The Burnt World of Athas
Most humans are the descendants of pioneers, conquerors, traders,
travelers, refugees, and other people on the move. As a result,
human lands are home to a mix of people—physically, culturally,
religiously, and politically different. Hardy or fine, light-skinned or
dark, showy or austere, primitive or civilized, devout or impious,
humans run the gamut
*1 bonus feat at first level
*1 bonus skill point per level
*No ability modifier adjustments at creation
Dwarves are slow to laugh or jest and suspicious of strangers, but they are
generous to those few who earn their trust. Dwarves value gold,
gems, jewelry, and art objects made with these precious
materials, and they have been known to succumb
to greed. They fight neither recklessly nor
timidly, but with a careful courage and tenacity.
Their sense of justice is strong, but at its worst it can
turn into a thirst for vengeance.
*Base speed is always 20 feet per round, even when carrying a heavy load
*Darkvision out to 60 feet
The elves of Athas are not your average wood elves from movies. They are
a nomadic, strong people, with weathered faces and an unending stubbornness.
The elves of Athas have no home, and make no permanent settlements.
Their goal in life is too make it short and fun, instead of long and sad,
like much of Athas. They are quick to move, and even quicker to act.
*+2 to Dexterity
*-2 to constitution
*Immune to sleep effects (still required to meditate for 4 hours, 8 hours for spellcasters)
*+2 to perception skills
The life of a half-elf can be hard. If raised by elves, the half-elf
seems to grow with astounding speed, reaching maturity within two
decades. The half-elf becomes an adult long before she has had time
to learn the intricacies of elven art and culture, or even grammar.
She leaves behind her childhood friends, becoming physically an
adult but culturally still a child by elven standards. Typically, she
leaves her elven home, which is no longer familiar, and finds her
way among humans.
If, on the other hand, she is raised by humans, the half-elf finds
herself different from her peers: more aloof, more sensitive, less
ambitious, and slower to mature. Some half-elves try to fit in among
humans, while others find their identities in their difference. Most
find places for themselves in human lands, but some feel like
outsiders all their lives.
*No ability score bonuses at creation
*Immunity to sleep effects
*+1 to perception skills
*+2 to linguistics skills
A mul (pronounced: mül) is an incredibly tough
crossbreed of a human and dwarf. They retain the
height and cunning of their human parent, plus the
durability and raw strength of their dwarven heritage.
Muls are usually the products of the slave
pits-owners recognize the muls’ assets as gladiators
and laborers, and so order the births of as many
muls as can be managed within the ranks of their
slaves. Muls are born sterile, they cannot perpetuate
- +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
*Dwarven traits (except darkvision).
Giants dominated many of the islands and coastal
areas of the Silt Sea, wading across it to plunder the
communities of smaller races where they find them.
In some lost millennium, as a bizarre experiment or
perhaps as some sort of curse, giants were magically
crossbred with humans. Half-giants are now fairly
common, especially to human controlled lands at
the edge of the sea of dust.
A half-giant is an enormous individual, standing
between 10 and 12 feet tall, and weighing in the
neighborhood of 1,600 pounds. Their features are
human, but exaggerated.
*+4 Strength, +2 Constitution, -2 Intelligence, Wisdom, and Charisma.
*These are treated as large creatures.
There are other racial traits for each of the races, but that’s a lot of typing. If you want to know more, please ask me at the next game, or blast me an e-mail.