HOME | DD

Olgantha — Olgantha Common Race Height Chart by UrsaNova

Published: 2014-02-22 16:15:59 +0000 UTC; Views: 21316; Favourites: 273; Downloads: 116
Redirect to original
Description Artwork by ursanova.deviantart.com/

---

Among the more prominent races in Olgantha, Humans are indefinitely the most common sight in any given city that isn’t a typical locale for other races such as one built into the side of a mountain or set high in treetop canopies. Halflings are almost as common in towns, especially those with access to waterways, though some have abandoned the nomad ways of their kin and have settled into numerous towns across the continent. Dwarves and Elves in cities not their own tend to be entrepreneurs of business based on their specialties in crafting. Gnomes are a rare sight anywhere outside of the eastern islands they’re taken residence, though most large cities have at least a few among their populace, especially since demand for gunsmithing has rapidly increased in recent years. Orcs often are seen in city slums or hired as muscle for any variety of business be they tavern, caravan or riverboat. Rare is the Orc who has climbed the ranks to a place of power, but they are not completely unheard of. And then there are the kobolds, small, lizard-like humanoids enslaved by the goblins long ago and forced to do their bidding. Some have been freed or escaped captivity and have found lives in human cities, though many find themselves in situations not so different that the lives they escaped.

Each player begins the game with 3 skills to learn (or train in), a racial bonus skill, and a racially prohibited skill in which they automatically start with a -50 in that skill due to that race typically not having training in that area. If the player so chooses they may train in their race’s prohibited skill (reducing the negative to a -35), but doing so may cause them to be considered untrustworthy among their kin. Where the racially learned skills states one skill "or" the other, is does not prohibit the character from learning the other skill as well, it only means that one of the two skills must be chosen.

Small characters: Halflings, gnomes and kobolds are small-sized. They get +1 to attack and +1 to AC, but can only carry 3/4ths the capacity of medium-sized characters.

Humans

Humans make up every part of society in Olgantha one could imagine both noble and modest, but to most other races they are considered brash and impetuous, a lamentable fact about such a short lived race of beings. As one might expect of so prevalent a race, the sight of “hybrids” or “half-breeds” is not so rare, and moreover they can create offspring with any other race.

· Prohibited skill: none Starting skills: 3 skills

Because of the versatility if the human race, they aren’t particularly bad at anything, but neither are they highly specialized in any regard beyond what they choose to learn.

Racial stats

- Average height: 6’
- Weight: (height x 3d6) + 100lb.
- Normal vision
- Languages: Common. +1 language per Intellect point above 5 (1st level only).
- Special: Humans gain a bonus Perk at every 5th level (5, 10, 15, etc.).

Humans are among the taller races and are very widespread and diverse, but have not gained any specific resistances across the centuries. However, they are quick learners.

Dwarves

Dwarves are master craftsmen and vigilant warriors as frequently seen using a hammer or axe martially as they would for utility. From birth their training is rigorous and their bodies are as well-honed as their weapons and they’re as well known for their stubbornness and mistrust as they are of their ferocity and hardiness. They once prayed to a being stout and bearded much like themselves, but whose stature was immense and heart giving like the stone of its ore, for he created them of the earth they revered before time was known to the mortal races.

· Prohibited skill: Eldritch Powers Starting skills: 3 skills + Melee Weapons

Possibly due to an inherent inability to tap into the Arcane Well or merely a long-stemmed rivalry with the Elves, Dwarves shun any study of the magical arts and instead favor the power instilled by a solid weapon in a well trained pair of hands.

Racial stats

- Average height: 5’
- Weight: (height x 3d10) + 200lb.
- Dark vision up to half of Perception
- Languages: Dwarven and Common, +1 of following per Intellect point above 5 (1st level only): Deepspeak, Elven, Goblin, Kobold, Meander, Mountainspeak.
- Special: Poison Resistance +2, Electricity Resistance +2, +3 Mettle

Dwarves are short but very stocky and are especially resilient against physical harm. Because of their low center of gravity and natural affinity with the earth, dwarves can shrug off electricity better than other races. Due to their large hands and thick fingers, dwarves count from thumb down so that they can still easily hold an axe or hammer with the small finger--or so that they don’t hamper their ability to pummel faces.

