SpiritD6 Races&Cultures

Races

 

Human

Humans have the following ability scores. Humans do not gain any racial modifiers to their ability scores:
Might: 1-7
Agility: 1-7
Endurance: 1-7
Sense: 1-7
  Size: 0
Hit Points: 9+Endurance
Speed: 6+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Conquering Spirit: A human may use Spirit to add a die to a roll one additional time per adventure.
Worldly: A human adds 1 experience to 6 different worldly skills.
Cultures: Humans may be of Makuubi, Beirhamin, or Valen culture.

Dwarf

Dwarves have the following ability scores. Dwarves add a +1 to their Endurance Score
Might: 1-7
Agility: 1-7
Endurance: 2-8
Sense: 1-7
Size: 0
Hit Points: 10+Endurance
Speed: 4+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Nightvision: A dwarf can see in greyscale in low-light or no light.
Deep Places and High Peaks: A dwarf has advantage on endurance checks and skill checks related to surviving underground or in high altitudes, or navigating in such places.
Stout Strength: A dwarf can carry 2 extra bulk.
Cultures: Dwarves may be of Thaner or Gafhi culture.
 

Orc

Orcs have the following ability scores. Orcs add a +1 to their Might Score:
  Might: 2-8
Agility: 1-7
Endurance: 1-7
Sense: 1-7
  Size: 0
Hit Points: 9+Endurance
Speed: 6+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Nightvision: An orc can see in greyscale in low-light or no light.
Ferocity: An orc has advantage on endurance checks to avoid receiving a wound.
Cultures: An orc may be of Marching Horde culture.
   

Halfling

Halflings have the following ability scores. Halflings add +1 to their Agility Score and -1 to their Might score:
  Might: 1-6
Agility: 2-8
Endurance: 1-7
Sense: 1-7
  Size: -1
Hit Points: 8+Endurance
Speed: 4+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
The World is a Village: A halfling adds 3 experience to Insight and to Streetwise.
The Meek Shall Inherit: A Halfling with at least 2 Spirit always counts as having at least 1 success when using Spirit to oppose the effect of a Power.
Land of Giants: A Halfling has advantage on tumbling checks against larger creatures.
 

Elf

Elves have the following ability scores. Elves add +1 to their Sense and Agility scores and -1 to their Endurance score.
Might: 1-7
Agility: 2-8
Endurance: 1-6
Sense: 2-8
Size: 0
Hit Points: 8+Endurance
Speed: 6+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Nightvision: An elf can see in greyscale in low-light or no light.
Born in the Dark: An elf has advantage on Spirit checks to resist the powers of Fae and Demons.
Cultures: An elf may be of Exodite culture.  

Gnoll

Gnolls have the following ability scores. Gnolls add a +1 to their Might Score:
  Might: 2-8
Agility: 1-7
Endurance: 1-7
Sense: 1-7
  Size: 0
Hit Points: 9+Endurance
Speed: 6+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Nightvision: A gnoll can see in greyscale in low-light or no light.
Northern Fur: A gnoll has advantage on endurance checks against cold weather.
Cultures: A gnoll may be of Angrian culture.
 

Lizardfolk

Lizardfolk have the following ability scores. Lizardfolk add a +1 to their Might Score:
  Might: 2-8
Agility: 1-7
Endurance: 1-7
Sense: 1-7
  Size: 0
Hit Points: 9+Endurance
Speed: 6+(1/2 Agility)+(1/2 Endurance)
  Racial Trait:
Nightvision: Lizardfolk can see in greyscale in low-light or no light.
Scaly: Lizardfolk gain the Iron Skin trait.
Cultures: Lizardfolk may be of Karida or Hak culture.
 

Cultures

   

Makuubi

The human inhabitants of the Mekub, Makuubi range from transhumance cattle herders, to city craftsmen, to fishermen in the waters of the massive lake at the heart of their ancestral land.
Language: A Makuubi adds 4 experience to Language(Makuubi)
People of the Sun: A Makuubi has Advantage on any rolls made to resist a fear effect.
A Makuubi can choose between the following two traits:
Gods in the Sky: A Makuubi adds 3 experience to Astronomy.
A Happy Face: A Makuubi adds 3 experience to Bluff.
  Races: Human
Languages: Makuubi
Foreign Languages: Thaner, Runberi, Beirhamin
Magical Power Sources: Sun Priest, Priest of Nuwa (rare)
   

Thaner

The Dwarves of the Children of Aktar, most Thaner have been exiled from their ancestral lands by the dragon Inkrimane.
Language: A Thaner adds 4 experience to Language(Thaner)
Surrender is Failure: Once per day, a Thaner may reroll a die that came up as a failure.
A Thaner can choose between the following two traits:
Lorekeepers: A Thaner adds 3 experience to History(Thaner).
Legendary Chant: A Thaner adds 3 experience to Singing.
Magical Power Sources: Lorechanter
    Races: Dwarf
Languages: Thaner
Foreign Languages: Gafhi, Makuubi, KiYunth
 

Gafhi

The people of the Gafahraz, the Gafhi are a hard people from a hard land. Fiercely communal and historically difficult to control, the Thaner exodus has changed surprisingly little for these people.
Language: A Gafhi adds 4 experience to Language(Gafhi)
My Brother's Keeper: A Gafhi has advantage on checks made to give first aid to another.
A Gafhi can choose between the following two traits:
A Hard Land: A Gafhi adds 3 experience to Survival.
Herbal Medicine: A Gafhi adds 3 experience to Medicine.
  Races: Dwarf
Languages: Gafhi
Foreign Languages: Thaner, Makuubi, Runberi
Magical Power Sources: Rootspeaker, Lorechanter (rare)
 

