Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Monday, February 16, 2015

Aquilonian Race breakdown for 5e

Aquilonians

The mightiest kingdom of the west, the foremost of the Hyborian kingdoms of Conan's day, Aquilonia is a commercial and military giant with a high level of civilization. Only Nemedia, Aquilonia's rival, boasted of a richer cultural diversity.


Aquilonia is, overall, a land of pleasant temperate climate. The Aquilonians are tall and varied in complexion, but all are steadfast in their devotion to Mitra. In matters of war, Aquilonia puts their trust in a heavily armed cavalry and a strong infantry. The Imperial troops are called the Black Legion, and the king's personal bodyguard are known as the Black Dragons. Tarantia, the seat of power in Aquilonia, is a center of romance, adventure, wisdom, and wit. Tarantia also houses the grim Iron Tower, a notorious prison.


There is a shortage of good farmland in the interior of Aquilonia because the great lords of Aquilonia have sequestered much of the cropland for personal use (such as privileged hunting preserves), creating a never ending movement of pioneers toward the Westermarck, the frontier between Aquilonia and the Pictish Wilderness.

Classes Fighter, Rogue, Ranger, Bard

Traits

Ability Score Increase - Everything increased by 1
Alignment Lawful Good
Size The Aquilonians are a tall race, standing between 5 and 6 feet tall.
Speed 30 ft
Skilled laborers: Aquilonians gain proficiency in an additional skill of your choice.
Noble Feats: Choose between Mounted Combatant, Inspiring Leader, or Martial Adept
Languages: Aquilonian + one other language of choice


Subraces

Gunderman

Only in Gunderland is the pure Hyborian stock found unblemished. Gundermen are uniformly compactly-built, tall, tawny-haired and gray-eyed.


No infantry was a match for the wild Gundermen,  who, born and bred to battle, were the purest blood of all the Hyborian peoples


Gunderman are the infantry of the Aquilonian army. Usually wearing chain mail, with pike or shield and battleaxe in hand.


Additional Feat: Polearm Master


Bossonians

The Bossonians are of medium height and complexion, their eyes brown or grey, and they are mesocephalic.


They live mainly by agriculture, in large walled villages, and are part of the Aquilonian kingdom. Their marches extend from the Border Kingdoms in the north to Zingara in the southwest, forming a bulwark for Aquilonia against both the Cimmerians and the Picts. They are stubborn defensive fighters, and centuries of warfare against northern and western barbarians have caused them to evolve a type of defense almost impregnable against direct attack.


The Bossonians are particularly well versed with a bow. They are known as some of the best rangers in the Hyborian world, only challenged by the Shemites.


Bossonians tend to wear chain shirts with longbows and short swords.

Additional Feat: Sharpshooter

Hyperborean Race breakdown for 5e

Hyperboreans

The first of the aboriginal Hyborian tribes to discover the use of stone in building, the Hyperboreans abandoned a primitive, nomadic way of life to settle in huge walled dwellings of stone, consequently founding the very first, but most isolated, of the Hyborian kingdoms.


The citadels of Hyperborea are impressive even by Hyborian standards. They are made from mortarless stones carefully fitted together and dressed smooth to give no foothold for a climber. The walls are turreted and crenellated, fifty feet high and twenty paces thick, giving the fortresses a squat appearance. Windows and arrow-slits are set into the walls, too high to be entered, but low enough to allow effective defense. The ironwood gates are protected by iron portcullises and decorated with protective runes formed by patterns of iron nails.


The people are pale-skinned, extremely tall and gaunt, with white hair and cat-green eyes. Many are as tall as seven feet. They are a superstitious lot who live as serfs in huts and hovels beyond the stone walls where they eke out meager livings from gardening the stubborn soil and herding small numbers of shaggy cattle and reindeer.
Hyperborea is ruled by the White Hand - a coven of sorcerers not unlike the Black Ring of Stygia or the Scarlet Circle of Khitai. The White Hand "Witchmen" are the priests and priestesses of Louhi, the ever-reincarnating goddess of the Hyperboreans, as well as accomplished sorcerers. Their magic focuses around the cold of their land and control of the dead. Hyperborean sorcerers are highly prized in the northern wilds, but they are little respected in Hyborian lands.


Hyperborea also hosts several bands of hardy slave raiders who make repeated forays into Cimmeria to fill their slave pens.

Classes Fighter, Rogue, Sorcerer

Traits

Ability Score Increase - Constitution +2
Alignment Lawful Evil
Size The Hyperborians are a tall thin race, standing nearly 7 feet.
Speed 30 ft
Frost Resilience: Hyperborians are Resistant to Cold and Cold effects
Feats: Choose between Savage Attacker, or Charger
Languages: Nordheimr, Hyperborian, Cimmerian


Subrace

Witchman of the White Hand



Additional Ability Score Increase: Wisdom +2

Additional Feat: Ritual Caster

Vanir Race breakdown for 5e

Vanir

The Vanir are a red-haired barbarian people, worshippers of the god Ymir, Lord of the Giants. It is Ymir who gives them strength in battle and fuels their drive for conquest.


The Vanir live in snow-covered lands and are winter-bound throughout the majority of the year. During the warmer season they venture from their homes to prey upon the barbarian tribes around them. In this fashion, they believe, year by bloody year, they will eventually purge the world of their blood enemies, the Aesir and Hyperboreans. They despise each race with equal passion.


