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It would be a mistake to assume that the Changed are standard fantasy
races. All of the Changed were human once, citizens of a technologically
advanced society prone to cultural imperialism. Very few people chose
consciously to become nonhumans. They evolved as their inner nature dictated
rather than as their rational mind decided. These transformations are
usually, but not always, permanent.
Some sweeping generalities about the different races are presented here.
They are true in the general and false in the specific, like all generalities.
Your mileage may vary.
Dwarves
Elves
Humans
Klingons
Dwarves
Dwarves appear in the dictionary next to the definitions for 'dour' and
'taciturn'. There have not been many dwarves sighted since the Change,
mostly due to the fact that the vast majority of dwarves retreated underground
and pulled together to form their own communities. Dwarves tend to have
a good aptitude with technological sciences and are very likely to be
able to keep modern technology alive and progressing in the years to come.
The few dwarves that are known about almost universally have engineering
backgrounds and spend their days performing such vital tasks on equipment
maintenance, vehicle repair, fuel production, and reloading ammo. Other
dwarves are known for their feats of structural engineering, while still
others excel at weaponsmithing and armoring. A very rare few are producing
hand-crafted firearms that are of high enough quality to be enchanted.
Such weapons are never for sale and are found primarily in the hands of
the dwarven community defense forces.
Dwarves tend not to trust non-dwarves as a general rule, but are known
to judge each individual on their own merits. Their gruff demeanor conceals
an iron loyalty to those they consider friends. They don't truly hate
any other race; they just don't have a whole lot of use for them. Any
group invading one of their territories or attacking one of their settlements
will be met with unbridled, unmerciful, unrelenting fury. It takes a lot
to get a dwarf mad, but once that happens he or she will not stop until
the offending party and anyone who protects them are dead. Other than
that, dwarves are easy to get along with, and are always happy to raise
a flagon with a friend.
There is no truth to the rumor that the jawas occasionally employed by
the Overlords are in reality shaved dwarves. Female dwarves do not have
beards. Anyone who tells you otherwise is setting you up for a rude reeducation
(and a sound thrashing).
Racial modifiers:
Standard 3E as per PHB
Elves
Drow
Fantasy
gaming has characterized dark elves as being a treacherous, murderous,
untrustworthy group of backstabbing, status-obsessed spider-worshipping
vipers. This is, of course, complete rubbish: drow rarely worship spiders
and are far more likely to manipulate you into getting yourself killed
than they are to actually stab you themselves.
Drow are rarely kings and queens themselves; they much prefer the position
of king-maker. Machiavelli, Neitzche, and Sun Tzu are honored teachers
among the drow. Few publicly express any religious preference, though
most are deeply religious.
Drow also present a unique case of sexual dimorphism. Only one drow male
in ten is able to reproduce. These males are very tall and usually extremely
muscular. Strong drow females are often forced to compete with one another
over these fertile males.
The rest of the males are scrawny, weak-willed drones who live to be
ordered around. Most of them used to be middle or upper management before
the Change. When males of each type stand together, it looks like a live-action
'Charles Atlas' cartoon.
Racial modifiers:
Alpha Male: +4 STR, +2 CON, -2 WIS, -2 CHR
Female: +2 DEX, +2 INT, +2 CHR, -2 CON
Drone Male: -6 STR, -4 CON, -4 WIS, -6 CHR
Gold
Gold
elves are usually the friendliest and most outgoing of the elven peoples.
They are most likely to find themselves becoming ambassadors and go-betweens
for the elven community and the outside world. Non-elves consider them
to be more trustworthy than drow, nicer than moon elves, and less likely
to stick a lance in your back than sylvan elves.
In the elven community, gold elves often serve as referees, counselors,
advisors, and teachers. Many times, gold elves become very effective leaders
in elven and non-elven communities alike.
The best gold elf leaders usually have a specific staff composition backing
them: A drow policy advisor and political strategist; a moon elf religious
or 'traditional culture' figure for moral guidance (whether real or not);
and a sylvan elf "dustbuster" to take care of all the annoying
little issues that leaders tend to encounter. Each advisor addresses things
their people tend to be good at, leaving the gold elf leader free to concentrate
on important matters like peace, prosperity, and the general welfare of
his or her people.
Gold elves are mostly responsible for new art, music, and literature.
They are very comfortable balancing elven and non-elven artforms and literary
styles, often in ways that make moon elves cringe and wish desperately
to be elsewhere. They are also capable of expressing a deeper range of
passion and emotion in traditional artforms than any of the other subraces.