Marching Horde

  Wandering bands of Orcish mercenaries, the Marching Hordes subsist on war and can be found wherever there is fighting to be done. Though viewed as heralds of bloodshed, they are also honorable warriors, who take the laws of war seriously.
Language: A member of a Marching Horde adds 4 experience to Language(Marchspeak)
Cosmopolitan: A member of a Marching Horde may roll any Culture skill with disadvantage to understand the customs of another culture they have had some contact with. A member of a Marching Horde can choose between the following two traits:
Honorable War: A member of a Marching Horde adds 3 experience to Law(Marching Horde).
Warrior Presence: A member of a Marching Horde adds 3 experience to Intimidate.
Races: Orc
Languages: Marchspeak
Foreign Languages: Any
 

Runberi

The halflings of the northern Runberi coast, the Runberi have built an empire on commerce, despite never forming a united realm.
Language: A Runberi adds 4 experience to Language(Runberi)
Master of The House: A Runberi has Advantage when opposing another's attempt to Persuade or Intimidate them.
A Runberi can choose between the following two traits:
The Price of Everything: A Runberi adds 3 experience to Appraise.
Emir of the Sea: A Runberi adds 3 experience to Sailing.
Races: Halfling
Languages: Runberi
Foreign Languages: Beirhamin, Valen, Makuubi, Elvish
Magical Power Sources: Priest of Nuwa
 

Exodite

The elves of the Borderworld Exodus live their lives in an all-encompassing hierarchy of all elves. Those rare elves that are seen outside the Exodite empire are either diplomats or exiles.
Language: An Exodite adds 4 experience to Language(Elven)
Chosen Path: An Exodite gains the Routine Craft trait for one skill.
An Exodite can choose between the following two traits:
Defense of Exodus: An Exodite adds 3 experience to Guns.
Ministry: An Exodite adds 3 experience to Logistics.
Races: Elf
Languages: Elven
Foreign Languages: Khelish, Valen, Palatine, Runberi
Magical Power Sources: Starseer
 

Beirhamin

The horse nomads of the Beirhamin plain south of the Runberi coast, the Beirhamin are largely a subject people of the Runberi.
Language: A Beirhamin adds 4 experience to Language(Beirhamin)
Born in the Saddle: A Beirhamin has Advantage on Ride checks in combat.
A Beirhamin can choose between the following two traits:
Eagle-Eyed Hunter: A Beirhamin adds 3 experience to Perception.
Horselord: A Beirhamin adds 3 experience to Ride.
Magical Power Sources: Sky Shaman ,Priest of Nuwa (rare)
  Races: Human
Languages: Beirhamin
Foreign Languages: Runberi, Makuubi, Gafhi
 

Valen

The people of the many kingdoms of the Valenies, the Valens are known as merchants and winemakers. Sat upon the crossroads between the east of the continent and the Great Bay, the Valenies have been many times conquered, and remain some of the most diverse places in the world.
Language: A Valen adds 4 experience to Language(Valen)
Meet All Sorts: Once per day, a Valen may reroll a social skill check.
Valen can choose between the following two traits:
Crossroads:A Valen adds 3 experience to Language(Any Foreign).
Vineyard Kingdom: A Valen adds 3 experience to Brewing.
Magical Power Sources: Priest of Nuwa
  Races: Human
Languages: Valen
Foreign Languages: Runberi, Beirhamin, Elven, Khelish, Palatine, Ibrit
 

Tescarana

The peoples of the Grand and Small Tescaries, these island dwelling people are known for their seafaring prowess and their dyemaking abilities. Organized into small clans, they have been politically subordinated to the Runberi and the Kilthish in recent times
Language: A Tescarana adds 4 experience to Language(Tescaraum)
Do not Bow: A Tescarana has Advantage when opposing another's attempt to Persuade or Intimidate them.
Tescarana can choose between the following two traits:
Snail Clans: A Tescarana adds 3 experience to Fishing.
Archipelagan: A Tescarana adds 3 experience to Sailing.
Magical Power Sources: Nethvis
  Races: Human
Languages: Tescaraum
Foreign Languages: Runberi, Kilthish, Angers, Khelish
 

Kilthian

The people of the Kingdom of Kilth to the north, the dwarves and their human subjects are known to be trustworthy and reliable, but hidebound and slow to adapt their ways.
Language: A Kilthian adds 4 experience to Language(Kilthish)
Suspicious of Novelty: A Kilthian has advantage on Insight checks to oppose Bluff attempts.
Kilthians can choose between the following two traits:
Ways of the Ancestors: A Kilthian adds 3 experience to Instruct.
Terrace Farms: A Kilthian adds 3 experience to Farm.
Magical Power Sources: Maestro
  Races: Dwarf, Human
Languages: Kilthish
Foreign Languages: Angers, Elven, Khelish, Taronian, Runberi
 

Carac

The peoples of Carac archipelago on the western end of the Great Bay, the Carac have only recently begun to affect world affairs. Formerly an enslaved people, the Carac are known for the glassteel, a substance that only their priests know how to make.
Language: A Carac adds 4 experience to Language(Carac)
Phoenix Folk: A Carac has advantage on endurance checks to avoid falling unconscious.
Carac can choose between the following two traits:
Commune: A Carac adds 3 experiece to Streetwise
Blood of the West: A Carac adds 3 experience to Magical Theory.
Magical Power Sources: Red Priest
  Races: Human, Giantkin, Halfling
Languages: Carac
Foreign Languages: Runberi, Kilthish, Angers, Tovi