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Races of Destiny
™
C
R
E
D
I
T
S
D
E
S
I
G
N
A R T D I R E C T O R , D & D
D
AWN
M
URIN
C O V E R A R T I S T
A
DAM
R
EX
I N T E R I O R A R T I S T S
E
D
C
OX
, W
AYNE
E
NGLAND
, D
AVID
H
UDNUT
,
C
HUCK
L
UKACS
, J
EFF
M
IRACOLA
,
M
ONTE
M
OORE
, J
IM
N
ELSON
,
M
ICHAEL
P
HILLIPPI
, E
RIC
P
OLAK
,
R
ICHARD
S
ARDINHA
, R
ON
S
PENCER
G R A P H I C D E S I G N E R
D
EE
B
ARNETT
C A R T O G R A P H E R
T
ODD
G
AMBLE
G R A P H I C P R O D U C T I O N S P E C I A L I S T
A
NGELIKA
L
OKOTZ
I M A G E T E C H N I C I A N
B
OB
J
ORDAN
P R O D U C T I O N M A N A G E R S
J
OSH
F
ISCHER
, R
ANDALL
C
REWS
E
RIC
C
AGLE
, D
AVID
N
OONAN
,
A
ARON
R
OSENBERG
D E V E L O P M E N T T E A M
A
NDY
C
OLLINS
, M
ICHAEL
D
ONAIS
,
A
NDREW
J. F
INCH
E
D
I
T
O
R
S
M
ICHELE
C
ARTER
, G
REG
C
OLLINS
M A N A G I N G E D I T O R
K
IM
M
OHAN
D E S I G N M A N A G E R
C
HRISTOPHER
P
ERKINS
D E V E L O P M E N T M A N A G E R
A
NDREW
J. F
INCH
S E N I O R A R T D I R E C T O R , R P G
S
TACY
L
ONGSTREET
D I R E C T O R O F R P G R & D
B
ILL
S
LAVICSEK
Based on the original D
UNGEONS
& D
RAGONS
®
rules created by Gary Gygax and Dave Arneson and the new D
UNGEONS
& D
RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This W
IZARDS
OF
THE
C
OAST
®
game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
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First Printing: December 2004
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UNGEONS
& D
RAGONS
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UNGEON
M
ASTER
, d20, d20 System, E
BERRON
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ORGOTTEN
R
EALMS
, W
IZARDS
OF
THE
C
OAST
,
Player’s Handbook, Dungeon Master’s Guide, Monster
Manual, Races of Destiny,
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
What Is a Race of Destiny? . . . . . . . . . . . . . . . . . .4
What’s in This Book . . . . . . . . . . . . . . . . . . . . . . . .4
What You Need to Play . . . . . . . . . . . . . . . . . .4
Chapter 1: Humans . . . . . . . . . . . . . . . . . . . . . . . . .5
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Human Psychology . . . . . . . . . . . . . . . . . . . . . . . .6
Energy and Ambition . . . . . . . . . . . . . . . . . . . .6
Aggression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Focus on the Future . . . . . . . . . . . . . . . . . . . . .7
Adaptability and Variety . . . . . . . . . . . . . . . . .7
Human Behavior . . . . . . . . . . . . . . . . . . . . . . . .7
Human Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . .10
Technology and Magic . . . . . . . . . . . . . . . . .11
Humans at War . . . . . . . . . . . . . . . . . . . . . . . .13
Society and Culture . . . . . . . . . . . . . . . . . . . . . . .14
Society’s Drive to Organize . . . . . . . . . . . . .14
Social Class . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
The Immediate Family . . . . . . . . . . . . . . . . .15
Relying Less on Tradition . . . . . . . . . . . . . . .16
Humans and Other Races . . . . . . . . . . . . . . . . .16
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
How Humans Worship . . . . . . . . . . . . . . . . .17
Urbanus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Zarus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Other Forms of Faith . . . . . . . . . . . . . . . . . . .20
History and Folklore . . . . . . . . . . . . . . . . . . . . . .20
Mythic Origins . . . . . . . . . . . . . . . . . . . . . . . .21
Legends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Gutterspeak . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Gutterspeak Phrasebook . . . . . . . . . . . . . . . .26
Cities and Settlements . . . . . . . . . . . . . . . . . . . . .26
Human Expansion . . . . . . . . . . . . . . . . . . . . .26
Settling the Frontier . . . . . . . . . . . . . . . . . . . .27
Building a Community . . . . . . . . . . . . . . . . .27
Human Architecture . . . . . . . . . . . . . . . . . . .28
Visiting a Human Settlement . . . . . . . . . . .28
Human Economies . . . . . . . . . . . . . . . . . . . . .28
Example City: Three Falls . . . . . . . . . . . . . . .28
Creating Human Characters . . . . . . . . . . . . . . .32
Special Human Options . . . . . . . . . . . . . . . .32
Humans as Characters . . . . . . . . . . . . . . . . . .32
Chapter 2: Half-Elves and Half-Orcs . . . . . . .33
The Half-Elf: A Day in the Life . . . . . . . . . . . . .34
Half-Elf Psychology . . . . . . . . . . . . . . . . . . . . . . .34
