>> The Isles of Aledeon >> Inhabitants
Inhabitants
The animals of the islands are as diverse as any part of the realm, but what makes the islands unique is their isolation.
The early adventurers found the islands already populated with animals of all sizes and types. The largest of the islands inhabitants are the Dragons, having several sub species and a wide territory they are by far the most feared creature in the island group.
The peoples of the islands, although not as diverse as the animal and plant population also span the range of races found throughout the realms. Although none are indigenous to the islands, some races have none the less been isolated on the island group long enough to have developed their own
unique traits, language, and societies. The earliest explorers and adventurers came from many points throughout the realms and for varying reasons. It was well known that the islands had an untapped wealth of metals and precious stones, and was a natural magnet for miners and craftsman.
The islands lush stands of timber have also helped to draw loggers and settlers to the islands. Many old logging camps are scattered through the islands where early inhabitants either logged out the area, or were driven out by some of the local fauna.
There are few built up areas in the island group and no true cities unless you count the rumoured Drow city said to be located within the bowels of an extinct volcano. Along the coast is the port town of Red Barrel. It is the main port for the islands and is the gateway to the main island and beyond.
All manner of cargo pass through it's gates destined for outlaying settlements and encampments. It was once said that if it "can't be found in Red Barrel it dosen't exist". This may be a bit of an exaggeration, but the fact is that if you can find it on the islands it most likely passed through Red Barrel.
In the central portion of the main island is the mountain settlement known as "Ravenscrag". This ancient walled settlement has changed little in it's long and bitter history. The settlement is smaller than Red Barrel and seems to be more suited to solitary wizards and other adventurers rather than settlers or families.
It's cool climate and steep slopes make access difficult for those not accustomed to travel through mountainous terrain.
Common Races
Throughout the realm you will find various races of inhabitants. Below is a general guide to some of the races you will encounter on the islands.
- Drow - Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
- Dwarf - Dwarves average 4 feet tall and weigh as much as adult humans. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves are known
for their skill in warfare, their ability to withstand physical and magical
punishment, their knowledge of the earth's secrets, their hard work, and their
capacity for drinking ale. Their mysterious kingdoms, carved out from the
insides of mountains, are renowned for the marvellous treasures that they
produce as gifts or for trade.
- Hill Dwarf - see above.
- Deep Dwarf - These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
- Duergar - Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
- Mountain Dwarf - Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.
- Elf - Elves average 5 feet tall and typically weigh just over 100 pounds. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Elves mingle freely in human lands, always welcome yet never at home there. They are well known
for their poetry, dance, song, lore, and magical arts. Elves favour things of
natural and simple beauty. When danger threatens their woodland homes, however,
elves reveal a more martial side, demonstrating skill with sword, bow, and battle
strategy.
- High Elf - see above.
- Aquatic Elf - Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.
Aquatic elves fight underwater with tridents, spears, and nets.
- Gray Elf - Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
- Wild Elf - Wild elves are barbaric and tribal. Wild elves' hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.
- Wood Elf - Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings
- Gnome - Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue.
Gnomes adore animals, beautiful gems, and jokes of all kinds. Gnomes have a great sense of
humour, and while they love puns, jokes, and games, they relish tricks-the more
intricate the better. Fortunately, they apply the same dedication to more practical
arts, such as engineering, as they do to their pranks.
- Rock Gnome - see above.
- Svirfneblin - Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
- Forest Gnome - They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
- Half-Elf - Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents’ physical characteristics.
Humans and elves sometimes wed, the elf attracted to the humans energy and the human to the elf's
grace. These marriages end quickly as elves count years because a human's
life is so brief, but they leave an enduring legacy - half elf children.
The life of a half elf can be hard. If raised by elves, the half elf grows with
astounding speed, reaching maturity within 2 decades.
- Half-Orc - They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair.
In the wild fronteirs, tribes of human and orc barbarians live in uneasy balance, fighting in times
of war and trading in times of peace. The half-orcs who are born in the frontier
may live with either human or orc parents, but they are netherless exposed to
both cultures. Some, for whatever reason, leave their homeland and travel to
civilized lands, bringing with them the tenacity, courage, and combat prowess
that they developed in the wilds.
- Halfling - Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes.
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves
wherever they can. Often they are strangers and wanderers and others react to
them with suspicion or curiosity. Depending on the clan, halflings might be
reliable, hard-working (if clannish) citizens, or they might be thieves just
waiting fot the opportunity to make a big score and dissapear in the dead of
night. Regardless, halflings are cunning, resourceful survivors.
- Lightfoot Halfling - see above.
- Tallfellow - Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.
- Deep Halfling - These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
- Human - Humans typically stand from 5 feet to a little over 6 feet tall and weight from 125 to 250 pounds, with men noticeably taller and heavier than the women.
Most humans are the descendants of pioneers, conquerors, traders, travellers, refugees, and other
people on the move. As a result, human lands are a mix of people physically,
culturally, religiously, and politically. Hardy or fine, light-skinned or
dark, showy or austere, primitive or civilized, devout or impious, humans
run the gamut.
Uncommon Races
- Vampire - Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to strengthen themselves and fill the world with their foul progeny.
