Races of Thrynn

The following are brief descriptions of the common races of Thrynn:

  • Humans: The human race appeared on Thrynn in 1119 F.A. when three medium-sized boats carrying 150 unconscious humans crashed into the shores of Thrynn, near the upper fork of the Banrod river. The boats were accompanied by a number of ghosts and other unsavory undead, who were fighting amongst themselves, and soon with the elves who discovered the humans. Ever wary of such abominations, the elves quickly formed a large fighting force and banished the undead to the ancient abyss. The humans on the boats eventually were awakened, but could remember nothing — not even their names or where they came from. The elves explored many leagues around the continent, but were unable to find any trace of evidence as to where humanity came from. Since then, the human population on Thrynn exploded, and the elves, uncomfortable with this new, impatient race of beings, retreated back to their homeland in the center of Thrynn. At the dawn of the Second Age, humanity established the Magosi, the principal government in Thrynn.
  • Elves: One of the oldest races on Thrynn, many believe that the Elves are the direct descendants of Lystra herself. They are revered, and even worshipped by much of humanity. The other races on Thrynn are less enraptured by the elves; since the War with Alyssa, a few of the younger elves have begun integrating themselves into human society again, much to the consternation and dismay of their elders. The elves are ruled by a council of nine known as the Myrvarth.
Elven Racial Traits:
Elves gain a +2 bonus to Charisma, in addition to the attributes described in the PHB.
  • Kobolds: Many believe that the kobolds are the direct descendants of the dragons; in either case, the kobolds have been around almost as long as the elves. For most of recorded history, the kobolds have been the sworn enemies of the elves, fighting against them whenever possible. Many of the kobold tribes even joined with the rakshasa in the first great conflict between the rakshasa and the elves. Now, however, they are mainly seen as little more than a nuisance. Most of the major tribes live in the forests near the center of Thrynn, and set up traps for travellers and caravans in that area. Approximately two hundred years ago, a visionary kobold named Nuk'lak tried to unite all of the tribes under his rule and turn them from being viscious and cruel. He was only marginally successful, however, and now the kobold tribes are engaged in a fierce civil war between the Nuk'lakians and the Rashkthians.
  • Rakshasa: Many believe that the rakshasa are demons sent by Mor'thos to inflict pain and suffering on the world. Others believe that they were created by him to fight against the elves, and hence against the goddess Lystra. In either case, the rakshasa are heartless, cruel, and wholly evil. They are shape-shifters, though their natural form is that of an animal walking on its hind legs (most commonly wolves or tigers, but some take the form of bears or other animals). The palms of their hands are where the backs of their hands ought to be — further adding to their fearsome image. Most believe that the last of the rakshasa were destroyed in the War with Alyssa.
  • Gnomes: No one really knows where the gnomes come from, and they tend to be very tight-lipped about their own history. It is known that they were originally a desert race, and had a vast empire in the Great Desert in Arys. Some believe that the gnomes were born of the sand itself. For whatever reasons, this empire collapsed, and the gnomes completely integrated themselves into human society upon the arrival of humanity on Thrynn. The gnomes are mechanically apt and mischevous to a fault.
Gnomish Racial Traits:
Gnomes do not have the Spell-Like Abilities listed in the PHB. Otherwise, they are as described on p. 17 of the PHB.
  • Dwarves: The dwarves are small, fast, fierce fighters that live mainly under the Rogash mountains, mining athalas metal and other precious gems. They are widely admired for their rugged charm, quick wit, and dashing good looks. The dwarven monarchy is independent from the Magosi, but have always had good relations with the “top-worlders,” and have established profitable trade in both worked and unworked metals with those above ground.
Dwarven Racial Traits:
+ 2 Dex, -2 Wis
Small: As a small creature, a dwarf gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than a Medium creature uses, and his lifting and carrying limits are three-quarters of those of a Medium creature.
Dwarven base land speed is 40 feet. A dwarf also gains a 10 foot burrow speed.
Darkvision: Dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise just like normal sight and dwarves can function just fine with no light at all.
Dwarves have two natural claw attacks that deal 1d4 damage each.
Racial Agorophobia: Having spent most of their existence underground, dwarves become shaken when they are above ground in large open spaces, taking a -2 penalty to attack rolls, saving throws, skill checks, and ability checks.
Stonecunning: As the ability in the PHB (p. 15).
Weapon Familiarity: Dwarves may treat double swords as martial weapons rather than exotic weapons.
+1 racial bonus to attack rolls made against any creature whose natural habitat is underground
+2 racial bonus on Appraise checks that are related to stone or metal items.
Automatic Languages: Common and Dwarven. Bonus Languages: Undercommon.
Lifespan: The typical lifespan of a dwarf is about 200 years.
  • Half-Orcs: Though not actually native to Thrynn, a good number of half-orcs have moved to the continent anyway. They tend to be uncultured and not exceedingly smart, but hardworking and loyal allies.
Half-Orc Racial Traits:
Half-Orcs do not have a penalty to their charisma. Other attributes remain the same.
  • Half-Giants: Also not native to Thrynn, the half-giants are originally from the frozen continent to the north of Thrynn known as Beherynn, the same place as the half-orcs. They come from a much more advanced society, however, and tend to be intelligent and perceptive.
Half-Giant Racial Traits:
The main abilities of the half-giant can be found here, with the following changes. Half-giants lose the “Naturally Psionic” ability; they retain the “stomp” ability, though it becomes a supernatural Constitution-based ability; finally, “Fire Acclimated” becomes “Cold Acclimated.”
  • Halflings: Halflings are the youngest race on Thrynn. They appeared only 150 years ago, in an almost identical manner that the humans did. A few boats showed up with a number of halflings, accompanied by restless, warring undead. The halflings woke up with no recollection of who they were or where they came from. An expedition was sent out to discover where these mysterious races were coming from, but it never returned. Halflings are still an oddity in Thrynn's society, and are slowly working their way into its structure.
  • Half-Elves: Since many of the younger elves have been slowly entering into human society, a new race has also appeared in Thrynn: the half-elf. They are typically scorned by the older elves, since they are a sign that the pure elven race is lowering itself to the status of humanity. However, they are welcomed into human society as the messengers of peace between men and elves. The half-elves themselves often are quiet and reserved, taking after their elven ancestors. They seem to have an affinity for nature that few others in this world do, and often spend much of their time in the wilderness.
Half-Elven Racial Traits:
+2 Wis, -2 Str
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Half-Elves gain Speak With Animals as an innate racial ability 3/day.
Half-Elves have fast healing 1 under direct moonlight or starlight
+4 racial bonus to the Survival skill
+1 racial bonus to listen, search, and spot
Automatic Languages: Common and Elven. Bonus Languages: Any.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.