Janus let me off the hook today since I've been feeling so terrible. He just wants me to type up what I have on a couple races and then I don't
have to do anything else... except watch him sulk about the fact I'm not doing anything else. Since I wrote them in the format of D&D races as this world is going to be part of a D&D campaign, I'm going to include both regular information and D&D-related stuff for the races I created that weren't originally D&D (that'll be fauns, satyrs, orcs [which were in D&D but weren't a playable race], and ghouls [which may end up being more a status ailment than a race]).
So, since I have these two finished, let's start with fauns and then satyrs.
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FaunRacial Traits(D&D specifics)Average Height: 5’6” – 6’2”
Average Weight: 125 – 220 lbs
Ability Scores: +2 Charisma, +2 Wisdom
Size: Medium
Speed: 7
Vision: Low-Light
Languages: Common, Faun
Skill Bonuses: +2 Stealth, +2 Bluff
Shift: With a high enough Bluff check, you may shapeshift into another mid-size race. May change features as a faun without any check, unless attempting to shift into the form of another specific faun. May not be used in-battle, and will not last if faun becomes angry or agitated.
Nature Whisper: With a high enough Nature check, you may communicate with plant or animal life.
Natural Affinity: You gain training in Nature, and your Perception, Insight, and Dungeoneering is increased by +1 when in a wilderness setting that is not considered desert.
Command Creature: You can use Command Creature as a Daily Power.
Command Creature
Daily • Charm
Standard Action • Target
Target: One creature within 10 squares.
Attack: Charisma or Wisdom versus WILL.
Hit: Target creature becomes dominated (save ends).
(General Info)Fauns are recognized quite widely as tricksters with an affinity and love for both nature and music. Though they do tend to conceal their homes and villages within the forests they most often tend to dwell within, they have no issues with being out in the open themselves, relying on charm and wit to win over and often trick travelers into compromising situations.
Play a faun if you want . . . (D&D specifics)•To be wild, charismatic, and mischievous.
•To assist your companions with your resourceful ways when stuck out in the wilderness.
•To be a member of a race favoring the ranger, rogue, bard, and warden classes.
Physical Qualities(General Info)Fauns are often slender and of a similar height to humans and with the same range of skin tones, though they tend more towards lighter hues. Facial features are also similar to humans, though males nearly always have some variety of facial hair. Eyes are usually any shade of brown, hazel, green, or golden.
Hair colors are normally shades of dark blond to dark brown or medium auburn to dark auburn—lighter colored, exceptionally bright, and jet black hair is uncommon. Hair goes gray or white with age. Ears tend to resemble a goat’s, sticking outward from the skull with hair growing onto them as well. Horns or antlers of small to medium size protrude from behind the ears, above them, or from beneath the hair; no two fauns will have identical horns. Horn-color ranges in white, off-whites, various shades of gray, and black. Their legs are inverted like the hind legs of most quadrupeds and fur-covered, ending in black hooves, and they have small goat-like tails. Facial hair (in males), hair on head, any body hair, and fur on the legs and tail will all be of about the same color with only minor differences in shade.
Fauns age from children to adults at a similar rate to humans, and from adult to elderly at a very slow and gradual rate; their lives tend to span around two-hundred years in length. Their hair, both on their head and haunches, tends to go gray or white, and their features wrinkle and age much like a human’s. Horns may also chip and crack during the aging process.
Shapeshifting is a trait that has been bred into the faun’s genetics over many years, mostly due to persecution from humans who once viewed their mischievous ways as evil and malicious. Younger fauns have trouble with holding shapeshifting, but matured fauns have little trouble with it. Persecution is no longer as common, and shapeshifting is now primarily used as just another tactic of trickery; most prefer to stay in their normal form, but can change their features or shift into the form of another medium-sized being (humans, elves, satyrs, etc.). Shapeshifting cannot be maintained while fighting, and agitation or anger may also cause the faun to inadvertently shift back into his or her natural form.