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Classes
- Barbarian - Barbarians are savage warriors raised in the wilds far from civilized areas. Life in the harsh wilderness has taught them to be physically tough and resourceful.
- Bard - Bards are the holders of lore, music, and tales of the past but also the wielders of strong magic that comes directly from their souls.
- Blade - The Blade is an expert fighter and adventurer whose bardic acting abilities make him appear more intimidating and fearsome.
- Jester - This bard is well versed in the arts of ridicule and hilarity, and uses his abilities to distract and confuse his enemies, cavorting madly during combat.
- Skald - This Nordic bard is also a warrior of great strength, skill, and virtue. His songs are inspiring sagas of battle and valor and the Skald devotes his life to those pursuits.
- Cleric - The gods are present in everything, watching, guiding, or destroying and clerics are their obedient servants. In reward for this devotion, Clerics are granted divine powers to wield in service of their god.
- Priest of Helm - Followers of the neutral God of Watchers and Protectors are warriors in their own right and are often seen as defenders of the innocent.
- Priest of Lathander - Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. his followers are very popular throughout the Realms and there are numerous wealthy temples devoted to him.
- Priest of Talos - Talos is the evil god of storms, destruction and rebellion. clerics of the stormlord warn that Talos must be appeased or he will rain destruction upon the land.
- Druid - Living far outside of the cities, Druids strive to be at one with nature. Just as clerics gain their spells from the gods, so do druids also. What separates the two though is the druid nature abilities.
- Avenger - A member of a special sect within the Druidic order, a druid of this type is dedicated to fighting those who would defile nature.
- Shapeshifter - This Druid is not called shapeshifter because he has access to a great variety of forms, rather because of his complete dedication to a single alternate form. The creature he becomes is that of the Werewolf.
- Totemic Druid - This Druid closely identifies with a particular animal, an animal that he feels represents his spirit. This grants him a special connection to the animal kingdom and he is able to call upon their spirits to aid him.
- Fighter - Of all the classes, Fighters are the most capable with combat abilities. They are proficient with many types of weapons and armor and their focus on the combat arts grants them extra skill feats.
- Berserker - This is a warrior who is in tune with his animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him to fight longer, harder and more savagely.
- Kensai - This class is also known as the Sword Saint, and consists of a warrior who has been specially trained to be one with his sword. They are deadly fast and trained to fight without encumbrance.
- Wizard Slayer - This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
- Mage - Mages wield magic not through an innate talent like the Sorcerer or Bard, but through endless study. To learn new spells they must spend significant time studying old spell books and scrolls.
- Abjurer - A Mage who specializes in protective magics.
- Conjurer - A Mage who specializes in creating creatures and objects to assist him.
- Diviner - A Mage who specializes in detection and divining magics.
- Enchanter - A Mage who specializes in manipulating the minds of sentient beings.
- Illusionist - A Mage who specializes in creating illusions to confuse and mislead.
- Invoker - A Mage who specializes in Invocation/Evocation magic.
- Necromancer - A Mage who specializes in magic dealing with death.
- Transmuter - A Mage who specializes in magic that alters physical reality.
- Monk - Monks endlessly seek the perfection of their fighting arts. They are adept at unarmed and unarmored combat and have a sixth-sense that allows them to sense a coming attack even when they can't seen its source.
- Paladin - Paladins are the holy warriors of good gods. They use their strength of arms to complete what they see as divine quests and are always lawfully good. Like Fighters, Paladins are proficient with most types of weapons and armor.
- Cavalier - This class represents the most common picture of the knight; the gentleman warrior who epitomizes honor, courage, and loyalty. He is specialized in battling classical evil monsters such as Demons and Dragons.
- Inquisitor - The Inquisitor has dedicated his life to finding and eliminating practitioners of evil magic and defeating the forces of darkness and his god has provided him with special abilities towards that end.
- Undead Hunter - The holy avenger has honed his abilities towards the destruction of the undead and other unnatural creatures and is immune to many of their more devastating abilities.
- Ranger - Skilled in woods lore and combat, Rangers prefer to live their lives in the wilderness where they often are found protecting travelers from the dangers found away from civilized areas.
- Archer - The Archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult.
- Beast Master - This ranger is a wanderer and is not comfortable in civilized lands. he maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
- Stalker - Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants and interrogators.
- Rogue - Rogues are not terrific fighters like Rangers or Barbarians. They arent powerful spell casters. What they are is resourceful at getting what they want. Some use stealth and deception while others can pick locks or even your purse off your belt.
- Assassin - This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his task.
- Bounty Hunter - This is a hunter of men, skilled in tracking quarry and bringing them back alive - whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents.
- Swashbuckler - This rogue is part acrobat, part swordsman and part wit; the epitome of charm and grace.
- Sorcerer - The Sorcerer is capable of manipulating magic at will. As with Bards, they don't require spell books and lengthy study to learn new spells. As their skills increase, new spells become available to them.
- Dragon Disciple - Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.
- Pale Master - Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power.
The Order of the Scarlet Robes, Ravenscrag Settlement, the Isles of Aledeon, and the Realms of the Crystal Portal are © Shaftsbury 2001 - 2005 All Rights Reserved.
Class and Race information is taken from the D20 System Reference Document and is reproduced here under the Open Gaming License, Version 1.0a.