Age Confusion in Childhood . . . . . . . . . . .34
Quiet Exterior, Inner Turmoil . . . . . . . . . .34
The Foreigner Mentality . . . . . . . . . . . . . . . .34
The Half-Elf Life . . . . . . . . . . . . . . . . . . . . . . . . . .35
Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . .36
Technology and Magic . . . . . . . . . . . . . . . . .36
Half-Elves at War . . . . . . . . . . . . . . . . . . . . . . .38
Half-Elf Society and Culture . . . . . . . . . . . . . .39
Half-Elves and Other Races . . . . . . . . . . . . . . . .39
Half-Elf Religion . . . . . . . . . . . . . . . . . . . . . . . . . .41
Half-Elf History and Folklore . . . . . . . . . . . . .41
Half-Elf Language . . . . . . . . . . . . . . . . . . . . . . . . .41
Half-Elf Settlements . . . . . . . . . . . . . . . . . . . . . .41
Creating Half-Elf Characters . . . . . . . . . . . . . .41
Half-Elves as Characters . . . . . . . . . . . . . . . .41
Special Half-Elf Options . . . . . . . . . . . . . . . .42
The Half-Orc: A Day in the Life . . . . . . . . . . . .42
Half-Orc Psychology . . . . . . . . . . . . . . . . . . . . . .43
Quick to Judge, Quick to Anger . . . . . . . . .43
Brutal Childhoods . . . . . . . . . . . . . . . . . . . . . .43
No True Place in Society . . . . . . . . . . . . . . . .43
Heritage of Shame . . . . . . . . . . . . . . . . . . . . . 44
Living in the Now . . . . . . . . . . . . . . . . . . . . . 44
The Stupid Stereotype . . . . . . . . . . . . . . . . . 44
The Half-Orc Life . . . . . . . . . . . . . . . . . . . . . . . . 44
Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . .45
Technology and Magic . . . . . . . . . . . . . . . . .45
Half-Orcs at War . . . . . . . . . . . . . . . . . . . . . . .46
Half-Orc Society and Culture . . . . . . . . . . . . . .46
The Solace of Friendship . . . . . . . . . . . . . . . .47
Half-Orcs and Other Races . . . . . . . . . . . . . . . .47
Half-Orc Religion . . . . . . . . . . . . . . . . . . . . . . . . .48
Half-Orc History and Folklore . . . . . . . . . . . .48
Half-Orc Language . . . . . . . . . . . . . . . . . . . . . . . .48
Half-Orc Settlements . . . . . . . . . . . . . . . . . . . . .48
Creating Half-Orc Characters . . . . . . . . . . . . .49
Half-Orcs as Characters . . . . . . . . . . . . . . . .49
Special Half-Orc Options . . . . . . . . . . . . . . .50
Chapter 3: Illumians . . . . . . . . . . . . . . . . . . . . . .51
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .51
Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Illumian Racial Traits . . . . . . . . . . . . . . . . . .53
Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Illumian Plotters . . . . . . . . . . . . . . . . . . . . . . .56
The Illumian Life . . . . . . . . . . . . . . . . . . . . . . . . .56
Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . .57
Technology and Magic . . . . . . . . . . . . . . . . .58
Illumians at War . . . . . . . . . . . . . . . . . . . . . . .59
Society and Culture . . . . . . . . . . . . . . . . . . . . . . .59
Cabal Structure . . . . . . . . . . . . . . . . . . . . . . . .60
Cabal Types . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Laws and Justice . . . . . . . . . . . . . . . . . . . . . . . .72
Travelers and Renegades . . . . . . . . . . . . . . . .72
Illumian Religion . . . . . . . . . . . . . . . . . . . . . . . . .72
Human Gods . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Abstract Philosophy . . . . . . . . . . . . . . . . . . . .73
The Illumian Pantheon . . . . . . . . . . . . . . . . . . . .73
Tarmuid, the First . . . . . . . . . . . . . . . . . . . . . .73
Aulasha, the Librarian . . . . . . . . . . . . . . . . . .74
Glautru, the Seer . . . . . . . . . . . . . . . . . . . . . . .75
Soorinek, the Doubter . . . . . . . . . . . . . . . . . .75
Syeret, the Lightbringer . . . . . . . . . . . . . . . .76
Wathaku, the Silent . . . . . . . . . . . . . . . . . . . .77
History and Folklore . . . . . . . . . . . . . . . . . . . . . .78
Ritual of Words Made Flesh . . . . . . . . . . . .78
The Journey of Neverlost Kaodei . . . . . . . .78
The Ascension of Tarmuid . . . . . . . . . . . . . .78
The Sack of the Library . . . . . . . . . . . . . . . . .79
Raising Elirhondas . . . . . . . . . . . . . . . . . . . . .80
The Search For Trueroot . . . . . . . . . . . . . . . .80
The Hunting Secret . . . . . . . . . . . . . . . . . . . .81
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Illumian Phrasebook . . . . . . . . . . . . . . . . . . .81