Gold elves are greatly connected to the land and are concerned with the
welfare of their people to a greater extent than other elves. While the
sylvan elves see themselves as guardians of the land, gold elves see themselves
as caretakers of it.
Racial modifiers:
+2 DEX, +2 INT, -2 STR, -2 CON
Moon
Moon
elves are the guardians of elven propriety and history. They see themselves
as the arbiters of all things elven, to the point of being "culture
police".
They see drow as being too willing to play "human mind games",
and see gold elves as "assimilationists". They respect sylvan
elves for their focus on elven matters, but see their occasional xenophobia
as "unseemly" (they feel the same way; but to express it so
openly is just not proper).
They would rather not have anything at all to do with non-elves, but
will do so when required, albeit with much forced friendliness and a smile
that looks like it's been painted on.
Although tempting, it is usually a bad idea to point out to a moon elf
that the elven people really don't HAVE a culture, and that every elf
on the planet was a human only a year or so ago. Moon elves consider that
to be a mere technicality, and pointing it out is a grave insult to elven
people everywhere. Elves do so have a culture; it has just been hidden
for a long time and will require some effort to rediscover.
Racial modifiers:
Standard 3E as per PHB
Sylvan
The
defining characteristic of Sylvan elves is their xenophobia. They're not
racists - they mistrust everybody. They won't simply kill you out of hand
(usually!) - but they will only give you one warning shot before opening
fire. They have no interest in the political machinations of other races
- they themselves appoint, by acclaim, the most capable person to do a
given job. They really don't understand why other races would make decisions
any other way. The closest pre-Change description for their politics would
be Democratic Socialism.
They see the elven place in the world as being an integral part of the
natural order. Elvish purity requires a purely elvish environment. Elves
are wild things and the further they are removed from the natural state,
the less elvish they become. What most people think of as cities, they
consider an abomination. This does not mean that they abhor technology
unconditionally; they rather like automatic weapons and sophisticated
sensor nets. They are eminently practical; as long as the technology exists,
they're happy to use it on you.
As far as other elves go, they consider Drow to be hopelessly melodramatic
and completely untrustworthy. Their only use is keeping the 'round ears'
confused. Gold elves make concessions to the non-elven races far too easily.
The gold elven tendency to make peace with non-elves makes sylvan elves
highly uncomfortable, and gold elves are always regarded as slightly suspect
in their eyes. Moon elves are the most respected of the elven subraces,
but their obsession with culture, clothing and fine arts causes sylvan
elves to see them as effete snobs. Other races are not even as highly
thought of as the Drow - in fact, the sylvan elf word for 'non-elf' loosely
translates to 'target of opportunity.'
Racial modifiers:
+2 STR, +2 DEX, -2 CON, -2 INT, -2 CHA
Humans
Homo Sapiens Sapiens. Curious little shaved monkeys. What's to know about
them?
Humans make up about 55-60% of the total survivor population. Still very
versatile and resourceful in emergencies. Equally skilled at warfare,
magery, and the mind magics. Very diverse in belief, skill, knowledge,
and worldview. Surviving humans tend to be more tolerant and open than
nonhuman survivors, mostly due to the tendency for zealots and extremists
to either get killed quickly or to Change.
Klingons
There
is a story, perhaps apocryphal, about an executive of the Ka Corporation
who was assigned a Klingon as a bodyguard. The executive had been a copyright
lawyer for Viacom before the Change. He looked his new bodyguard over
for a minute, then turned to another executive and said, "I think
their entire race could be considered our intellectual property. How much
could the company make if we charged them a licensing fee to look like
that?" They were still laughing when the bodyguard's betleH took
their heads off. The official cause of death for both was listed as 'Suicide',
and the bodyguard was reassigned to a senior executive who admired his
initiative.
Klingons tend not to care about their race's origins - fictional is not
so different from mythical, after all - unless it sounds like their honor
is being slighted. Their response to that is both immediate and predictable.
Klingons tend to be stronger and hardier than humans. They have redundant
organs and nerve systems, and an eight-chambered heart. This makes them
very hard to kill, but it has a price, in the form of a biological drive
towards action. They must always be DOING something. Klingons are not
stupid, but they are impatient. They want results, not interminable research.
The Klingon way is to watch for someone to develop something they want,
and then take it from the inventor by conquest rather than build it themselves.
Klingon fighters may take the Rage feat as a bonus at first level. This
feat is identical to the barbarian Rage ability.
Racial modifiers:
+2 STR +2CON -1 INT -2 WIS -1 CHR
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