Info/HistoryFauns are an easygoing, cheerful race. They tend to take everything with a grain of salt, even some matters that should be taken seriously; for insance, when the human settlement Aagron expanded a few hundred years back and took a great deal of their land, most of the fauns native to that area shrugged it off and moved further south without any protest. They are unlikely to hold grudges with most races and can form friendships with almost anyone, though their commitments to friends may be short-lived due to their sporadic and whim-driven natures. When they do form genuine friendships and alliances over a longer period of time, however, they are bonds not easily broken.
Fauns consider themselves as much a part of nature as nature is a part of their lifestyles, and don’t tolerate disrespect of nature. They have learned to communicate with trees and animals to some extent (with a high enough Nature check) and therefore consider many aspects of nature as a part of their own society. Their homes tend to be built of either stone or conveniently grown plantlife; much like their elven allies, they will not physically cut a tree for wood with which to model a house. Though they tend towards forests, fauns find themselves at home in near any wilderness (with the exception of deserts) and mildly uncomfortable in large cities. Their perception tends to be heightened while outside of such settings and in the wilderness.
Fauns are very cheerful and outgoing friends, but can be very hard to trust—if you aren’t sure that a faun is your friend, then it’s best to be cautious of them, as they value fun and games over casual acquaintances and are more than willing to have a laugh at their expense; and it can be hard to differentiate a bluff on their part between genuine friendship. They will tend to be more loyal towards their own kind and fellow nature-going races, but can build true friendships with anyone, provided the other person can put up with their trickery and foolishness. When there is a threat to family or a genuine friend of theirs, they are much less likely to run away from the threat and will protect what they consider important.
Fauns have no major prejudices against any other race. They had issues with humans at one time, when humans chose to view them as demonic and malicious in nature rather than the benevolent (albeit mischievous) beings that they were. This was practically eons ago, however, and those prejudices have mostly abated save for the usual human superiority factor. Fauns do have trouble getting along with satyrs due to differing views and history; fauns hold more pity than contempt for the satyr race, where the satyr race views pity with contempt, making it difficult for the two to races to see eye to eye, even though they were once one in the same only a few hundred years ago.
Faun Characteristics: Carefree, deceptive, energetic, friendly, jovial, mischievous, outgoing, stealthy, wild, worriless
Male Names: Adonis, Apollon, Cepheus, Damon, Erebus, Glaucus, Janus, Kreious, Linus, Theseus
Female Names: Acantha, Athene, Clythia, Eirene, Eris, Maia, Penelope, Rhea, Selene, Thalia
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SatyrRacial Traits(D&D specifics)Average Height: 5’10” – 6’8”
Average Weight: 160 lbs – 280 lbs
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6
Vision: Low-light
Languages: Common, Faun
Skill Bonuses: +2 Endurance, +2 Intimidate
Arcane Proficiency: You are trained in Arcana.
Hand-to-Hand Proficiency: You gain +3 proficiency to unarmed melee attacks, and damage die increases one size; damage die also increases one size on attacks with hand-to-hand weapons (fist/knuckle weapons), which you gain proficiency in.
Heat Resistant: You gain fire resistance of 5 + ½ level.
Flaming Claw: You may use Flaming Claw as an Encounter Power.
Flaming Claw
Encounter • Fist/Knuckle Weapon
Standard Action • Target
Target: One creature.
Requirement: Counterattack against foe who bloodied you if foe is within melee range; otherwise, attack may be used against the next foe you are within melee range of.
Attack: Strength or Intelligence versus AC.
Hit: 2d10 fire damage + Strength mod.
Effect: Ongoing fire damage (save ends).
(General info)Satyrs are fierce opponents and sturdy, trustworthy allies to anyone who can manage to earn their trust. Their benevolent and mischievous faun ancestry has long since gone from their bloodlines; due in part to their dabbling in arcane, but mostly to their voluntary change in attitude, they have become strong mages and warriors in search of glory for their highly persecuted race. While they are pitied by their faun brethren and considered corrupt, satyrs see themselves as a perfect evolution of their ancestors.
