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I just decided to post these as...well it really doesn't matter why. I just am.
James
Draugr (Corpse Folk)
Some races are beautiful and wonderful. The Draugr consider themselves neither. Born out of the twisted experiments of ancient necromancers long dead and forgotten, the Draugr (or corpse folk as they are commonly known) cling to the shadows of the world. Each one hoping that they may someday find either a way to lift their curse or a home where they are accepted.
Draugr do breed true when they meet others of their kind, but another disturbing effect is that they are also fertile with most humanoid races, with the resulting child always being a Draugr.
Physical description: Adult Draugr normally stand between five and six feet tall with cordlike muscles and taught skin. Rare is the frail or obese Draugr, not because of any social stigma but rather a weakened draugr normally doesn’t last long in the world. The most unsettling feature of the draugrs, however, is their face, looking as if dead with skin so taught that it appears to be part of the muscle beneath.
Society: Draugr culture is survival at all cost. They have no culture of their own and often adapt to those around them. As they are rarely more than one or two families in an area, language and culture tend to be ad hoc collections from other races.
Relations: The easy way to put this is that Draugr hate every one. A more accurate way of putting it would bt that they have learned to fear and distrust all that are around them. Even a life long friend could be goaded into carrying a torch against you, so best to be on your own.
Alignment and Religion: Draugr are not known to be religious as a whole and their general bitterness towards the world tends to lead them away from the path of goodness. Still, nobility can even come into the most tortured of souls and even those seemingly abandoned by the gods can find faith. Draugr that follow deities normally follow those of death and night.
Adventures: All Draugr are essentially adventurers, as each are trying to find their way in the world
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Names: Draugr names come from whatever culture they were raised near, with most of them being some derivation of corpse or undead.
Draugr Racial Traits
+2 Constitution, +2 Intelligence, -2 Charisma. Draugr are Hardy and resourceful race, though are quite surly and Physically intimidating.
Medium Size: Draugr are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Draugr have a base speed of 30 feet.
Darkvision: Draugr can see in the dark up to 60 feet.
Frightful Visage: Draugr receive a +2 racial bonus to all intimidate checks.
Necromantic Resistance: Due to their origins, Draugr receive a +2 racial bonus to Saving throws versus any Necromantic spell or negative energy attack. The Draugr receive this even if a saving throw is normally not allowed.
Weapon Familiarity: Long accustomed to having to defend themselves from enemies and allies alike, Draugr begin with proficiency in any one martial weapon they choose.
Shadow Walker: Accustomed to the need to move about unnoticed, Draugr have a +2 racial bonus to Stealth roles.
Languages.: All Draugr begin play speaking common. Draugr with high intelligence scores can learn any language they want (Excepting secret languages, such as Druidic).
Leixhan(Sea Folk)
Survivors of a tragedy or travelers from another world; many are the tales that surround the Leixhan. Equally at home in the water or on dry land, rumors persist about these mercurial beings, yet none of these tales come from the Leixhan themselves. They would rather look to the future than dwell in the past.
Physical Description: Average height but very lithe and graceful in their movements. There is a slight webbing between the fingers and toes. The face is oval but angular with a small, less pronounced nose and wide set eyes that seem slightly larger than normal. Skin tones can be any color, mimicking any of the fish of the world. Their bodies are completely hairless, having 3-7 fin-like ridges on their head that can reach as far as the shoulder blades. Occasionally some will have stiffer spiney fins on the underside of their forearms.
Society: Leixhan follow an ancient caste system that governs every facet of life, with priests and wizard holding the highest ranking. Below them are warriors and merchants who keep their people together and prosperous, followed by farmers servants. Rogues ands bandits are considered anathema to the Leixhan nature and as such thieves are dealt with harshly.
Leixhan Racial Traits
+2 Intelligence, +2 Charisma.
Medium Size
Normal Speed
Darkvision 60’
Swimming: Leixhan have a swimming speed of 40’.
Amphibious: Leixhan can breathe both water and air, but can only stay out of the water a number of hours each day equal to their constitution score. If they are out longer than that, the Leixhan loses one Con per hour until they return to the water or reach zero Constitution and die.
Seawise: Leixhan receive a +2 racial bonus to Survival and Swim checks while in an aquatic setting.
Weapon Familiarity: Leixhan are proficient in the Trident and Net.
Languages: Leixhan begin with Common and Aquan. Leixhan with exceptional intelligence may also learn any of the following languages:
Sileni_(Horse Folk)________________
Sileni (both singular and plural) are one of the true enigmas of the known lands. A proud warrior society, they have never raided any of the other races lands. Obvious to most to have been descended from horses, they live most of their lives on the sea. Their people are almost without exception passionate and gregarious, yet they are less prone to quarrel than even the Halflings. To an outsider, the Sileni seem a race of contradictions, and many Sileni see that as the way of things, because the other races are just as puzzling to them.
Physical description: Sileni stand between six and seven feet tall, with powerful barrel chests, two strong equine legs, Two equally strong arms, ending in four digit hands, and a very horse like head. They are covered in a fine pelt-like hair that ranges in color from pale white to Blue-black and every shade in between, with a matching mane coming down from the top of their heads. Their eyes run from shades of blue to brown with an occasional grey or green.
Society: Matriarchal by nature, the Sileni life is often regimented around their ships, with a female captain in charge of a crew consisting of seventy to eighty Sileni of both genders. Each ship is part of a fleet which answers to a matron, and each matron in turn answers by tradition to a council of Marshals that in turn answer to the Great Matron.
Relations:
Alignment and Religion: Sileni have what many believe to be a contradicting belief in passion and precission. Through these principles, all Sileni find their way in life. Therefore, there are almost no chaotic Sileni, though those that exist are most likely adventures. Most Sileni venerate the Great Mother, the progenitor of their race and for whom there is no real organized religion. Most religious orders among the Sileni are made up of Druids and Oracles.
Adventures: As most if not all roles in the Sileni governing system are controlled by women (even the title of Nobility is Mare), many male Sileni set out on a life of adventuring in an effort to find a place for themselves. Some female Sileni also set out through the known lands in an attempt to prove themselves outside of a system that panders to one gender over another. These journeys are seen by elders as often youthful impulsiveness that once run out will cause these children to come back to the way things always have been.
Male Names: Astaban, Basilio, Co’re, Dimas, Iago, Oldan.
Female Names: Avella, Casila, Elfiena, Lurina, Reina, Zarita
Sileni Racial Traits
+2 Strength, +2 Charisma, -2 Wisdom. Sileni are physically strong and filled with a definite sense of self. However, their self confidence often borders on arrogance, often causing them to act impetuously and foolishly trust.
Medium Size: Sileni are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sileni have a base speed of 30 feet.
Low Light Vision: Sileni can see twice as far as humans in conditions of dim light.
Sharp Eyes: Sileni receive a +2 to perception checks involving sight.
Powerful Build: Sileni are able to use weapons one size category larger than themselves without penalty.
Corsair Blood: Sileni are born on the seas and as such Swim and Profession (Sailor) checks have a +2 bonus. These skills are always class skills.
Hale: Sileni Receive a +2 racial bonus on saving throws against poisons, diseases, and fatigue.
Languages: Sileni begin play knowing Sileni and Common. Sileni with high intelligence scores can choose from the following: Draconic, Aquan, Celestial, and Hr’Akir.