
Bruno Mares |

There are three new standard races (all 10 RP) that live in Fankör world, of Blood Lotus Campaign Setting (Lótus de Sangue in the original).
Fell free to use and discuss(please, remember the credits and product identity).
Soon, all of the campaign setting (in developing) material will be disponibilized in Valhalla RPG Team page and in the campaign setting official blog (also in developing).
The races was originally developed in Brazilian Portuguese, so there may be some grammatical errors that was not noticed during the translation.
GORS
Initially generated through evil rituals involving members of other races, gors are humanoids that only exist to bring pain, anguish, curses and suffering to the world. More than any race, they have a natural gift to destroy the lives of those they meet, and hardly are taken out seriously or viewed in unfocused moments, sharing something enjoyable.
Although its origin is different, after long years of its existence in the world, there are gors beyond the first or second generation, and today they reproduce the same way as other humanoids, since the rituals practiced for create them was lost in time and are extremely rare, even though there are some elders who are able to realize them.
Physical Description: Measuring between 1.60 and 2.20 meters tall and with skin ranging from pure white to pale gray, gors are usually skinny and strong. With teeth look dirty, disheveled, have hair ranging from black to grizzly. His red eyes and lack of ears, with his six fingers on each hand and disproportionately long arms guarantees look really bizarre and conveying the idea that they are cursed beings.
Society: Living in occupied cities, usually with few inhabitants and many slaves, almost always the cities of these people exist only in order to serve as a basis for their armies. For this reason, value blacksmiths and all other activities that support the war, and are driven for their religion very harmful.
Relations: Almost unanimously, due to its origin, gors hate and are reciprocally hated by almost any creature, and allies are the minority for this race. Thus, the vast majority of the creatures sees it as a very real threat, avoiding any contact. Although hostile to everyone, in some instances combine with orcs and derros, or even a few extremists talors.
Alignment and Religion: Born and raised in order to spread pain and suffering to other breeds, gors usually tend to evil, and depending on their position in their caste, either hang on for chaos to order. Due to their usually society driven by powerful clerics, the great majority follow the evil deities who created them, being almost always polytheistic.
Adventurers: Traveling frequently to get what they want, and applying its strength to follow the path ahead, is relatively common to find gors that separate the root cause of their race to achieve own goals. They rarely walk with members of other races, but when they do, tend to limit the orcs, derros or similarly cruel creatures, although they would like to ally with talors because of the advantage in combat they can achieve.
Gors Racial Traits
+2 Strenght, +2 Charisma: Gors are physically evolved and have a very strong personality.
Medium: Gors are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gors have a base speed of 30 feet.
Darkvision: Gors can see in the dark up to 60 feet.
Adaptability: Gors receive Skill Focus as a bonus feat at 1st level.
Hatred: Gors receive a +1 bonus on attack rolls against humanoid creatures of the elf and human subtypes due to special training against these hated foes.
[b]March: Gors receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Weapon Familiarity: Gors are proficient with spiked chains, and treat any weapon with the word “gor” in its name as a martial weapon.
Languages: Gors begin play speaking Common and Gor. Gors with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
NOIGHULYENS
Since it is possible, noighulyens are a peaceful race and patient, living in harmony with nature and neighboring communities. Due to its cooperative spirit and mutual cohabitation, thay make friends easily and are always willing to help.
After a mysterious arcane catastrophe involving the entire world, noighulyens were the most affected, that of moons worshipers, started to have their bodies partially composed of fragments of moonstone that were embedded in the soil.
Physical Description: With a height ranging from 1.70 to 2.30 meters for men and women slightly lower, have brown, black or gray hair and show dark or brown skin, always with rocky-pearled aspects around their body. With eyes as varied as humans, men have no hair and have a crown of thirteen little bone formed spheres in the head, sometimes without skin, and women, who do not have this crown, usually cultivate their hair to almost touch the ground.
Society: Organized in enormous tribes besieged in valleys, this indigenous people live on the basis of barter and favors, valuing the craftsmanship and removing just enough of the nature. They love oratorical arts such as theater and poetry. Because of the longevity that have, are patient and perfectionist, always seeking to fulfill their tasks in the best possible way.
Relations: Fairly easy to relate to anyone, because they live close to the elves, maintains excellent relationship with these people. They also relate very well with the gnomes and dwarves, but in a more distant way. Due to the difference in culture they have, they rarely engages with humans and halflings. Dislike orcs because of the brutal behavior of the race, and avoid talors and their battles whenever possible. Hate gors and treat them with contempt. The crossbreed, who have little contact in their own communities, often consider them the same way as its non-human counterpart.
