Salus: Until The End
While there are many races found within Salus, the following are the main ones that can be found. There are additional races that can be found. Please consult with the GM before finalizing any race decision outside Core, Featured Races or of those listed below. Any additional traits, feats, or skill points given are in addition to the usual racial traits listed in the Core Rulebook.
The most common and abundant race throughout all the lands. Carving their way across the realm, becoming the dominate species by pushing the others out of their way and asserting themselves at the top. An ever-shifting and extensive culture of individuals worshiping a vast number of pantheons and deities all the while laying claim to being the superior race of Salus. It is common for the humans to own slaves from other races. Very rarely, however, is a human ever subject to slavery. Such an occurrence is almost always done to those that have undergone sanctioned by the courts.
Humans maintain all the standard Core Rulebook rules with no alterations.
One of the more respected of the alternate races amongst the human population due to their natural ability to understand forgotten technologies. An inquisitive nature making them common in factories or workshops, tinkering and fixing any issues the owners may encounter with new acquisitions. It would be viewed as ‘poor taste’ for anyone to own a Gnome slave for most feel it would be a waste of their skill and any enslavement may ultimately hinder society.
There are three dominate races of Gnomes:
Due to their studious nature Elder Gnomes get a +2 to their INT. The oldest of the three, this race is the least common. They do not favor the bustling city but instead prefer to spend most of their time in darkened workshops making note of the inner workings of recovered artifacts. Mostly loners and antisocial. They tend to be shy, only speaking when necessary. Often referred to as the record writers. Their skin tends to be slight tint of gray and the most notable feature their eyes are always a power blue that seems to glow in the darkness. They are the longest living of any gnome, with average lifespans of up to 300 to 400 years. There are many who believe that the Elder Gnomes were some of the only ones to remain behind in the abandoned cities, shutting the rest of the world out. Their collective knowledge of technology is an invaluable resource.
Having spent so many generations in darkened tunnels and dim work rooms, Elder Gnomes have developed limited Dark Vision, allowing them to see 30 feet around them in total darkness. This also makes them sensitive to bright lights causing them to take a -1 one on any attack or skill check when in the presence of any bright illumination. Their aversion to social situations and technical knowledge grants them a +2 to Craft (all), Disable Device, Hide, Knowledge (engineering), (clockwork) & (steamcraft), and Move Silently. The same aversion to social situations also grants them a -2 on Diplomacy and Intimidate.
Spell Like ability: 1/day Tinker Craft (self only, duration 1 day)
+5 competence bonus on one craft cheak made for a days work, when tinker craft is used every day over a week you can still apply the +5 competence bonus on your craft check for the week.
These are the gnomes of the endless forests, the Frozen Waste, and of the Reaching Desert. Creatures of nature, born to a harsh environments and naturals at adapting to whatever the winds may throw at them. While still maintaining their curiosity for advancement, Wild Gnomes specialize in natural invention. They work towards harmony, appreciating the balance that nature provides. They tend to become antsy when spending any time away from a natural environment preferring to sleep in an open field or high in a tree than in a lavish inn. With their trouble sleeping in unnatural environments it is possible for them to suffer from fatigue is too many nights are spent within city walls.
Their time in the wilds gives them a +5 bonus to skill checks in Handle Animal, Knowledge (nature), and Survival checks. Their natural affinity for nature also allows them the bonus feat of Track, however is only usable in natural environments, not within cities or constructed structures. With their trouble sleeping in unnatural environments it is possible for them to suffer from fatigue if too many nights are spent within city walls.
Theses are the most numerous of all three gnome races. This race is the one mostly likely found wondering the market or helping at an archaeological dig site analyzing a forgotten piece of machinery. Known for the pranks, jokes, and joyful nature, the common gnome is accepted and their actions tolerated for what many feel is an acceptable annoyance for the betterment of life their skills with technology offers.
Common Gnomes maintain all the standard Core Rulebook rules with a +4 Craft and Disable Device.
Halflings on Salus are the ignored race, commonly subjugated, and at times intentionally isolated from the general populace. Where gnomes are granted leeway due to their perceived usefulness, halflings playful nature is considered an annoyance. Within the halfling population there are possibly hundreds of different races. Most of them with little to no difference except for hair, eye and skin color.
The only notable races of Halflings outside of all the others is the Feral Halfling. There is a breaking point in any sentient being’s psyche. Most claim this race of Halfling inherit a broken psyche from their feral parents. This race is wild and crazy driven more by instinct, far removed from the playful nature of the other Halfling races. Known to occasionally attack caravans for supplies and food. Commonly going without much clothing, covering them selves in mud and using primitive weapons such as sharpened sticks and knives carved from bone. Known to favor gold and gems, often creating necklaces or trinkets from them, even though it is believed they have no knowledge of their intrinsic value. It is said that if you can find a Feral Halfling nest, you’d probably find enough coin to retire, provided the Halflings don’t discover you.