Vanir raids are known to be especially brutal. The Vanir are famed for burning all they cannot carry away with them. Vanirs dislike intrusions into their territories and will always destroy any settlements which come within several days’ march of their villages.


Vanir men have only a single mate, although they seek sexual relations with all women who are not of Vanir blood. To the Vanir, this type of sexual activity is not considered adultery and is perfectly acceptable, even to the Vanir women.


Vanir are fond of the spear, axe, and sword. They use wooden shields covered in horsehide and wear horned helms and scale mail shirts.

Classes Barbarian 2, then any of Barbarian, Fighter, Rogue, or Ranger

Traits

Ability Score Increase - Strength +2
Alignment Lawful Neutral
Size The Aesir are a tall race, standing between 5 to over 6 foot.
Speed 30 ft
Cultural Bravery: You have Advantage against Fear Savings Throws
Menacing: You gain proficiency in the Intimidate Skill.
Feats: Choose between Shield Master, Savage Attacker, or Charger

Languages: Nordheimr

Aesir Race breakdown for 5e


Aesir

The Aesir find their home in Asgard, a far-northern mountainous nation which is permanently glaciated.

They are a race of hunters and warriors who live by tribal units with its own king, each residing in timber-roofed great halls.

All Aesir worship Ymir, the frost giant. They are the blood enemies of the Vanir.

At the close of each winter, the Aesir begin their yearly raids, riding south on horseback to pillage townships of their cattle, wealth, and women. Men who surrender to Aesir warriors are usually spared. Those who resist are slain in a gruesome fashion. Aesir rarely burn a village they plunder, preferring to leave their targets fairly intact to allow the survivors to rebuild and provide another lucrative target in the future.

In battle, Aesir prefer the broadsword or battleaxe. Additionally, they rely upon their chain-mailed shirts, horned helmets, and wooden shields to protect them from the weapons of their enemies. Many Aesir learn to use the throwing axe, but most will refuse to learn the spear or bow, weapons they think are cowardly.

Only by dying in battle, with sword or axe in hand and courage in the heart, can an Aesir find his way to Valhalla, the after-life paradise sought by all Norsemen.

The Aesir live by conquest. When two Aesir fight, the winner takes his choice of the loser’s women, children, and animals.

Traits

First 2 Barbarian, then choose from Barbarian, Fighter, or Rogue

Traits

Ability Score Increase - Strength +2
Alignment Lawful Neutral
Size The Aesir are a tall race, standing between 5 to over 6 foot.
Speed 30 ft
Cultural Bravery: You have Advantage against Fear Savings Throws
Feats: Choose between Shield Master, Savage Attacker, or Charger
Languages: Nordheimr

Cimmerian Race entry for 5e

Cimmerian

Known for their strength and ferocity throughout the western world, the Cimmerians are barbarian tribesmen to whom war is the only known way of life.


Cimmerians respect strength and little else. This belief is best represented by their chief god, Crom, who breathes life into men when they are born, and gives them the strength to conquer all which they must face. Afterwards, the man may rely only upon his own skills to carry him through life. Magic, they believe, corrupts the soul, and extracts a terrible price from those who practice it.


Men can expect little pity from a Cimmerian. Women are to be protected, but a man who cannot fend for himself is usually left to die. Even the sick are rarely helped unless they are of the Cimmerian’s own tribe or clan. Those children born deformed are left on the snows to die. Invaders are slain outright. Any companions captured by the enemy are considered dead men. In this way the Cimmerians remain strong and are not weakened by pity or remorse.


In Cimmeria, a youth is considered a man when he has killed in battle. For most Cimmerians, this comes before the sixteenth birthday, either in clan-feuds or in battle against the Vanir, Aesir or Hyperboreans. After this time, he is obligated to uphold custom like any adult. A proper Cimmerian male takes a wife before his eighteenth birthday, then stays to take care of the clan cattle and lands. Widows are often married by the brother of the deceased, although the Cimmerians do not practice polygamy.


Few Cimmerians live to old age. Gray hair is a mark of respect, as it indicates that the elder has been skilled enough to survive.


They are tall and powerful, with dark hair and blue or gray eyes. They live in small, isolated tribes which hunt, herd cattle, grow oats and raid one another for cattle or wives.


The pantheon of their gods are Crom, Lir, Babd, Morrigan, Macha, Nemain, Diancecht, and Dadga.


Cimmerians learn to war with the spear, club, battleaxe and broadsword.

Classes

First 2 Barbarian, then choose from Barbarian, Fighter, or Rogue


Traits

Ability Score Increase - Strength +1, Constitution +1, Dexterity +1
Alignment - Most Cimmerians are Lawful and Good natured. They obey a more barbaric code of honor instead of centralized laws.
Size - Cimmerians are tall and strong. The average male stands well over 6 feet, with the females nearing 6 feet tall. The average male weighs around 230, with the female weighing 150.
Speed - Your base walking speed is 30 feet.
Primitive Survivalist - You are proficient in Athletics and Survival Checks.
Mast of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomenon.
Feats: Choose between Alert, Mobile, Skulker, Charger, or Savage Attacker
Languages: Cimmerian