Race Options
Prevalence
The likelihood of encountering civilizations or individuals of a given race across the world.- Worldly: The race can be found across every known continent in the world. So prevalent that they can form multiple cultures within the same empire or kingdom. Encountering these is practically an expectation.
- Widespread: The race can be found across some continents. Plenty enough to form kingdoms while still able to have city-states spread across the known world.
- Established: Provided that there is no greater animosity, they can often be seen within the lands of other races while still numerous enough to have a few kingdoms of their own.
- Uncommon: Usually keep to themselves, residing in the lands governed by their own kin. Enough to form a nation of their own, but that's just about their limit.
- Rare: Has no kingdom and is usually seen residing in communes within the lands of other races.
- Mythic: A person could go an entire lifetime without ever knowing that they exist.
Jordaheim is an early to mid-age medieval setting where travel is highly resource-intensive and time-consuming. Where things like teleportation, flying ships, and other forms of magical transportation are either a myth or an exceptionally rare luxury afforded to the most powerful.
Due to the difficulty of travel and transportation, most people remain near their homeland, forming tightly knit communities of their own race or culture. Familiarity is the foundation of safety, especially in a world that can be so perilous. The unfamiliar is treated with caution or suspicion, for they don't know if it may result in death or salvation. And few are willing to take the risk.
The fewer and more isolated a race is, the less the world at large knows about them. Humans are such a common sight that no one would care if one walked through the streets. Unless the street is in the most remote or isolated corners of the world, races like Loxodons, Merfolks, or other unusual races would garner far more attention when traveling the world at large. Keep this in mind when picking a race to play as.
Local or from Foreign Born
At the start of a campaign, there are two ways you can determine your character's race: Local or Foreign.
- Local means that the player's character is of a race that is from a settlement or substantial commune within a distance of 5 to 15 days (depending on the wealth of the character) of travel at the start of the campaign. The player is able to pick any race from a small list of races made by the DM. This list reflects the inhabitants of the local surroundings. Additionally, as long as there is no significant friction between two different races, such as war or generational hatred, you can have a mixed-race character since there is a chance of intermingling.
- Foreign means that the player character is from beyond the land that the campaign starts in. Choosing this option allows you to be any playable race. But you have to roll two d100. Each result represents a potential ancestry. The chance of your character's race is determined by how many there are of the given race and how widespread across the world they are. You may choose one of the two results as your full-blooded race, or be a mixed race combining both results. Consult the Half Race section below. If you are unsure of which lineage you want to be from, roll the specified die.
| Origin | Race | Commonality |
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| Människor (01-54) |
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| Vättar (55-59) |
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| Djurfolk (60-64) |
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| Dvärgar (65-67) |
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| Del-Drakar (68-70) |
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| Orcer (71-73) |
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| Alver (74-76) |
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| Gättar (77-78) |
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| Rå (79) |
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| Half Races | ||
| Djävul-barn (80-90) |
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| Elemental (91-99) |
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| Helgon-föd (100) |
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Size maters
A creature’s size determines how well it can handle a weapon. The maximum possible damage determines the size of the weapon, which is displayed in parentheses in the table below. Damage types stemming from magic and enchantments don't add to the weapon size, only piercing, slashing, and bludgeoning on account of the material used for constructing the weapon. The size category of the creature determines how it's able to handle the weapon, the larger it is the larger weapons it can use.| Weapon handeling | Tiny | Small | Medium | + | Large | + | Huge | + | Gargantuan | + |
|---|---|---|---|---|---|---|---|---|---|---|
| AC modifier | +2 | +1 | +0 | +0 | -1 | -1 | -2 | -2 | -3 | -3 |
| Light, One-Handed, Thrown (20/60) | 1 | 1d2 (2) | 1d4 (4) | 1d6 (6) | 1d8 (8) | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) |
| Light, One-Handed | 1d2 (2) | 1d4 (4) | 1d6 (6) | 1d8 (8) | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) |
| One-Handed | 1d4 (4) | 1d6 (6) | 1d8 (8) | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) | 3d12 (36) |
| Two-Handed | 1d6 (6) | 1d8 (8) | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) | 3d12 (36) | 4d10 (40) |
| Two-Handed, Disadvantage past 5 feet | 1d8 (8) | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) | 3d12 (36) | 4d10 (40) | 4d12 (48) |
| Disadvantage | 1d10 (10) | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) | 3d12 (36) | 4d10 (40) | 4d12 (48) | 5d10 (50) |
| Cant Wield | 1d12 (12) | 2d8 (16) | 2d10 (20) | 2d12 (24) | 3d10 (30) | 3d12 (36) | 4d10 (40) | 4d12 (48) | 5d10 (50) | 5d12 (60) |
Small Target
While small creatures aren't as durable or as strong as larger creatures, their smaller frame would make them a harder target to hit. See the table above.
Additionally, creatures of the small size category or smaller are able to better utilize cover. Any cover that a creature of one size category larger would use as half cover counts as three-quarters cover for a smaller creature. Any three-quarters cover for a creature of one size category larger than you is treated as full cover.
