Revised Races of Midnight
The races of MIDNIGHT are many and strange, especially in the time since the Sundering. In the aftermath of that cataclysm, the fey were the first to rise above the rubble, rebuilding civilization and creating masterworks of art, culture, and science. These proud peoples are descended from a common source, the elthedar, or elder fey. Their time of glory passed, however, with the coming of men from across the sea. First the Dorns then the Sarcosans arrived, and humans spread in waves across fertile Eredane, eventually to give birth to a new breed called the Erenlanders. But their time too would pass; as passionate and strong-willed as the races of men were, they withered before the fecund, brutal, and predatory natures of the Shadow’s creations. Now is the time of the odrodor, or in the trader’s tongue, orcs.
All of the races, regardless of their heritage and history, stand to lose much in the face of Izrador’s onslaught. Even some orcs have joined the fight against their former master.
While many of the races may seem familiar, the details of each vary distinctly from those of the same names presented in the core rules. The rules here supersede all racial traits of the similar races from the core rules. Also note that these races are somewhat more powerful than those in the core rules. This does not require the DM to make adjustments to the party’s level or the difficulty of encounters. The characters will often be challenged by NPCs sharing the same racial traits, magic and healing are rarer, and the heroes face difficult odds in a harsh world. Put simply, the characters will need their racial advantages simply to survive. For comparison purposes, however, and when exporting MIDNIGHT races to other settings, the following races all have level adjustments of +1.
Favored Region
The races of Eredane have always lived close to the land, depending on it for their livelihoods and reveling in its beauties. Since the fall of Shadow, that connection has only been strengthened. In these dark times, survival means knowing the land from which
you come and using it as your best weapon and best defense against the forces of Izrador. Each race presented below considers a distinct area of Eredane to be a favored region. Members of the race gain Knowledge (local: favored region) as a class skill, and also gain a +2 racial bonus on Survival checks and Knowledge (nature) checks (assuming they have ranks in that skill) when in their favored region.
Starting Possessions and Languages
Some MIDNIGHT races have the option to begin play with restricted items with which their culture has a strong affinity. Whenever this is the case, the character must still use his starting vp to pay for the item, but does not apply a regional worth modifier to the item and need only pay one-quarter the base cost.
Starting languages, meanwhile, follow a different set of rules.
Humans
The humans of Eredane were once a proud and unified people that shared a rich historical legacy born of invasion, expansion, and grand alliance. Now, the conquest of Izrador has left them a broken and divided people, increasingly suspicious and base. In once-great cities they live as slaves to the minions of the Shadow and in the wilderness they are savages only one step above animals. Most live in daily fear for their lives and those of their families. More isolated settlements drive off strangers or kill them outright, as long as they think they can get away with it. Towns and cities are lorded over by human puppet rulers that conspire with the terrible orc warchiefs and preening legates that back their authority. Every settlement pays tribute to the armies of the Shadow in food, supplies, and slaves, and citizens live in mortal dread of the day orc soldiers will be garrisoned in their town. But humans were not always the weak and hopeless creatures they are today; they once prided themselves on their noble ancestry, drawn from the Great Houses of the Dorns and the high castes of the Sarcosan Empire. And while the mixing of those two bloodlines has in some cases diluted the once-proud heritage of their ancestors, in other descendants the lineages have combined to create a diverse, adaptable, and quick-witted people. This new race of men, known as Erenlanders, are above all survivors. While many have bowed to the Shadow and let go of their proud pasts, some have risen up to fight for something even more important: their futures.
Subraces
Dorns Sarcosans ErenlandersDwarves
The dwarves are an ancient people and have a culture as rich as any in Eredane. Dwarven society is structured along familial lines, and like the Dorns, clan loyalty and honor lie at the center of their lives. Historical records indicate that in the First Age there were more than 600 dwarven clanholds spread throughout the Kaladrun Mountains. Now there are fewer than 200 and this number continues to fall as the Shadow advances.
The clan is the basic dwarven social and political unit. The smallest clans may contain as few as 100 individuals and the largest many thousands. Alliances between the clans are fluid, complicated affairs, most typically formed by intermarriage or common enemies. In bygone days, skirmishes between the various clans were common, but in the past centuries of war, such hot-bloodedness has instead been spent against the forces of Izrador. For matters of governance that affect all dwarves, great clanmoots were once called where representatives of each clan would meet in raucous assemblies to determine collective courses of action. The cantankerous and aggressive nature of these meetings is a reflection of dwarven clan relations at large.
In addition to the clan structure of dwarven society, there is another important social distinction within the dwarven culture. Most dwarves, about four out of every five clans, live underground in their warren-like holdfasts that are carved out of the hard flesh of the mountains. The remaining clans are called the Kurgun, the surface dwellers. The Kurgun still live in the old dwarven surface cities of the southern Kaladruns that predate the First Age and the digging of the holdfasts.
