoi culture draw from the "Rokugan" setting of the Oriental Adventures supplements. We have had several humans, from an 'urban druid' to a taoist cleric to a Rokanoi shugenja.
Elves
... are surprisingly rare. Elves have largely avoided the Correll region of the continent, and are 'latecomers' to the continent anyway. There is an elven subculture, closest to wood and high elves in description, that is in the area interested in researching magic. Most elves are in the area researching or travelling. The written history of the Elves in Correllendor is underway.
Dwarves
... are also relatively rare in most of the country. Older to the area than Elves and the Correll, but younger than the Rokanoi. That said, some of the Correll cities neighboring dwarven delvings (cities) have struck trade pacts such that dwarves may be found in the human cities trading or even settling down as craftsmen. Humans do not go into delvings. Females also comprise about 10% of the dwarven population, and so are treated like gold-- treasured and never let out of sight.
Cor's player once related the history of the Dwarves -- as they know it.
Halflings
Called"Delwen" in the region, they have a fairly specific history that stretches back about 1000 years, and is local to an area just south of Correllendor. The usual oddness of adventuring halflings applies. The Delwen Downs are currently 'occupied' by a human cartel that runs the area fairly brutally through trade in pipe-weed.
Half-orcs
Just as odd as 3rd edition suggests. Orcs live in the mountains and, with goblins, are the primary 'beastial' humanoid race. Once upon a time, orcs were fairly civilised and worked alongside humans. But that was a very long time ago, and no one remembers it except in legend. Now orcs are classically outcast, tribal and nomadic, and their frequent raids into human lands occasionally produce half-orcs.

Several non-standard races are also available in this setting. These are quick descriptions, and I can provide mechanics and statistics on request:

Bariaur
The goat-based centaurs from the Planescape setting. In Correllendor, they live mostly in nomadic tribes in the hills and plains surrounding Correllendor. There is something of a cultural distinction between hills and plains bariaur; hills bariaur live along the foothills of the mountains surrounding Correllendor and are stereotypically gypsy-like in their culture, nomadic and somewhat anti-establishment, often suspect or scorned, and with strong traditions and cultural codes. Plains bariaur are much less 'civilised'; they are also nomadic, but rougher, more 'barbaric'... more akin to the image of the Mongol hordes. Plains bariaur live on the plains of the Great Valley to the south of Correllendor. They will also have interesting interactions with the Illendi (see below), who consider them half-breeds.
The "Illendi" are an advanced culture composed of four races with the common thread of having six limbs. There was an Illendi culture in the vicinity of Correllendor over a thousand years ago, which disappeared abruptly in a cataclysm that devastated the entire region of the campaign. Legends maintained them as god-like in power. Legends and prophecies also say that they'll return to create another cataclysm, and that appears to be coming true, as the campaign is evolving around returning Illendi. There is a history of the Seekers (the Illendi in Correllendor) which is posted ... but which constitutes a spoiler for all of the game's mystery and backstory. It is thus password-protected.
 
Illendi, Siarrans
The "Siarrans" are essentially a race of four-armed humans, and are most human-like of the Illendi. They are available as a PC race with some backstory work and a +1 class level equivalent. For full statistics, see below.
Illendi, Anghil
Anghil are essentially angels-- winged, though with membranous wings more like bats' than like birds'. They seem to be a more withdrawn, aloof, and magical race than the Siarrans. They are available as a PC race with some backstory work and a +2 class level equivalent.
Illendi, Dondar
The characters know nothing about this race beyond a mural they encountered, which made them look like they had the body of a canine with long forelimbs, the torso of a human, and a long serpentine neck that reached to an elongated, almost camel-like head. They are not available yet as a PC race.
Illendi, Dragons
In this setting, dragons are not only extremely rare, but they are Illendi. They are predictably unavailable as a PC race. The characters have met and befriended one dragon who thought she was human, having been raised as one. The hide coloration gives a general indication of disposition --chromatic is still vicious, metallic kind-- but I have altered the breath weapons and some statistics of most breeds. For instance, silver dragons breathe gas and lightning, in keeping with their storm affinity.


New Race: Siarran

Note: the name "Siarran" and the link between that name and a four-armed humanoid is drawn from Mythic Races by Fantasy Flight Games , pg. 134 . I have added the remaining traits and notes.

Personality: Siarrans are the most human of the Illendi. They are adventurous, noble, and strong-willed. Conversely, they are prone to being rash, prejudicial, and violent. They revere family life but have a substantial adventurous streak as well. Siarrans have a reverence for wind, the weather, and the stars which is expressed

Physical Description: Siarrans look roughly like humans with an extra set of arms branching from one-quarter of the way down their torso. They tend to be tall and slight compared with humans, and have slightly pointed ears. They can be mistaken for half-elves if their lower arms are concealed. In complexion and build they exhibit all the variation of humans.

Relations: Siarrans share the Anghil and Draconic racial disdain for four-limbed races, which they call "kurlendi" meaning "low people". Encounters between Siarrans and kurlendi have degenerated into violence often enough that there is automatic distrust between the races. Siarrans look to dragons with near-reverence, Anghil as equals, and consider Dondar to be too aloof and often alien.