Alignment and Religion: Of altruistic, simplistic nature, always seek to be related to the next, having a good nature. Worshiping the moon and respecting the spirits, follow deities related to these aspects and the nature, seeking harmony between your physical body and soul.
Adventurers: In the past, rarely left their land without a good reason, but with their new more powerful form and extended longevity, they have an intriguing curiosity about what happens beyond their tribes. Normally, seek out what happened to their race, as well as meet the rest of the world beyond the valleys, in order to understand the minds of others or even to discover the other races cultures to incorporate into their communities.
Noighulyens Racial Traits
+2 Constitution, +2 Wisdom, –2 de Dexterity: Noighulyens are resilient in body and soul, but his semi-rocky structure private them of more agility.
Medium: Noighulyens are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Noighulyens have a base speed of 30 feet.
Low-Light Vision: Noighulyens can see twice as far as humans in conditions of dim light.
Craftsman: Noighulyens receive a +2 racial bonus on all Craft skill checks.
Hardy: Noighuluyens receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Natural Armor: Noighulyens gain a +1 natural armor bonus.
Sociable: When a noighulyen attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Stability: Noighulyens receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Noighulyens are proficient with all simple and martial spears, and treat any weapon with the word “noighulyen” in its name as a martial weapon.
Languages: Noighulyens begin play speaking Common and Noighulyan. Noighulyens with high Intelligence scores can choose from the following: Dwarven, Elf, Gnome, Orc, Silvester, Talor and Terran.
TALORS
Called by the other races of “great people”, are physically the biggest of all civilized races, and although they are esthetically very similar to humans, are not as versatile as they are. However, they tend to be very focused and determined, each one in its own way, seeking glory and recognition, satisfying the overwhelming need to inflate their egos as large as their powerful bodies and developed brains.
Physical Description: With a height between 3.5 and 4 meters, have the same variations in skin, eyes and hair than humans, although some have yellow or orange eyes. In addition to its monumental size, some rare members of the race have horns that can reach up to 75 cm in length, having almost any format, although the most common is that they are smooth and curved upward, always in tones of red color.
Society: Totally focused on the arts of war, the higher the rank of someone or his relationship with the war, more important that person will be for your community. Somewhat megalomaniacal, largely because of its size in relation to other races, love to display their abilities and capacities, so it is common to find overly large buildings in their cities, even in comparison to their own size.
Relations: Although they have an overall behavior similar to that of humans, talors are born conquerors, and this affects their relationship with the other races. Possessing a huge rivalry with the dwarves due to lands in the mountains, are never friendly to race, and treat the orcs similarly due to the bestiality of these beings. Rarely involved with the elves, because their lands are far away, and somehow afraid these people. In relation to the gnomes, very little interest to them, and many do not even know of its existence, contrary to what happens with humans, who are always in contact, whether friendly or hostile. Talors are very interested in studying the noighulyens and their physical structure, but usually are moved away. Already the gors, which are completely strangers to them, sometimes makes alliances to take advantage in war.
Alignment and Religion: Naturally orderly, they are not interested in doing good or bad, and usually only be guided to achieve their goals, and are generally lawful neutral. When believe in a deity or superior entity, tend to worship beings representing aspects such as strength, war and conquest.
Adventurers: Innate conquerors, are always looking for something to dominate or take for themselves, and though the world is big enough, is not in your hands. Always with great ambition, often use their superior physique to achieve their own goals and stand out among others of his race.
Talors Racial Traits
+2 Strenght, +2 Intelligence, –2 de Dexterity: Talors have large body and sharp mind, but its size private them of graceful movements.
Large: Talors are Large creatures and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver check and to their CMD, and a –4 size penalty on Stealth checks. Talors takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Normal Speed: Talors have a base speed of 30 feet.
Fearless: Talors gain a +2 racial bonus on all saving throws against fear.
Gatecrasher: Talors gain a +2 bonus on Strength checks to break objects and a +2 bonus on combat maneuver checks to sunder.
Weapon Familiarity: Talors are proficient with all simple and martial hammers, and treat any weapon with the word “talor” in its name as a martial weapon.
Languages: Talors begin play speaking Common and Talor. Talors with high Intelligence scores can choose from the following: Dwarven, Elf, Giant, Goblin, Gor, Halfling and Orc.
Actually the talors have 11 RP, but the costs (specially language) should be reviewed.