Elves

Elves are considered by many--especially themselves--to be the longest living race in Olgantha, something the Dwarves are never short to disagree with them about. They’re as common a sight among the trees and musty tomes of ancient tower libraries as delving into dark depths in search of things better left forgotten. Many call these long-lived beings with their fine, lithe features, hair and eyes and skin as varied as the forest itself--though those of the towers tend to be more pallid than their dark-skinned forest kin--arrogant and aloof, but they themselves prefer to simply be called “better”.

· Prohibited skill: Firearms Starting skills: 3 skills + Eldritch Powers or Archery

When the warriors of magic and arrow were offered the gift of ballistic technology by the Gnomes, they refused, but curiously have not been so rash as to completely dismiss the use of all powder-based technologies.

Racial stats

- Average height: 6’6"
- Weight: (height x 3d6) + 75
- Low-light vision
- Languages: Elven and Common, +1 of following per Intellect point above 5 (1st level only): Aetherian, Draconic, Dwarven, Faespeak, Gnomish (one dialect), Meander, Orcish, Wispword.
- Special: Charm Resistance + 2, Radiant Resistance +2, Resolve +3.

Tall and thin as they are long-lived, elves have a remarkable knack for learning new languages, and their fae nature makes tricking them especially difficult. Due to their frequent exposure to the Arcane Well, radiant energy is less harmful to them. So that they can retain a nocked arrow, elves count from the small finger up when necessary.

Halflings

Halflings are true masters of whatever they set their hearts to be it trading, performing, gambling, fighting, even halfling ferrymen are unabashedly enthusiastic about their work. They are so varied in ability and skill depending on the individual that common narratives against them vary depending on what isolated town you visit, but surely the most common is the tale of the roving Halfling band that steals your pots and pans and daughters beside the silverware. Their infectious nature is not always appreciated.

· Prohibited skill: Unarmed Starting skills: 4 skills

While being versatile and eclectic in their choice of specialties, one fact remains that sets them apart: their height and meager frames make them miserable brawlers. Just make sure they don’t get a chance to break a bottle or pull a knife or it may be the last thing you ever regret.

Racial stats

- Average height: 3’6”
- Weight: (height x 3d6) + 50
- Normal vision
- Languages: Meander and Common, +1 of following per Intellect point above 5 (1st level only): Dwarven, Elven, Gnomish (one dialect), Goblin, Kobold, Orcish, Thanic.
- Special: Cold Resistance +2, +1 ST/Atk against/with thrown weapons, +1 Mettle, +1 Grace, +1 Resolve.

The desert nomad language known as “Meander” was brought with the miniscule Halflings from the Dar Fiuhm, as well as their resistance to even the iciest of nights. The Halfling sport of throwing has become so popular that many have been adapted to be enjoyed in the warmth of a pub or at open air bazaars and markets. Curiously, halflings--who rarely wear anything more cumbersome than sandals--count with their toes rather than their fingers, which are usually busy with some diversion.

Gnomes

The curious and enigmatic Gnomes are tinkers by nature and nurture, constantly curious about refining and improving whatever project they’re working on at the moment, making them seem flighty to the uninitiated, and slightly unaware of their own well-being by those actually paying attention. That’s why the important ones wear those tough silk vestments some speculate. Others say that they’re born from eggs with a ravenous hunger and numerous legs with a constant mind for self-improvement so much so that they form a chrysalis or pupae before reaching adulthood, but of course that’s merely conjecture with no living evidence to corroborate its legitimacy.

· Prohibited skill: Archery Starting skills: 3 skills + Explosives or Firearms

As the Elves shunned their technology so too did the Gnomes banish the use of the ancient art of the bow calling it crude and uncivilized. Though Elves would certainly be quick to remind that they have no need to fiddle with vials of foul smelling powders that are very easy to detect if not downwind, not to mention the flash and the bang.

Racial stats

- Average height: 4’6”
- Weight: (height x 3d6) + 50
- Normal vision
- Languages: Gnomish (Nohin or Shenzhuan dialect) and Common, +1 of following per Intellect point above 5 (1st level only): Dwarven, Elven, Gnomish (other dialect), Meander, Kobold, Orcish, Wispword.
- Special: Acid Resistance +2, Fire Resistance +2, +3 Grace.

Gnomes, with their black sclera and unusual attire, are used to working with volatile materials and as such, have a habit of leaping for cover at the slightest pop, bubble, or bang. Just in case. It’s not that they’re cowards, but there’s a reason why many gnomes have such short beards and eyebrows.

