Hello. C J here. Recently the core rules of the current Dungeons and Dragons edition were released into the Creative Commons. I know the company behind Dungeons and Dragons isn't doing well financially right now and I think most people are concerned we're going to lose the entire genre. So, me here, I'm doing something about it. Welcome to my current project, Sigil.
Sigil is my take on the classic fantasy genre. I'm revising a bit of the original genre and races just to make them feel a bit more modern but I'm trying hard to preserve the look and feel of what was. I'm going to write the core book as fast as humanly possible even if it takes priority over my video game. Then I'm going to need a truly absurd amount of art for it. Now that I'm allowed to use the original monster names I'm going to see about working with or parodying them. The game will use a d12 because I'm more familiar with how it works. Here's two of the races.
Fae
The rare and mysterious people of the inner forests and lowland plains of Halcyon, the fae have their own means of crossing the space ways and keep to their own company. They are tall, elegant and proud of their long heritage. The first great empire to grace Halcyon and its many stars was theirs, and their ships are always welcome in any port bringing trade and news of far away. They are insular though and rarely let others into their inner secrets.
Long ago the fae race splintered their first empire, Ellysum, into many smaller fragments. Since then the fae race have evolved into several branches including the night fae, the sun fae and the wild fae. Night fae are dark in colour and bear the features of predatory beasts. Sun fae are the remains of their nobility, bright of complexion and almost capable of passing as a human except for their bird features. Wild fae are chestnut in colour and associate with the magic of the plants and seasons.
Fae Explorers
Playing one of these wanderers is to play as a mystery, as someone who understands themselves but shows little of that understanding to others. They never give away all their secrets and normally have the upper hand in any conversation or deal. They are honest though, and disdain the many branches of their people that have fallen in league with the Far Gods or the Underlords. These the honest folk root out with all the strength they can muster. Their cities are few and far apart but bear beautiful and ancient names like Heartwander and Brightleaf.
Fae Names
Their names are vowel heavy and often don’t correlate to gender. Names like Corellon, Avestand, Mearran, Baellan and Vastan are common. Their surnames are similarly long and ornate. Any of them can tell which fallen empire an individual has heritage to by their surname.
Race Features
Fae gain the following racial features.
Proficiency with heavy swords, bows and herbalism kits.
They gain +2 Dexterity.
Training in nature, arcane, or survival.
Dwarfen
Dwarfen are industrious people known for their skilled craftsmanship and outstanding humour. Made by the gods as an early attempt of making life, the race owe their origins to the mineral world rather than the natural one. They are elemental beings in nature still and hold one of the Six Elemental Courts themselves. The Iron Court is the only one populated solely by mortals. Their lifespans are long and they remain healthy and vigorous for most of their 800 or so years they see. They are a patient race but enjoy indulging their physical needs. Romance, food and fine drink are their main concerns.
They are a family oriented people and their clans span vast holds built into the mountains and dotting the fertile plains of Halcyon. They work hard to ensure their people’s prosperity and any other race nearby is certain to benefit from their fine metalwork and jewel setting. They make the best weapons, armour, and enchanted items anywhere in Halcyon and these items fetch a high price still even centuries after they are made. Dwarfen resemble slightly shorter humans with stone coloured skin, such as slate, marble, or onyx; metallic hair, often rust red or verdigris green; and bright gemstone eyes, with ruby, sapphire and topaz being common.
Dwarfen Explorers
Playing a dwarfen requires a certain ability to be gruff and unhelpful. This race do nothing quickly and do everything properly the first time. Dwarfen don’t understand speed as a concept and never react well to time pressure. In combat they are immovable objects except for when they strike. Then, they are a landslide. They are hardy and patient but don’t get along well with some of the shorter sighted races. They enjoy a good joke, especially if someone suffers because of it. They are honest though and know a good deal when they see one.
Dwarfen Names
Dwarfen names are often consonant heavy and contain multiple syllables. Names like Kaldoron, Balakan, Zekestan, Malakad and Gebaran are normal for them. They often give their surnames as a title, such as Of the Clan Merathan, or Of the Clan of Royal Stoneworkers.
Race Features
Dwarfen gain the following racial features.
They gain +2 to Strength and +2 to Stamina.
They have proficiency with the axe.
Training in one craft skill.
C J Mcpherson
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