08 October, 2010

Introduction: Races

Aside from humans, there are a number of other humanoid races that reside in the Bay. While they differ both in physical appearance and abilities, they all share approximately the same life span. Each of the five races (including humans) has a nation and government of its own, though different races often work together.

Humans
These are the most numerous people in Butter Bay. They are humans just as you know them, Most humans in the Bay have light skin, and while there are some dark skinned humans, skin colour is not considered any more relevant than hair or eye colour. The namesake of the Bay, Barton Butter, was a human and as a result humans are often looked to for aid in resolving disputes. The human nation is ruled over by the Baron from the town of Mondegreen.
Playing in 4th edition, you can just use Humans as they appear. If you wish, you can modify them by allowing players to choose two ability scores to gain a +2 bonus, rather than one.

Alfar
Also known as light elves, the alfar are a race that prefers to live in the woods and wilderness. They are light skinned in the extreme, and mostly have various degrees of blonde hair. Alfar eyes are universally green. Many alfar have a greater tolerance to the cold than humans, and so it is not uncommon for them to wear a great deal less cold weather clothing. Their love of the wilderness means that they tend to be primal classes. The alfar nation is ruled by the Alder from Benshaw on Perry Island.
Playing in 4th edition, you can simply use the Elf race to represent alfar. If you are modifying the races, allow your players to gain a +2 bonus to Wisdom as well as one other ability of their choice instead of the listed bonuses.

Elben
Elben are sometimes known as dark elves, and they mirror the alfar in many ways. Where alfar skin is pale, elben skin is dark, what we would consider black; while the alfar blonde hair is reflected as blacks and deep browns. Elben do share the pure green eyes of their alfar brothers, as well as their tolerance for cold. Elben favour the arcane arts and many of them attend the Academy to learn to and hone those skills. The elben nation is led by the Graf from Garstang.
Playing in 4th edition, you should use Eladrin to represent elben. If you are modifying the races, allow your players to gain a +2 bonus to Intelligence as well as one other ability of their choice instead of the listed bonuses.

Uruks
Possibly the least humanlike of the races in appearance, the uruks have grayish-green skin, pointed ears, and fearsome looking teeth. Somewhat taller than humans, uruks might be perceived as monstrous by some, but their devotion to honour and equality balance out their perhaps frightening appearance. Males and females participate equally in all aspects of life and, unlike the other races, their leader is elected. The uruk nation is led by the Governor from the town of Rackholl.
Playing in 4th edition, you can use Half-Orcs to represent uruks, although Goliaths would work as well.  If you are modifying the races, allow your players to gain a +2 bonus to Strength as well as one other ability of their choice instead of the listed bonuses.

Hodekin
In contrast to the egalitarian uruks, the hodekin are a people divided. Sometimes called dwarves, for their short stature, the similarities between males and females end there. While males are slight, slender, and graceful, females are stout and bulky. Males are considered subordinate to females in nearly all aspects of life and have had much difficulty entering predominantly female professions. The hodekin nation is ruled over by the female Vidame from the town of Audlem.
Playing in 4th edition, you should use Dwarves to represent female hodekin, and Halflings to represent male hodekin. If you are modifying the races, allow your players of female characters to gain a +2 bonus to Constitution as well as one other ability, and allow you players of male characters to gain a +2 bonus to Dexterity as well as one other ability.

Half-Bloods
Known collectively as half-bloods or haffers, these are any individuals whose parents were different races. Some mixes are more common than others and physical appearance varies depending on the specific mix.
Playing in 4th edition, you should use Half-Elves to represent half-bloods. Even if you are not modifying the other races, you should allow the player to alter the Dual Heritage feature to accommodate their specific parentage. If you are modifying all the races, allow your players to gain a +2 bonus to Charisma as well and one other ability score.

Other Races
While other races do exist in the world, they are generally hostile to the citizens of the Bay. As such they are considered non-playable. As the DM, however, you can always make exceptions to this rule. Perhaps a varker child was captured by people from the Bay and raised in civilization, or a band of survivors from elsewhere struggled through the wilds and found safety in the Bay, or a boat of exotic strangers arrived and made the Bay their home. It’s up to you, but if you choose to do so be sure to make it important to the story you are telling.

Monday: Religion

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