Encumbrance(Optional)
How much mass a creature can carry is proportional to its strength and size. Your carrying capacity is equal to your Strength score times your Carry modifier, which is determined by your size category. Depending on your size and strength score, apply the following modifier to your strength score to determine the threshold before you reach a certain load. While the current weight that you are carrying is less than the threshold, you are affected by the penalty associated with the load.
| Load | Tiny | Small | Medium | Large | Huge | Gargantuan | max dexterity bonus | Effect |
|---|---|---|---|---|---|---|---|---|
| Light | 0 | 0 | 0 | 0 | 0 | 0 | No limit | No penalty |
| Medium | x2 STR | x3 STR | x5 STR | x10 STR | x20 STR | x40 STR | +2 | Reduce all movement by 1/3 and apply disadvantage on sav. throws that use Con. |
| Heavy | x5 STR | x7 STR | x10 STR | x20 STR | x40 STR | x80 STR | +0 | Reduce walking movement by 1/3 and apply disadvantage on ability checks, and sav. throws that use Str, Dex, or Con. Can't use any flying, climbing or swimming speed. |
| Push, Drag, or Lift |
x7 STR | x11 STR | x15 STR | x30 STR | x60 STR | x120 STR | +0 | Reduce movement to 5 feet and apply disadvantage on ability checks, attack rolls, and sav. throws that use Str, Dex, or Con. Can't use any flying, climbing or swimming speed. |
| Max | x15 STR | x22 STR | x30 STR | x60 STR | x120 STR | x240 STR | +0 | All your movement is 0, and you automatically fail any ability checks, attack rolls, and sav. throws that use Str, Dex, or Con. |
Movement through ocupide space
You can move through the space that is occupied by a friendly creature, but you can’t stop and share the space unless it is prone. For a hostile creature, you can't move through its space unless the creature is at least two Sizes larger or smaller than you. Actions like Overrun or Tumbling allow you to move through the occupied space of a hostile creature, or fit the creature is prone.Creating a character
Once you have decided on the race of your character, you are then able to decide on their history, childhood, and appearance. Take into account that your character fits into the setting of the world. Where the culture, family, and life are around the character's perception of the world. Each race has a list of Traits, which you can choose from upon creation or leveling up.Ancestry Traits
Features that give your Character physiological properties or abilities based on your Race. You can choose various combinations of Ancestry Traits to customize your Character to express the type of fantasy race you want to play. At character creation, you start with 5 Ancestry Points that can be spent to gain Ancestry Traits. The cost is dependent on how "powerful" the trait is. The more it costs, the stronger it is.Spend Your Ancestry Points
You have to spend all 5 Ancestry Points on any Ancestry Traits from among the potions your race provides. Your character needs to have a total of 5 Ancestry Points worth of Traits (including negative Traits). If you reach certain levels in your class that allow you to improve your Ability Score, you can opt to spend those points to gain a Trait instead. One Ability Score improvement counts as one Ancestry Point.- Fundamental Traits. Ancestry Traits that have no cost apply to your character unless stated otherwise.
- Default Traits. Ancestry Traits that have a star (✦) are considered default traits for your race. These serve as the baseline option if you are unsure of what racial features to choose for your character.
- Major Traits. Ancestry Traits that cost more than 2 points are considered major traits, and can only be chosen upon character creation or if you are blessed, cursed, or undergo a transformation at higher levels. Since the maximum a character can spend when getting an ASI is 2.
- Negative Traits. Ancestry traits that have a negative Point value due to the penalty they provide to your Character. Picking one or more during character creation gives you additional Ancestry Points to spend equal to the total negative value of the Traits.
- Ability score Traits. You may spend Ancestry Points for an ability score as long as the given biology, entomology, or legacy has a trait corresponding to that ability score. You can also gain more Ancestry Points by sacrificing your ability score with the corresponding negative trait. With the following caveats:
- Can't reduce an ability score to less than 8 this way.
- Increasing an ability score past 15 this way costs 2 Ancestry Points during character creation.
- Duplicate Traits. You can’t choose a Trait of the same name multiple times unless it states so otherwise.
- Repeated Feature Refunds. If you gain a Feature or Feat that grants you a benefit that’s identical to (or a better version of) a Trait you have, you can choose to immediately replace that Trait with 1 or more other Ancestry Traits available to you that are worth the same amount of Ancestry Points.
- Trait Requirements. If a Trait has a requirement, such as a class level, feature, body, or Lineage, then that Trait won't go into effect unless the specified requirement is fulfilled.
Half Race
Humanoids of different kinds sometimes have children together. If you’d like to play as the child formed from this rare union, choose two Race options to represent your parents. Where you will inherit the biological traits from your mother, and your Lineage will be inherited from the father. You are only able to create a character based on one or two races.
Selecting traits. For example, if your character has a halfling and a human as parents, you might choose traits from the Human biology list, with their medium size and 30-foot movement speed. Then choose which Ethnology traits you can pick from of either parent. Ethnology is the influence of the environment in which the character was born. If they were born and raised amongst the sprawling cities of man, they would lean more human. While a childhood in a halfling farming community would make them lean more toward their Halfling side. The Lineages is the last option, where you may choose from the Lightfoot, Stout, and Forest
Apearance. Then you decide on your character's appearance. The chosen race body should serve as the baseline for the character's appearance. Where you then add visual characteristics to them, such as skin color/texture, ear shape, and the like, from the other race. If the chosen race for Lineage has a visual characteristic tied to it, then that should be applied.
Life span. Finally, determine the average of the two options’ Life Span traits to figure out how long your character might live. For example, a child of a halfling and a human has an average life span of 120 years.
Halfrace name. Optionally, you can call your character by a hybrid race name rather than simply "half-human" or "half-halfling". Take the name of your mother's race and replace the first three, two, or singular letters of the father's race name. In the case of our human-halfling hybrid, they could be called a "Haman" since their mother was a human while their father was a halfling. If it was the other way around, they would be called a "Humfling" instead. Leave it to the player to choose whichever rolls off the tongue the best.
