Race and Cultures: Aasimir, "Half" Templates, Tiefling, in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Race and Cultures: Aasimir, "Half" Templates, Tiefling,

Racial Template: Aasimir (Aasimir, General)

General Description:
Aasimir are extremely rare off-spring of a celestial being and a humanoid race. They have a deep connection to the outer planes of good. Aasimir resemble humans with some few, sometimes subtle, hints of their origin. Aasimir are generally shunned due to their alien nature. Most cultures view them as a blessing even as they are treated with distrust. Some go to great ends to avoid their true identities to be known, for they are often targeted by the forces of evil.
  The most common place to find Aasimir is in the Shai River Valley region. Because of the multitude of Living Saints, there are many more offspring between mortals and celestials then anywhere else. Aasimir in Shai are considered holy men (or women) and are generally provided for and welcomed wherever they go.
  Physical Appearance: choose another race and culture, the Aasimir appears like this race but also possesses some physical traits marking them as having celestial or eladrin blood. Sometimes this is very obvious and sometimes very subtle.
Aging: Due to their celestial blood, Aasimir are all but immortal and do not die of old age.
Location: Any where (most common in Shai River Valley)
Religious Tendencies: Pelor, Madriel, Tyr,
Other Characteristics: Non-evil alignment
Additional Racial Features:
  • +1 WIS, +1 CHA and -2 INT, -1 STR, or -1 INT, -2 STR,
  • resist acid, cold and electricity equal to character level divided by 5, round up,
  • 1/day cast Daylight at class level = character level,
  • add the Outsider (native) subtype
Applicable Races: Human, Halfling, Elf, lizardfolk,
Additional Favored Classes: Paladin
Additional Bonus Class Skill: Diplomacy may be chosen instead of base race/cultural bonus class skill
Additional Cultural Feats: Aasimir Racial Feats Rules- Feats: Aasimir Heritage Feats
Additional Bonus Languages: Celestial
Role Playing Hooks:
Aasimir are very connected to the philosophies of good. It’s in their blood so to say. They should be played with that in mind. They are ‘goody-two-shoes” to the extreme. And they take their allegiance to the forces of good, very, very seriously. This is not to say that they are all the same. On the contrary, due to their very different up bring, often not one that takes place in a very friendly society, Aasimir take on “good” may be very different from others. Some are very literal in their interpretation and some go to the other ‘by whatever means necessary’ side of things.  

Racial Template Half Dragon (General)

General Description:
Half Dragons are exceptionally rare, they are created through the mating of a humanoid race and a polymorphed or shaped changed dragon. Half dragons are generally feared and mistrusted amongst the common folk. Only a few peoples are willing to coexist with a half-dragon- mostly kobold, goblins, and certain elvish communities. Most Half dragons live as outcasts although a few are able to disguise there heritage and live among other peoples. Half Dragons are not sterile like some half breeds. They can half children, however they never pass on the full half dragon traits, although such off spring (for many generations) may be dragon blooded and/or have sorcerous talent.
  Physical Appearance: Of all the half breed races, half dragons are the most distinctive. They are almost always very draconic in appearance. They are often at least partially scaled, sometimes with reptilian claws, noses, or eyes. Some are hairless or have vestigial wings or tails.
Aging: due to their draconic blood, half dragons are basically immortal and never die of old age.
Location: Any where
Applicable Races: human, elf, goblin, kobold, orc, Lizardfolk,
Religious Tendencies: Any appropriate to culture but natural drawn to Bahamut and Tiamat.
Additional Racial Abilities:
  • +2 STR and +1 CHA, or +1 STR and +2 CHA, -2 to any two other stats.
  • natural armor +1,
  • claw (1d3) and bite (1d2) natural attacks,
  • breath weapon 1/day, (30’ cone of fire, deals 1d8 damage per 2 hit die with a reflex save for half = 10 + ½ character level + CON),
  • add Dragon to your type,

Additional Cultural Feats: Half Dragon Racial Feats Rules- Feats: Half Dragon Racial Feats
Additional Favored Classes: sorcerer
Additional Bonus Class Skill: Knowledge arcana in addition to any bonus class skill
Additional Bonus Languages: Draconic in addition to any bonus class language
 