The insanity of the Feral Halfling makes them slightly stronger than the average halfling taking only a -1 to Strength. Their wild nature gives them a +2 skill bonus to Climb, Escape Artist, Hide, Intimidate, Search, Survival, Swim, and Tumble. However they also incur a -3 due to their crazed nature when making skill checks to Concentration, Craft, Gather Information, any Knowledge, Open Lock, and Use Magic Device. Due to their primitive nature their language skills are limited. They have their own language of grunts, clicks, and animal noises. To most outsiders this unique language would seem like a random array of noises, in reality it is a very complex language with over 3000 unique sounds. Outside of their native tongue, Feral Halflings will be able to learn no more than one other language in their lifetime and only with basic proficiency. In addition Feral Halflings have less fear gaining a +4 morale bonus instead of the usual +2 of other halflings.
Presumably the most ancient of all the races to walk the lands of Salus. Believed to be the first to make Salus their home. The following are the more important subset of elves that can be found in Salus. Elves born outside of these communities or those that wake to find Salus their new home are defaulted to the Core Rulebook Elf race.
The people of Salus refer to them as Dark Elves, not knowing any better. These are the same Drow found deep underground in Faerun. Like their other realm brethren they too take to the darkest reaches underground, making deals with dark forces hoping one day to return to graces and glory of their lost goddess Lolth. They follow the same basic class structure as well, making bids for power amongst themselves while constantly looking over their shoulder in an attempt to keep whatever power they do have from being taken.
Thought to be the oldest of elven races to grace the realm of Salus. Silver elves were once found in abundance walking side by side with the humans and other races. They aided the other races in building some of the greatest wonders and adding the graceful style that only an elf could bestow. When the plague struck the Silver Elves retreated deep into the magical forest of Evarask, closing themselves off from outside contact. Any man that has dared to go searching for their new home has never returned.
The Silver Elves never fully left, occasionally they send out scouting parties to assess the world. While outside of their forest home the elves do everything they can to be unseen and avoid the main cities. When it necessary for them to enter cities they hide their ears, disguise their faces, mask their true nature, and do their best to blend into the shadows being careful to never draw attention to themselves.
An extremely rare race of elves only found within the Frozen Waste. Their numbers are so small that few people have ever seen one, even those living within societies that call the Waste their own. The Winter Elf will almost never leave their frozen home, finding any temperature outside the reach of constant snowfall uncomfortable and at times unbearable. Their unnatural adaptations to the cold has made them cold to the touch. The entire Winter Elf society lives off the snow and ice, by building their homes and even crafting special weapons out of the abundant material.
With their intimate conection of their cold environment the Winter Elves are able to transverse the snow with little difficulty, walking atop the snow banks and leaving no tracks behind.
The blend of that one in a million love encounter of human and elf. Truly a rare and beautiful race, yet one that is seen by some human sects as an abomination. In elven society they are outcasts, labeled impure and unwelcome. Most half-elves are the result of a male elf and human female, leaving the child to be raised by the human mother, who is usually ill equipped to the task. Half-elves usually explore the world young, finding they have outlived their family and friends. Most spend the early parts of their lives never knowing other people aside from those at home. Half-elves born into elven society are outcasts, and will seldom find a place among their full blood kin.
Half-Elves maintain all the standard Core Rulebook rules with no alterations.
Orcs have the unfortunate pleasure of being the race most commonly found within slave restraints. Even the orcs born free outside the walls of a city need to fear the possibility of a life in shackles. The orc is prized for its strength and brute force. An orc is never given anything other than a set of clothing, often is worn until it is a shredded remnant of its former self, and food enough to sustain itself from day to day. As slaves orcs fill mostly heavy labor jobs, but it is not uncommon to find an orc answering the door or a city Nobel. The orcs found within the home are usually second or third generation slaves, broken to the core of their wild nature, many of which wouldn’t know what to do with freedom if given it.
Orcs maintain all the standard Core Rulebook rules with no alterations.
Usually the result of a rape by an uncollared Orc slave, Half orcs are seldom allowed to live. Only in extraordinary conditions does a half orc ever live to speak their first words, the result of a mother who didn’t find her offspring a horrible and vile mistake. For those that do survive become prize slaves for their humanistic features and their improved “grace” over the full orc. Should a half orc ever find itself walking it is likely to be mistaken for an escaped slave until someone realizes what the poor creature truly is.
Half-Orcs maintain all the standard Core Rulebook rules with no alterations.
edited by: Christina 8/1/12