Orcs

The brutish race that has harried the common races--most especially the Elves--is in a curious position in the world. For some they see the prospect of bettering themselves in the

safety of communities worth the loss of some of their heritage. For others they see these city orcs as traitors to the race for abandoning their culture for the feigned respect of those that would prefer to see them banished to the wilds. Still others fight for respect in civilization to keep their heritage strong and to remind the common races that they too are citizens of Olgantha. Here and there one might find orcish cultural centers in a few of the more metropolitan cities, but too often a district or two away will one find Orc families begging for change or slumming for work that might cost them their lives, or worse, their dignity.

· Prohibited skill: Speech Starting skills: 3 skills + Athletics

As much as the Orcs have made strides to overcome adversity, the physical impairment of the massive tusks jutting from their mouths and their often frightening and imposing nature makes persuasion often a futile effort. However, they more than make up for this with their phenomenal athleticism, a specialty being tree-scaling, a sport that Elves hold a particular loathing for. (Orcs can use Athletics to make Coercion Speech checks instead of using the Speech skill)

Racial stats
- Average height: 7’
- Weight: (height x 3d10) + 150
- Low-light vision
- Languages: Orcish and Common, +1 of following per Intellect point above 5 (1st level only): Aetherean, Dwarven, Elven, Faespeak, Goblin, Mountainspeak.
- Special: Poison Resistance +2, Fear Resistance +2, +3 Mettle.

The tallest of all the humanoid races, orcs are often seen as little more than rippling walls of muscle--which is just the way many orcs like it. Though many of the common races may see orcish traditions as barbaric or savage, scholars have noted significant similarities between orcish Spirit Song and the lyrical High Elven language (known collectively as Aetherean), so much so that other than syntax disparities in form, they are nearly identical.

Kobolds

The reptilian race of creatures reviled by Dwarves and Halflings for the damage done during wars past are no strangers to dungeon delves and bounty collection for the further bettering of society. Oftentimes they are less respected than Orcs, though their hardworking sensibilities have found them in unlikely positions of power where skilled craftsmen are needed. While they might not be incredible builders and innovators, they are incredibly gifted at keeping things in working order--when they’re not dismantling them piece by piece.

· Prohibited skill: Explosives Starting skills: 3 skills + Repair

Something about the smell of the powder makes them oddly clumsy. Doctors have tried to determine what causes this allergic reaction, but the cleanup makes it seem like an act of futility to many--especially those who have to pick up the pieces afterward.

Racial stats

- Average height: 3’
- Weight: (height x 3d6) + 50
- Dark vision up to half Perception.
- Languages: Kobold and Common. +1 of following per Intellect point above 5 (1st level only): Deepspeak, Draconic, Dwarven, Goblin, Orcish, Meander.
- Special: Sonic Resistance +2, Disease Immunity 40%, Grace +3.

Kobolds’ ears, being set further into their skulls, lends them a natural defense to sonic attacks, and their unique physiology makes them resistant to most contagion. Due to their long history of slavery to goblin masters, they’re quick to dodge oncoming attacks.
Related content
Comments: 4

IggyHazard [2020-01-09 15:29:32 +0000 UTC]

Kobolds = Hufflepuff

👍: 0 ⏩: 0

Cha0ticmarine [2019-02-09 17:43:05 +0000 UTC]

Awesome work, love the details on the clothes, and dirt staining...its very delightful

👍: 0 ⏩: 0

acemcgunner [2018-02-02 21:47:48 +0000 UTC]

neat

👍: 0 ⏩: 0

ColonelBSacquet [2016-11-12 07:33:27 +0000 UTC]

"brash and impetuous, a lamentable fact about such a short lived race of beings."

Short-lived? What do you mean?

Ah well. 80 to 122 years old isn't that bad, aye?



"Many call these long-lived beings [...] arrogant and aloof, but they themselves prefer to simply be called “better”."

:-D Hah! Typical of arrogant and aloof beings. ^^



"the most common is the tale of the roving Halfling band that steals your pots and pans and daughters beside the silverware."

What? Ô_o Many a human family must be aching to shed halfling blood in revenge, I guess. :-S

Besides, why? I mean, why abducting the daughters, in particular? Do they hold them for ransom, or sell them as slaves on their markets, please?

👍: 0 ⏩: 0