Narnia... Adv # 21-.... [Trell links below]

I. Additional Trell Races

I. ADDITIONAL Races allowed:

Racial traits / racial summaries: All Races listed in the PH (see p 12) are available in Trell.

Racial summaries is under construction please read below for the details

Starting ability rolls procedures include: best 3 of four (no moving scores), start with all eights and roll 7 dice, start with elevens and roll 4 dice, any system Oked by the DM

Trell Half-Giant (3.5)

   Simple-minded creatures, half-giants are large and powerful, standing nearly twelve feet tall. While legend states that they are the magical combination of giant and human, created by some long-forgotten sorcerer for martial purposes, half-giant can and do breed. Some have even formed communities of their own.

   Personality: Half-giants are notorious imitators and readily copy the customs and actions of those nearby who draw their attention and/or respect. Half-giants are often curious, willing to learn, and unintentionally destructive.  Age is an oddity, giants start out with 2yr +d3  6 being an a mature grown adult.

   Physical Description: Half-giants average about twelve feet in hight and can weigh close to a ton. As a player, never forget how extraordinarily large you are. Companions go into that dungeon? You get to stay outside unless you can tear the roof off the place (not to say you won't try). Everybody go into the alehouse to drink? Unless you tear the wall off, you better hope they're heading to the upstairs balcony if you want to join in. The half-giant's biggest asset is also their biggest weakness, and they can expect (rightly so!) to be the main target of an enemy's aggressions. A half-giant's hair is thick and wiry and often worn in either loose braids (dredlocks) or a single braid down their back.

   Relations: The most powerful warriors on Athas, half-giants seem content to simply live in humanity's shadow. Half-giants tend to be childlike in their moods and behaviors and will often adapt an imitative posture of charismatic or well-liked characters in their party. A half-giant will very, very rarely be the dominant voice in a party.  For reasons unknown many 1/4ling and 1/2giants have become very close friends...

   Alignment: The true nature of a half-giant shines through when they select their alignment. A half-giant needs only to select one axis of their alignment (good, neutral, evil, or lawful, neutral, chaotic). The other half is mutable, to a certain extent. For example, a half-giant who is a simple lawful farmer, may turn chaotic if marauders destroy his farm, leading him to adapt a lifestyle more similar to the marauders.

   Religion: Being so childlike, half-giants as a whole do not favor one element over another.

   Language: Half-giants have no language of their own, taking on the language of the city-state or village they call home. They may also learn or adapt the language of a nearby village or tribe, should it fancy them to do so.

   Names: Normally being denizens of the city-states, and often serving the armies of the sorcerer-kings, half-giants usually have human names, but may be given names of races or individuals favored by their half-giant parents.

   Adventurers: It takes little more than a charismatic companion to convince a half-giant to wander.

Half-Giant Racial Traits

ˇ                         +8 Strength, -2 Dexterity, +4 Constitution, -3 Intelligence, -3 Wisdom, -4 Charisma.

ˇ                         Giant Size: Half giant are of type Giant and start with 2d8 hit points, no matter what their class is. They have a base Attack Bonus of +1, Fort Save +3, and their single starting feat.

ˇ                         Skill points: a half-giant starts with (2+Intelligence Modifier) x 5 skill points instead of their standard class starting skill points.

ˇ                         Base movement of 40.

ˇ                         Half-giants have darkvision out to 60 feet.

ˇ                         Natural Armor: due to their large size and thick skin, half-giants have a +2 to their Armor Class.

ˇ                         Level Adjustment: Due to their heavy strengths, Half-giants have a +1 level adjustment. 
 

Kul

   Unlike elves and humans, dwarves and humans are rarely physically attracted to one another. It is this union, however, that gives birth to a sterile, but powerful, half-dwarf also known as a kul. Because the birth of a kul usually ends in the death of the mother, kuls are rare outside of captivity. Instead, kuls are intentionally bred specifically for the arena and for laboring. At both tasks, kuls excel. With the strength and toughness of their dwarven blood, and the lithe grace of their human blood, kuls are ideal gladiators, a fact not missed by their owners and the massive prices they command on the slave market.