Alignment: Siarrans tend toward neither good nor evil, nor even neutrality. All alignments may be found among Siarrans.

Siarran Lands: The vast majority of Siarrans live on the subcontinent of Illendor, where several nations fill as wide a variety of ecological and societal niches as humanoids do in other regions. Siarrans generally prefer temperate grasslands, forests, and hill areas to mountains, but they can be found nearly anywhere. In the Nothoreadhel campaign, a sizable community of Siarrans has recently formed several colonies in the mountains of central Correllendor, and PCs are likely to come from that group.

Religion: Siarrans worship a variety of deities that are only secondarily affiliated with spheres or domains. The religion is a mix of ancestor worship and polytheism. Most venerated beings are historical or mythical figures that have come to be associated with a sphere or domain, but the reverence and request for aid is to the figure rather than the sphere, and often reverence is handed down through the family. One common and shared deity is Sha'rah, the Lady of the Winds, who appears as an ageless silver dragon. She is often credited with creating the race when she was touched by the stirring of marsh grass in a storm, and imbued the reeds with life and limbs. The Seekers, the multiracial group beginning the colonies in Correllendor, also together venerate the dragon Myristil, the Hearthsinger, who supposedly visited the group's founder in a vision and showed him their lost 'homeland'.

Language: Siarrans speak their own language (slavic in sound), but frequently know Draconic, Anghili, and Dondaran as the languages are related. Each of the Illendi languages is related to Draconic like Polish and Russian are related among earth languages. Scholars may know Auran, and knowledge of Common and Elvish languages is growing. There is a "common" writing script used in everyday life, but 'traditional' or magical documents use an alphabet that is supposedly draconic in origin.

Names: Names are given by parents and are a mix of historical and meaningful names. A Siarran will typically go by their given name, though a family name is used among some groups, while others follow a matronymic convention where surnames are given as a variant on the mother's name.

Male Names: Goradzh, Jamilov, Piet'ranj, Parnasset, Senet, Valen, Vyodor.

Female Names: Aniela, Jolanta, Kamil, Siroun, Taleen, Tesjyn, Zdenka.

Matronymic Names: use -afel where the mother's name ends in a vowel sound and sia- where the mother's name ends in a consonant sound: Anielafel, Jolantafel, Siakamil, Sirounica, Siataleen, Tesjynica, Zdenkafel.

Adventurers: For some Siarrans the wind calls irresistably, promising excitement, wealth, power, trouble, or escape. Adventurers come from almost all walks of Siarran life and are united only by their wanderlust and love of tales.

Siarran Racial Traits:

  • +2 Dexterity, -1 Constitution: Siarrans have the wind's grace, but tend to be fragile.
  • Medium-size: As medium-size creatures, Siarrans have no special bonuses or pennalties due to their size.
  • Siarran Base Speed is 30 feet.
  • Four-armed: A Siarran has four arms. Siarrans have one "on" hand and three "off" hands and may take feats that require more than two limbs: multiweapon fighting, improved multiweapon fighting, greater multiweapon fighting, and multigrab.
  • Multitasking: Siarrans get the multitasking feat for free. Siarrans can use each pair of arms to perform a distinct partial action. All such partial actions occur simultaneously. They can therefore attack with one or two arms while using a magic item, reloading a crossbow, or casting a spell with two other arms. Additionally, this may be used in combat to gain a second (but not third or fourth) attack without requiring the attack to be a full action, though off-hand penalties still apply.
  • Skill Synergies: Siarrans gain a +2 racial bonus to skills when they can use all four arms: climb, disable device, open lock, pick pocket, perform, swim, and use rope.
  • Automatic Languages: Siarran and Draconic. Bonus Languages: Any, with a story preference for Anghil and Dondar.
  • Favored Class: Rogue and Bard. A multiclass siarran rogue or bard does not count when determining whether he suffers an XP penalty (see Experience for Multiclass Characters, PHB p. 56). Wanderlust, music, stealth, and wit are all gifts of the wind and run in a siarran's blood.
  • Racial Class Level Bonus: +1. A siarran earns experience and rises in level as though they were one level higher than their actual class level.

Discussion: So there it is. I'll modify it again if need be, but I think that this will work. Giving Siarrans multitasking for free does not help them with the feat progression as I'd first considered, but it creates an alternative that is more useful for all classes. A Siarran can now attack in three ways in a round:

  1. move and attack once with on hand, no penalties.
  2. move and attack twice with on and upper off hand, at -4/-8 penalties (unmodified, assuming light weapon in off-hand)
  3. attack four times as a full action, at -4/-8/-10/-10 (ditto)

Those can then all be modified with the usual feat progression, so that with three feats and a light weapon, a Siarran can be attacking at -2/-2/-4/-4. The part that I see as most dicey is the argument that multitasking can create a second attack without requiring a full action. My reasoning is thus: A partial action is generally defined on PHB p. 127 by saying that you can "do as much with a partial action as you could with a standard action mnus a move." A standard action is basically a move plus a partial action. Multitasking doubles that partial action to two partial actions, i.e. allows a movement plus two partial actions.


Unless stated otherwise, all content © 2004 Scott Price. All rights reserved.