Racial Template: Half Giant

General Description:
Half Giants are very rare, they come from the pairing of a humanoid and a giant, mostly likely polymorphed or shaped changed into another form. Unlike most other half-breed races, the half giant is not always recognized as having the blood of another race. They are usually simple very large members of their race, sometimes with some distinguishing colorations (often matching the elemental nature of the giant). They are usually accepted by their people, and due to their size and strength, are sometimes in positions of power and influence. They are far more likely to be found among the human and orc tribes of the north, where the giant presence is more common. Half Giants can have children but most do not pass down the half giant’s physicality (although the children tend to be large).
  Physical Appearance: Half giants appear as their base humanoid race just often much broader and taller. A human half giant stands 7 ½ -8 feet tall and weighs 300 lbs easily.
Applicable races: human, orc, goblin, gnoll,
Aging: due to their giant blood, half giants are all but immortal and do not die of old age.
Location: Anywhere, the Northern Continent is most likely.
Religious Tendencies: Any, Thyrm, Gruumsh most common.
Additional Racial Abilities:
  • +2 STR, +1 WIS, -2 DEX and -2 CHA or INT,
  • +1 natural armor,
  • 1/day stomp (the 1st level psionic power) with manifester level = ½ character level, the DC for you stomp ability is based on WIS, gain the giant subtype,
  • Stomp (XPH 133) 1PP, 20; cone, ref negates, if on ground, knocked prone and take 1d4 nonlethal, +1pp/+1d4.
Additional Cultural Feats: Half Giant Racial Feat Rules- Feats: Half Giant Racial Feat Additional Favored Classes: Psychic Warrior,
Role Playing Hooks:
Half Giants are large and strong and different and they know it. While a few ‘gentle giants’ exist, most are more then willing to get their will through brute strength. Perhaps it’s the giant blood, but most are arrogant, condescending, and bullying.

Racial Template: Half Elf

General Description: The off spring of an elf and a human, the Half Elf has trouble finding a home with either people. Some of the more progresse elven states, such as Tranquility, will welcome half elves. Most wild elves, traditional high elven societies, and drow and dark elf groups look upon half elves with pity and disdain if not distaste, a few will drive the half breed away or worse. Human societies are often a little more welcoming. If the Half elf is respectful and useful, most will suffer little more then verbal barbs and some discrimination. Half elves tend to be sterile and can not have off spring of their own. If they can reproduce, their children tend to have very few elven traits.
  Half Elves tend to have move around a lot, and unless they are useful, seldom find a welcome. For this reason half-elven bards do well, as both entertainers and jack-of-all-trades they often find away to earn their supper. Beguilers are also a popular choice for the power to hide one’s identity and defend oneself when necessary. But Half Elves are adaptable and versatile and can fit into just about any class or profession. Physical Appearance: a mix of human and elf features, they tend to be around 5-5 ½ feet tall and a hundred and sixty pounds or so. Slim elven nose, almond shaped eyes and slightly pointed ears are common. Facial hair is present but subtle, eye and hair colors vary widely.
  Aging: due to their elven blood, half elves live a very long time, from 500-1000 years.
Location: any where
Religious Tendencies: any   Applicable Races: Elf, Human,
Additional Racial Abilities:
  • +1 to any two (must be different), -2 to any one,
  • +2 racial bonus to diplomacy and sense motive,
  • you gain both the human and elf type,
Additional Cultural Feats: Half Elf Racial Feats Rules- Feats: Half Elf Racial Feats
Additional Favored Classes: pick any one in addition
Role Playing Hooks:
Half Elves tend to be loners, seeking but seldom finding acceptance. Those who have a home and have found peace tend to be very protective of it, for they know how rare it can be. Half Elves tend to the cautious and nervous. A few, having faced many years of cold shoulders and sharp words, become very angry and take their feelings out on either the humans or elves (or both) around them. Most seek to prove themselves worthy to both peoples of their parents. Half
 

Racial Template: Half Ogre

General Description:
Half Ogres are very are crossbred of an ogre and another humanoid race. The other race is almost always an orc but occasionally a human, gnoll or other being. Most Half Ogres are sterile but a few contribute their ogre genes to future generations. Half Ogres look like large, stupid, hulking versions of their other race. Which is generally what they are. More then any half breed, half ogres maintain the limited mental capacity of half its ancestry. The exception to this is the rare Half Ogre magi. Such a being is rare because Ogre Magi are rare, they are, in fact, more likely to produce off spring due to their shape shifting abilities. Half Ogres tend to find comfortable homes in the more primitive societies likely to spawn them, as their brawn makes them powerful combatants. They very rarely find a welcoming home in more civilized societies, those who do, tend to because they make themselves very valuable to powerful individual (as guard, enforcers, gladiators etc).
  Physical Description: Half Ogres tend to be six inches taller then normal for their race. A half ogre (orc) will often be seven and a half feet tall. They are broad shoulder, stooped, and sometimes bowlegged. Hair tends to be sparse and wiry but this varies. Coloration tends towards browns and shades of green. Small piggy eyes and protruding tusks are also common.
Aging: Half Ogres tend to not live that long more for lack of mental capacity and violent occupations. Those in sheltered environments can live a few hundred years. Those with the magic capacity of an ogre magi sire can double that.
Location: Rare everywhere, most likely found among primitive orc and human tribes of the Great North.
Religious Tendencies: Thyrm most often, others depending on culture
Available Races: human, orc, goblin, gnoll,
Additional Racial Characteristics:
  • +2 STR, +2 CON, -2 INT, -2 CHA, -1 DEX or WIS,
  • +1 natural armor,
  • +2 racial bonus to intimidate,
  • add the giant subtype,
Additional Cultural Feats: Half Ogre Racial Feat Rules- Feats: Half Ogre Racial Feats
Additional Bonus Class Skill: Intimidate
Role Playing Hooks:
Half Ogres, even smart ones, tend to use their muscles first and brain second. They tend to be reactionary and instinctual in their responses. Most lack the ability to see the big picture or see long term consequences of their actions. A few are domineering bullies who only respect and fear those more powerful then they, all else are prey. Others are quite open to building friendships with others, although emotionally, half ogres tend to be like large temperamental children.
 