   Physical Description: Kuls are an extremely powerful breed that combine the height of their human side and the bulk of their dwarven side. Kuls carry no fat, having instead dense cords of muscle. Kuls are completely hairless. 6-6 1/2 ft tall, weighing 240-300lbs

   Relations: Like their dwarven parent, kuls tend to be single-minded and driven, but not to the point that dwarves are. This tends to make them stubborn, but still open to suggestions. In slavery, kuls can be relatively assured that they will not be killed for any transgressions they pull off: they are simply too valuable to kill outright.

   Alignment: Kuls tend to run the middle with good or evil, tending towards neutrality and can be anywhere on the board with respects to law and chaos.

   Religion: Being sterile, kuls do not hand down religions of their own.

   Language: Again, being sterile, kul language has never developed.

   Names: Kul laborers tend to have human or slave names. Kul gladiators are often given exotic or dangerous-sounding names so as to draw in a better crowd.

   Adventurers: The kuls who can escape their bonds tend to seek employment as free gladiators. Beyond that, the options are generally limited as kuls are known for their combat prowess. Some manage to climb beyond these preconceptions, however, with dogged single-mindedness.


Kul Racial Traits

ˇ                         +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.

ˇ                         Medium Size: kuls receive no benefits or penalties for their size.

ˇ                         Base movement of 30 feet.

ˇ                         Kuls have darkvision out to 30 feet.

ˇ                         Tireless: get the endurance feat. This bonus may also be applied to spells or powers that cause weakness, fatigue, exhaustion, or enfeeblement.

ˇ                         Extended Activity: Kuls may engage in up to 12 hours of strenuous activity before suffering from fatigue.

ˇ                         Damage Resistance: 1/-. Kuls are difficult to subdue, and do not notice minor bruises or cuts.

Level Adjustment: Being a powerful race, kuls receive a +1 level adjustment for calculating experience.

 

I3. Other: races do exist on Trell although they are rare for PCs. If you have an idea please see DM. Most common non-player races are Centaurs, ˝ Gyths, and Satyrs. New races are also offered in the Oriental handbook: Hengeyokai: Intelligent shape changing animals, able to shift freely between human and animal forms Carp, crane, dog, hare, sparrow, badger, fox, raccoon, rat, & weasel. Nezumi (Ratlings), Spirit Folk, Bamboo, River, and Sea Vanara: Monkeylike Humanoids. DM permission would be needed for ANY other races.

I4. Quarterlings: are small demi-humans that look a little like Tinker bell in Peter pan. Quarterlings are a race unique to Trell. One distinguishing characteristic is the pixie or sprite blood in the family tree. They receive a +1 bonus with any quarterling made bow, quarterlings are considered tiny for size charts. Infravison of at least 20 feet in detailed when you determine you bloodline. The standard poison arrows available to sprites and pixies are not readily given for game balance. DM permission is required to play this race.

Personality: Quarterlings are high magical demi-humans and often prefer to outsmart or trick their opponents whenever possible. They dont deplore violence; only realize the natural disadvantage in physical combat.

Physical Description: Standard height of a Quarterling is 12 to 24 inches; standard weight is 8-24 lb. The age and gender of a Quarterling is impossible to tell. Quarterlings appear full grown within a month of birth. Mature Quarterlings is an oxymoron. Quarterling bloodline to pixies and sprites is hard to avoid or tolerate. Quarterlings often have trouble taking responsibilities for their action; luckily parenthood is not a long process for this hedonistic race.

Relations: Quarterlings have no official relationship with other races. The population is so small and does not have any formal government. They can associate with pixies sprites, brownies, and all common demi humans. Some strong bonds between Quarterlings and giants have been observed but no explanation has been found.

Alignment: Quarterlings tend to be chaotic.

Quarterling Lands: Quarterlings live in other villages and do not possess their own lands

Religion: Quarterlings are of all faiths.

Language: Quarterlings speak common and have access to pixie and sprite languages, but must use skill points to gain them.

Adventurers: Quarterlings are curious by nature and always willing to search new places or join a quest or adventure.

Quarterlings racial traits:

  • Bloodline: roll 4d20 for a % of non-Halfling blood and the DM will tell you the results. ***** 
  • Size- Tiny +2 to AC
  • Quarterling base speed is 15 feet walking, 25 feet in flight.
  • Initial ability modifiers are; +3 to Dexterity, +2 Wisdom, -2 Strength, -1 Constitution.
  • If the Quarterling can fly a ˝strength light spell is activated on them, just enough to cancel any elvenkindness or invisibility.

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