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Playable Races: Humans and Half-Humans

Humans

  Newmans are frail, short-lived, and highly adaptable. They are unrestricted in choice of class and can reach the highest level possible. They have only inhabited Hubworld for 22,000 years, arriving with the wave of new life forms that appeared after the Bicaboom. They are also the only race left that can (non-magically) produce hybrids with other races, others having lost that ability at the same time that the Newmans appeared. Newmans can have any colour of hair imaginable, and their skin tone is predictable by place of birth (regardless of parentage). Newmans express all the gender and sexual possibilities of real-life humans, and it is up to players to define these for their Newman character. However, the DM may limit some possible class/culture combinations based on the choice. Subject to some culturally-imposed limitations, Newmans can choose almost any class and can advance as far as a class allows. They correspond to the Human of 1st Edition.   Goldadams are the Human race that occupied parts of the world’s shifting surface before the Bicaboom and the arrival of the Newmans. Goldadams live as long as Elves and have better stats on average than Newmans, but are more limited in their potential, both in terms of available classes and maximum levels. They tend to look like Newmans through a sepia filter and come in three distinct sexes: male, female, and hermaphrodite. The slow aging process of Goldies extends to their gestation, and a pregnancy can take 5-6 years to complete. This burden has factored into the slow decline of the Goldadam population relative to other Humans. Outside of the Golden Plains region where they constitute a majority in many villages, Goldadams seldom make up more than 5-10% of the population in any given human settlement. The heroes and legendary humans named in Deities & Demigods are all Goldadams.    Silveradams are Mermen, as described in Monster Manual I. They can survive out of water for a time, but find movement very difficult, having fishtails in place of legs. Their hair tends to greens and purples, and their skin tone varies West to East along a Purple-Green spectrum. Silveradam communities of varying sophistication can be found in just about any sea, but they are rare outside of temperate waters. They are most populous within the Hubbish Sea, along the shores of the Martian Empire and western Tirfinach, and in the Venial Straits.   Frostmen are also considered a type of human, though it is not known when they appeared or whether they are more related to Goldadams or Newmans. They remain as described in Fiend Folio but are a playable race with very limited class options.     Half-Humans   The Human half of half-Humans is always Newman.   Half-Elves now come in three varieties:   1) The Halfalf is the Half-Elf of 1st Edition and results from the union of a Newman and any Pixish or Dour Elf except for Neptunites and Plutonites (Jovians, Snow Elves, and Green Elves do not mate with Humans).   2) The Waterling is a Human-Neptunite cross.   3) The Darkling is the result of a Human and a Svartalf or Plutonite.     Half-Orcs remain unchanged from 1st Ed.     Half-Ogres are much like Half-Orcs, but potentially stronger.     A Half-Giant has a Hill Giant, Firbolg, or Verbeeg as its non-human parent.     Humans who mate with polymorphed Dragons produce Spirit Folk. Bamboo, River, and Sea Spirit Folk remain unchanged. They live mostly in the Sholun and Baghadeesh regions and on the islands of the Ocean Endless. Spirit Folk are considered “Children of Ki” by the Druids and the same non-interference policy for Gnomes applies to Spirit Folk as well.       Hybrid Humans   Newmans may also breed with other Humans:   A Newman-Goldadam cross is called a Halfadam and is a predictable mean (in terms of stats and life expectancy) between the two parent races. They are slightly more common than Goldadams.   Gillmans are Silveradam-Newman crosses, having both legs and gills. These people are very rare, though there are rumours of an all-Gillman city somewhere in the Higher Sea.     ALIGNMENT   According to the Sagus Consensus, humans have a "weak essence" that results in their being born with fewer inherent abilities, no inherent knowledge, but also much more freedom than other creatures to choose their path in life. It is suggested that Newmans in particular, not being originally "of" the world, may have no essence at all. Consequently, Newmans, Goldadams, most Half-Humans, and all Human Hybrids may be of any alignment.   Silveradams may be Neutral, Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral.   Spirit Folk may be any non-Evil alignment.   Frost Men are always Lawful Evil.

Basic Information

Growth Rate & Stages

Apprentice Young Adult Mature Middle Aged Old Venerable Ancient
Newman 7-13 14-20 21-40 41-60 61-90 91-120 121+
Goldadam 75-200 201-500 501-1200 1201-2000 2001-3000 3001-4000 4001+
Silveradam 16-50 51-125 126-300 301-500 501-750 751-1000 1001+
Halfadam 35-100 101-250 251-600 601-1000 1001-1500 1501-2000 2001+
Gillman 8-25 26-60 61-150 151-250 251-375 376-500 501+
Frost Man not playable not playable 26-75 76-125 126-175 176-225 226+
Half-Elfs (all) 12-23 24-40 41-100 101-175 176-250 251-325 326+
Half-Orc 6-11 12-15 16-30 31-45 46-60 61-80 81+
Half-Ogre 7-13 14-20 21-40 41-60 61-90 91-120 121+
Half-Giant 10-19 20-30 31-50 51-70 71-90 91-110 111+
Spirit Folk 7-13 14-20 21-40 41-60 61-90 91-120 121+

Dietary Needs and Habits

Newmans, Goldadams, Halfadams, Silveradams, all Half-Elf types: The diets of these vary widely by culture and religion. They are omnivorous but many groups exist that do not eat meat or only eat meat or even cannibalise.   Half-Orcs, Half-Giants, Half-Ogres: These are also omnivorous, but cannot escape their cravings for meat.   Spirit Folk: Bamboo: Strictly vegetarian. River and Sea: Will eat plants and fish.   Frost Men: Strictly carnivores.

Biological Cycle

Effects of age (all races):   Adolescent: (-1 Wis,-1 Con,-1(2 steps) Str)/year under 14, human equivalent,these points are gained each year until the character comes of age   Young Adult: -1 Wis,+1 Con (to stats if starting as YA), +1 Wis,+2 Con,+1 Str(3 steps) (if aging from Adolescent)   Mature: +1(3 steps) Str,+1 Wis; (also-1 Con if aging from Young Adult)   Middle Age: -1 Str (-2 steps),-1 Con,+1 Int,+1 Wis   Old: -2 Str (-3 steps),-2 Dex,-1 Con,+1 Wis   Venerable: -1 Str,-1 Dex,+1 Int,+1 Wis   Ancient: +1 Int,+2 Wis,-2 Dex,-3 Str,-4 Con,+1 Cha

Additional Information

Geographic Origin and Distribution

Humans and Half-humans are found globally except for the following races:   Spirit Folk: Northeast, Southest, Ocean Endless   Silveradams: High Seas, Simmering Sea, Deadened Bay, Hubbish Sea, Ocean Endless, Great Southern Sea, Raven Lake   Frost Men: Vastlands

Perception and Sensory Capabilities

Infravision (60' Half-Elves, Half-Orcs, Half-Ogres, 120' Spirit Folk)

Civilization and Culture

Major Language Groups and Dialects

Vastlandic Vasgon Gonga Gunquot Cuauhtil Duvaquot Duvan Olmanik Balal Chibo Babal Babalvalse Valsa Wotenspark Chellodanish Chellish Tengric Pinwa Pinnosho Showa Dinnosho Zoron
Body Tint, Colouring and Marking

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