Racial Template: Half Orc


Half Orcs are the most common half breed found on Aertrea. This is due to prevalence of orcs and their willingness to pillage, plunder and rape. Among some tribal cultures it is not rare to see orc and human unions that are voluntary. Those cultures are the most likely to openly accept a half orc in their midst. More civilized societies tend to look down on such crossbreeds with disdain and distrust. Even those who are open to orcs tend to be prejudice against half orcs. As such they tend to live on the edges of society, among mercenary companies, slums, or pirates and bandits. This is not say that their aren’t successful half orcs firmly in high social positions in human societies, it just that they had far more to overcome. Orc societies are more likely to accept a half orc, if that half orc can hold its own in what orcs value- bullying and combat. Some half orcs have learned to use their intelligence to rise to the top of bands of orcs, especially if they have a talent for magic.
  Physical Description: Half Orcs tend to resemble ugly and large humans. Sometimes the orcish blood is readily apparent, greenish cast to the skin, protruding tusks, upturned nose, etc. Other times a half orc can pass for a full blooded human. When compared to orcs, they are slimmer and likely have more hair on their heads.
Aging: Orc blood is not agreeable to most other species and tends to reduce the life span of the individual by 25%.
Religious Tendencies: any per culture, drawn to Gruumsh, Thyrm.
Available Races: Human,
Additional Racial Characteristics: +2 STR, -2 to a mental stat and -1 to a second mental stat (can be the same if desired), darkvision 60’, +2 racial bonus to intimidate, you gain the humanoid(orc) type,
Additional Cultural Feat: Half Orc Racial FeatsRules- Feat: Half Orc Racial Feats
Additional Starting Gold Adjustment: -10%
Role Playing Hooks:
Half orcs come in a wide array of abilities and temperaments. Most are handicapped by their upbringings which leave them emotionally scarred and violent. Those lucky enough to avoid this can reach very high levels of potential. There is a vast difference between half orcs raised by orcs and those raised by humans, and that is the biggest determination in what the individual is going to be like.  

Racial Template: Tiefling

General Description:
Tieflings are the rare offspring of an evil outsider and a humanoid race. Most have some sort of diabolic physical feature that sets them apart from others (although are able to more easily hide these then others). Few places are accepting of these individuals, and most must live a secretive life filled with fear of discovery and reprisal. Only a few cultures on Aertrea are open to such beings. In Shai, they are considered “divine beings” and likely “living saints” and are treated with basic kindness and respect but are still considered untrustworthy and somewhat dangerous. Tieflings are also accepted in the secret refuges and roving bands of the Harad, who have turned towards power no matter the source. There fiendish blood is an asset and considered a sign of power. Most tribal cultures destroy such beings a birth, as soon as their fiendish nature is realized. In some orc and goblin bands it’s considered a grand omen and tieflings can rise to positions of power and influence.
  Physical Description: Tieflings always show some sign of their fiendish heritage, sometimes easy to disguise and sometimes not. Scaly or red skin, horns, fangs, barbed tail, are all examples of how Tieflings might look.
Aging: due to their fiendish blood, they do not die of old age.
Location: Any
Available Races: any but warforged
Religious Tendencies: Any, most often a Dark God, Asmodeus, Orcus, Tiamat,
Additional Racial Abilities:
  • +1 DEX, +1 CHA and -1 STR -1 CON, -1 WIS or -1 INT,
  • resist electricity, cold, fire equal to character level divided by 5 rounded up,
  • 1/day cast deeper darkness at caster level = class level.
Additional Cultural Feats: Tiefling Racial FeatRules- Feats: Tiefling Racial Feats
Additional Favored Classes: warlock

Comments

Please Login in order to comment!