Play a satyr if you want . . . (D&D specifics)• To be powerful, confident, and driven.
• To intimidate your foes with your prowess in both physical and magical strength.
• To be a member of a race favoring the Warlord, Fighter, Warlock, and Cleric classes.
Physical Qualities (General info)Satyrs are strongly built and tend to be a bit taller than the average human, the taller of them bordering on the size of an average dragonborn. Facial features, though similar to humans, tend to be harder and slightly more animal, to the point of their faces nearly protruding into snouts in some cases. Some have dark markings on their faces. Skin tone tends to range in a variety of colors, with reddish and grayish hues being the most common; skin can reach as dark as black or as pale as white, and human skin tones are uncommon but do occur occasionally.
Ears are similar in shape to that of fauns’, and horns/antlers are similar in color though ranging from medium to large in size. Their tails are longer, often forked or pointed at the end. Legs are still goatlike, hooves are black in color. Hands are generally similar in shape to humans, though fingers will come to claws rather than humanoid fingernails. Hair is a wide range of colors (red, blue, green, brown, auburn etc.) and normally medium to dark (more often darker), though rarely ever jet black.
Satyrs age from children to adults at a slower rate than humans, maturing at around the age of twenty-eight. For the rest of their life, which generally spans between three hundred and three hundred fifty years total, they show very few signs of age, remaining strong and youthful for the majority of their lifetimes.
Info/HistorySatyrs have been strong and proud since they started as a mere clan of fauns several hundred years ago. As the human settlement of Aagron in the Eastern continent began expanding further eastward and southward to encompass much of the lands above the River Maia, many fauns were forced southward and eastward themselves; they cooperated, promised that they would be offered a place in Aagronic society themselves. Most fauns didn’t expect anything to come of this promise, given the nature of the Aagronic humans; one particular clan that lived on a forest in the foothills of the eastern mountains sided with a society of dwarves living throughout what little of the mountains were left to them, deciding to fight for their lands after they weren’t given back.
Thus began the evolution of these fauns into the satyr race of current times; they abandoned their normally friendly and gentle natures to learn the ways of war from the dwarves, began dabbling in arcane magic and abandoned their ties with nature. However, at this time, they were still fauns; physically stronger, but not enough to matter, especially not in the face of the huge settlement of Aagron, whose army exceeded the size of the dwarven and faun defenses at least tenfold. Out of pity, Aagron gave them both back a portion of their lands, but neither dwarf nor faun was satisfied; they persisted in getting back all of their land, and their rebellion was quashed; the fauns and dwarves involved were banished south of the River Maia, to the Ingraha deserts. Many satyrs still occupy this area, and the dwarves moved far south to the mountains at the southern tip of the continent. Satyrs still revere dwarves and are friendlier with and quicker to trust them than most other races.
A particular group of satyrs in the desert has taken allegiance to The Scarred Man, who is something of a dictator in South Ingra and has been around for as long as any residents of the desert can remember. Many other satyrs live in scattered tribes and settlements but still consider each other allies without a collective leader, much the same as their faun brethren. Some have migrated to the western continent, but many still remain in the deserts. No matter the tribe or their location, satyrs all share a sense of pride and do not take kindly to the pity offered to them by the fauns that believe them corrupted beyond hope, considering themselves a perfected evolution of their ancestors.
Satyr Characteristics: Arrogant, adaptable, distrustful, driven, proud, quick-tempered, stubborn, vengeful, volatile
Male Names: Asar, Aias, Basir, Castor, Dagan, Eros, Farus, Hasan, Ramses, Zaman
Female Names: Alia, Aella, Chloris, Farah, Isis, Jenna, Leila, Nanaia, Sara, Tanith
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Random tidbit: My working title for that "Flaming Claw" attack was "Flaming Fist of Fire" @_@ And it still might get changed from "Flaming Claw" at some point.