Dwarves are a stout race, with short thick bones and heavy muscles. Their heads and chins—and most of the rest of their bodies, for that matter—are covered in thick hair in a variety of pale colors. These colors typically indicate an individual’s clan heritage, as do the jeweled bangles they wear in their heavy braids. Dwarves tend to blue eyes, and most have light, ruddy skin that only turns redder in the sun. They wear heavy goat-hair clothes, tunics of supple metal lamé‚ and orthide boots.
The Kurgun have darker skin from their lives in the sun and tend to long black hair that they wear bound in multiple ponytails. They are slightly taller and a bit leaner than their underground brethren, but only other dwarves seem to notice this difference. More noticeable are the intricate, abstract tattoos with which Kurgun decorate their bodies from a very young age, giving them a fearsome and primal look. By the time a Kurgun is very old, there is very little unmarked skin left on his body. The patterns trace the lineages of individuals, and supposedly other Kurgun can match son to father and father to son simply by looking at the patterns. Kurgun dress in goat leather and typically wear vests made of small, intricately carved metal plates.
Most dwarves live in underground cities that are warrens of chambers, rooms, and great halls, all constantly being expanded by mining. The original proximity of the clans to one another, combined with their constant expansion throughout the millennia, have turned much of the central Kaladrun Mountains into a bewildering maze of tunnels and passages. The range contains countless pathways and chambers, large and small, new and old, occupied and forgotten.
The Kurgun, on the other hand, live in small surface
villages and the few remaining ancient cities of dwarven prehistory. Their stonecutters and masons have kept these old places strong and whole and have turned most into stout fortresses against the orc invaders. Though the Kurgun spend much of their time above ground, their communities invariably sit above underground holdfasts to which they, like their brethren, may retreat in times of need.
Dwarves live on diets of goat and ort meat, cave peppers, and a variety of savory mushroom species. The Kurgun are the only dwarves that do any true surface farming, and trade much of their vegetable crops to other clans for raw metal ore. Though dwarves were once known as the smiths of Eredane, their work has become a rarity in the surface world. They have grown increasingly isolationist since the end of the Second Age, trading only with the gnomes and only for necessities. Since the fall of Erenland, the clanholds have severed almost all contact with the world beyond their mountains, and all their craft has now been turned to their race’s continuing survival.
The dwarves are master weaponsmiths and armorers and rival the elves in the art of enchanting armaments. Any weapon long used by a dwarf soon earns a name, and its history can become a legacy passed down in the history of the clan. Weapons that have proven themselves are often subsequently enchanted by the loremasters of the dwarven clans, with more spells being laid upon the weapon as its glory waxes. Every clan has its armory of hereditary weapons that feature prominently in their legends and their war cries. One of the greatest honors a clan can bestow on one of its kin is to deign her worthy of carrying one of these weapons into battle. Dwarves prefer to fight with short-handled battleaxes and hammers or thick-bladed knives in the confines of the underground. The Kurgun prefer to fight with paired, long-handled hatchets called urutuk, which are just as deadly when thrown as when used in a crazed flurry of blows.
Dwarf Racial Traits
- +2 Constitution, –2 Charisma: Dwarves are tough and sturdy but isolated and reserved in their dealings with
others.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons.
- Favored Region: Kaladrun Mountains.
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Resilient: Dwarves are notoriously tough, both against external attacks and internal attacks. They gain a +2 natural armor bonus and a +2 racial bonus on saves against poison.
- Spell Resistant: Dwarves are innately resistant to the power of magic. They gain a +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.
- +1 racial bonus on attack rolls against orcs. Dwarves and orcs are ancient enemies that have fought each other for thousands of years.
- +1 racial bonus on attack rolls when fighting with axes and hammers.
- +2 racial bonus on Appraise and Craft checks that are related to stone or metal items. Dwarves are uniquely capable and familiar with stonework and metalwork.
Dwarf Backgrounds
While the subterranean-dwelling dwarves and the Kurgun come from the same stock, centuries of living in very different lifestyles have differentiated the two peoples’ skills and strengths. As such, starting dwarf characters must choose to be either clan dwarves or Kurgun dwarves.
Clan Dwarf- Favored Region: Subterranean Kaladruns. Clan dwarves’ favored region bonuses for the Kaladrun Mountains increase by +2 when they are underground.
- Stability: These tunnel dwellers are exceptionally stable on their feet. A clan dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Stonecunning: This ability grants clan dwarves a +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- +1 dodge bonus to Armor Class against orcs. In the long war of attrition with the orcs, clan dwarves have developed an innate sense that helps them to avoid the orcs’ powerful blows.
- Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect.
- Weapon Familiarity: Kurgun dwarves treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
- Favored Region: Surface Kaladruns. Kurgun dwarves’ favored region bonuses for the Kaladrun Mountains increase by +2 when they are aboveground.
- Natural Mountaineers: These mountain fey are natural climbers and scramblers. They gain a +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth)
- Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect, Trader’s Tongue.
Age and Aging in Midnight
The following tables list the starting ages of the various race/class combinations, as well as the aging effects of PC races of MIDNIGHT.
