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 Chapter 2: Races

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Death

Death


Posts : 54
Join date : 2015-05-28

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PostSubject: Chapter 2: Races   Chapter 2: Races Icon_minitimeFri May 29, 2015 9:17 pm

A VISIT TO ONE OF THE GREAT CITIES IN THE
worlds o f Tir Na Nog—
Waterdeep, the Free City o f Greyhawk, or
even uncanny Sigil, the City o f Doors—
overwhelms the senses. Voices chatter in
countless different languages. The smells
o f cooking in dozens o f different cuisines
mingle with the odors o f crowded streets and poor
sanitation. Buildings in myriad architectural styles
display the diverse origins of their inhabitants.
And the people themselves—people of varying size,
shape, and color, dressed in a dazzling spectrum
o f styles and hues—represent many different races,
from diminutive halflings and stout dwarves to
majestically beautiful elves, mingling among a variety
o f human ethnicities.
Scattered among the members o f these more common
races are the true exotics: a hulking dragonborn here,
pushing his way through the crowd, and a sly tiefling
there, lurking in the shadows with mischief in her eyes.
A group o f gnomes laughs as one o f them activates a
clever wooden toy that moves o f its own accord. Halfelves
and half-orcs live and work alongside humans,
without fully belonging to the races o f either o f their
parents. And there, well out o f the sunlight, is a lone
drow—a fugitive from the subterranean expanse of
the Underdark, trying to make his way in a world
that fears his kind.

C h o o s in g a Race
Humans are the most common people in the w orlds of
Tir Na Nog, but they live and work alongside dwarves, elves,
halflings, and countless other fantastic species. Your
character belongs to one o f these peoples.
Not every intelligent race o f the multiverse is
appropriate for a player-controlled adventurer. Dwarves,
elves, halflings, and humans are the most common
races to produce the sort o f adventurers w ho make up
typical parties. Dragonborn, gnomes, half-elves, halforcs,
and tieflings are less common as adventurers.
Drow, a subrace o f elves, are also uncommon.
Your choice o f race affects many different aspects of
your character. It establishes fundamental qualities that
exist throughout your character’s adventuring career.
When making this decision, keep in mind the kind of
character you want to play. For example, a halfling could
be a good choice for a sneaky rogue, a dwarf makes a
tough warrior, and an elf can be a master o f arcane magic.
Your character race not only affects your ability scores
and traits but also provides the cues for building your
character’s story. Each race’s description in this chapter
includes information to help you roleplay a character of
that race, including personality, physical appearance,
features o f society, and racial alignment tendencies.
These details are suggestions to help you think about
your character; adventurers can deviate widely from the
norm for their race. It’s worthwhile to consider why your
character is different, as a helpful way to think about
your character’s background and personality.

R a c i a l T r a i t s
The description of each race includes racial traits that
are common to members o f that race. The following
entries appear among the traits o f most races.

A b i l i t y S c o r e I n c r e a s e
Every race increases one or more o f a character’s
ability scores.

A ge
The age entry notes the age when a member o f the race
is considered an adult, as w ell as the race’s expected
lifespan. This information can help you decide how
old your character is at the start o f the game. You
can choose any age for your character, which could
provide an explanation for some o f your ability scores.
For example, if you play a young or very old character,
your age could explain a particularly low Strength or
Constitution score, while advanced age could account
for a high Intelligence or Wisdom.

A l ig n m e n t
Most races have tendencies toward certain alignments,
described in this entry. These are not binding for player
characters, but considering why your dwarf is chaotic,
for example, in defiance o f lawful dwarf society can help
you better define your character.

S iz e
Characters o f most races are Medium, a size category
including creatures that are roughly 4 to 8 feet tall.
Members o f a few races are Small (between 2 and 4 feet
tall), which means that certain rules o f the game affect
them differently. The most important o f these rules
is that Small characters have trouble w ielding heavy
weapons, as explained in chapter 6.

S p e e d
Your speed determines how far you can move when
traveling (chapter 8 )and fighting (chapter 9).
L a n g u a g e s
By virtue of your race, your character can speak, read,
and write certain languages. Chapter 4 lists the most
common languages o f the Tir Na Nog multiverse.

Su b r a c e s
Some races have subraces. Members o f a subrace
have the traits of the parent race in addition to the
traits specified for their subrace. Relationships among
subraces vary significantly from race to race and
world to world. In the Dragonlance campaign setting,
for example, mountain dwarves and hill dwarves live
together as different clans o f the same people, but in
the Forgotten Realms, they live far apart in separate
kingdoms and call themselves shield dwarves and
gold dwarves, respectively.

Dwarf:
Elf:
Halfling:


Last edited by Menelmacar on Fri May 29, 2015 9:31 pm; edited 2 times in total
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Death

Death


Posts : 54
Join date : 2015-05-28

Chapter 2: Races Empty
PostSubject: Re: Chapter 2: Races   Chapter 2: Races Icon_minitimeFri May 29, 2015 9:26 pm

Human:
Dragonborn:
Gnome:
Half-Elf:
Half-Orc:
Tiefling:
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