Random Starting Age | Race | Adulthood | Barbarian/Rogue | Defender/Fighter/Wildlander | Channeler |
---|---|---|---|---|---|
Dwarf |
40 years |
+4d6 |
+6d6 |
+9d6 | |
Dwarrow |
40 years |
+3d6 |
+5d6 |
+7d6 | |
Dworg |
20 years |
+2d4 |
+3d6 |
+4d6 | |
Elf |
110 years |
+4d6 |
+6d6 |
+10d6 | |
Elfling |
40 years |
+4d6 |
+6d6 |
+9d6 | |
Gnome |
40 years |
+3d6 |
+5d6 |
+7d6 | |
Halfling |
40 years |
+3d6 |
+5d6 |
+7d6 | |
Human |
15 years |
+1d4 |
+1d6 |
+2d6 | |
Orc |
14 years |
+1d4 |
+1d6 |
+2d6 | |
Aging Effects | Race | Middle Age | Old | Venerable | Maximum Age |
---|---|---|---|---|---|
Dwarf |
125 years |
188 years |
250 years |
+2d% years | |
Dwarrow |
100 years |
150 years |
200 years |
+2d% years | |
Dworg |
50 years |
75 years |
100 years |
+5d20 years | |
Elf |
175 years |
263 years |
350 years |
+4d% years | |
Elfling |
125 years |
188 years |
250 years |
+3d% years | |
Gnome |
100 years |
150 years |
200 years |
+2d% years | |
Halfling |
100 years |
150 years |
200 years |
+2d% years | |
Human |
35 years |
53 years |
70 years |
+2d20 years | |
Orc |
30 years |
45 years |
60 years |
+2d10 years | |
Height and Weight
The following table lists the base heights and weights of the PC races of MIDNIGHT. In order to randomly determine a given character’s height or weight, roll the dice given in the Height Modifier column and add that many inches to the character race’s base height. Then roll the dice given in the Weight Modifier column. Multiply the number you rolled on the Height Modifier column to this number and add that many pounds to the character’s weight.
Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|---|
Dwarf, man |
3'10" |
+2d4 |
140 lb. |
x (2d6) lb. | |
Dwarf, woman |
3'8" |
+2d4 |
110 lb. |
x (2d6) lb. | |
Dwarf, Kurgun man |
4'0" |
+2d4 |
145 lb. |
x (2d6) lb. | |
Dwarf, Kurgun woman |
3'10" |
+2d4 |
115 lb. |
x (2d6) lb. | |
Snow elf, man |
4'0" |
+2d6 |
75 lb. |
x (1d6) lb. | |
Snow elf, woman |
3'10" |
+2d6 |
70 lb. |
x (1d6) lb. | |
Wood elf, man |
4'6" |
+2d6 |
85 lb. |
x (1d6) lb. | |
Wood elf, woman |
4'4" |
+2d6 |
80 lb. |
x (1d6) lb. | |
Sea elf, man |
4'4" |
+2d6 |
70 lb. |
x (1d6) lb. | |
Sea elf, woman |
4'2" |
+2d6 |
65 lb. |
x (1d6) lb. | |
Jungle elf, man |
3'8" |
+2d6 |
65 lb. |
x (1d6) lb. | |
Jungle elf, woman |
3'6" |
+2d6 |
60 lb. |
x (1d6) lb. | |
Gnome, man |
3'0" |
+2d4 |
40 lb. |
x 1 lb. | |
Gnome, woman |
2'10" |
+2d4 |
35 lb. |
x 1 lb. | |
Halfling, man |
2'6" |
+2d4 |
30 lb. |
x 1 lb. | |
Halfling, woman |
2'4" |
+2d4 |
25 lb. |
x 1 lb. | |
Human, Dorn man |
5'6" |
+2d10 |
140 lb. |
x (2d4) lb. | |
Human, Dorn woman |
5'4" |
+2d10 |
105 lb. |
x (2d4) lb. | |
Human, Sarcosan man |
4'10" |
+2d10 |
120 lb. |
x (2d4) lb. | |
Human, Sarcosan woman |
4'8" |
+2d10 |
85 lb. |
x (2d4) lb. | |
Human, Erenlander man |
5'0" |
+2d10 |
130 lb. |
x (2d4) lb. | |
Human, Erenlander woman |
4'10" |
+2d10 |
95 lb. |
x (2d4) lb. | |
Orc, man |
5'10" |
+2d8 |
250 lb. |
x (2d6) lb. | |
Orc, woman |
5'8" |
+2d8 |
210 lb. |
x (2d6) lb. | |
Dwarrow, man |
3'6" |
+2d4 |
50 lb. |
x 1 lb. | |
Dwarrow, woman |
3'4" |
+2d4 |
45 lb. |
x 1 lb. | |
Dworg, man |
4'6" |
+2d10 |
140 lb. |
x (2d4) lb. | |
Dworg, woman |
4'4" |
+2d10 |
120 lb. |
x (2d4) lb. | |
Elfling, man |
3'4" |
+2d6 |
50 lb. |
x (1d4) lb. | |
Elfling, woman |
3'2" |
+2d6 |
40 lb. |
x (1d4) lb. | |