Illumian Names . . . . . . . . . . . . . . . . . . . . . . . .82
Example Cabal: Bloodwing . . . . . . . . . . . . . . . .82
Important Cabal Members . . . . . . . . . . . . . .83
Elirhondas, Shadow Metropolis . . . . . . . . . . . .87
Creating Illumian Characters . . . . . . . . . . . . . .89
Special Illumian Options . . . . . . . . . . . . . . .89
Illumians as Characters . . . . . . . . . . . . . . . . .89
Chapter 4: Other Races of Destiny . . . . . . . . .91
Using This Chapter . . . . . . . . . . . . . . . . . . . . . . .91
Monster Classes . . . . . . . . . . . . . . . . . . . . . . . .91
Aasimar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Aasimar Racial Traits . . . . . . . . . . . . . . . . . . .93
Doppelganger . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Doppelganger Racial Traits . . . . . . . . . . . . .95
Doppelganger Monster Class . . . . . . . . . . .95
Half-Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Mongrelfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Mongrelfolk Racial Traits . . . . . . . . . . . . . . .99
Sea Kin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Sea Kin Racial Traits . . . . . . . . . . . . . . . . . . 102
Sharakim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Sharakim Racial Traits . . . . . . . . . . . . . . . . 104
Skulk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Skulk Racial Traits . . . . . . . . . . . . . . . . . . . .105
Skulk Monster Class . . . . . . . . . . . . . . . . . 106
Racial Traits at 1st Level . . . . . . . . . . . . . . 106
Class Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Class Features . . . . . . . . . . . . . . . . . . . . . . . . 106
Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Tiefling Racial Traits . . . . . . . . . . . . . . . . . 107
Underfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Underfolk Racial Traits . . . . . . . . . . . . . . . 109
Age, Height, and Weight . . . . . . . . . . . . . . . . .110
Chapter 5: Prestige Classes . . . . . . . . . . . . . . 111
Chameleon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Loredelver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Menacing Brute . . . . . . . . . . . . . . . . . . . . . . . . . 123
Outcast Champion . . . . . . . . . . . . . . . . . . . . . . 126
Scar Enforcer . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Shadow Sentinel . . . . . . . . . . . . . . . . . . . . . . . . 137
Urban Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Chapter 6: Character Options . . . . . . . . . . . .147
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149
Racial Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 150
General and Racial Feats . . . . . . . . . . . . . . . . . 150
Initiate Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Tactical Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Racial Substitution Levels . . . . . . . . . . . . . . . 156
Half-Elf Bard . . . . . . . . . . . . . . . . . . . . . . . . . 157
Half-Elf Fighter . . . . . . . . . . . . . . . . . . . . . . 157
Half-Elf Ranger . . . . . . . . . . . . . . . . . . . . . . 158
Half-Orc Barbarian . . . . . . . . . . . . . . . . . . . 158
Half-Orc Druid . . . . . . . . . . . . . . . . . . . . . . 159
Half-Orc Paladin . . . . . . . . . . . . . . . . . . . . . 160
Swift and Immediate Actions . . . . . . . . . . . . .161
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . .163
New Psionic Powers . . . . . . . . . . . . . . . . . . . . . 170
Power Descriptions . . . . . . . . . . . . . . . . . . . . . 170
Chapter 8: Campaigns of Destiny . . . . . . . . 171
Elements of a Town . . . . . . . . . . . . . . . . . . . . . 171
Community Attributes . . . . . . . . . . . . . . . . . . .175
Cityfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Occupations . . . . . . . . . . . . . . . . . . . . . . . . . 178
Social Status . . . . . . . . . . . . . . . . . . . . . . . . . 179
Roleplaying Cityfolk . . . . . . . . . . . . . . . . . 179
Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 192
3
Introduction
Races of Destiny
is a rules accessory for the D
UNGEONS
&
D
RAGONS
® game. It contains information for both players
and DMs. Players will find new feats, spells, and prestige
classes for their characters—and a new race that may be
inspiration for the next character they create. DMs will
find a wealth of building blocks for adventures that take
characters to human cities or the remote fortresses of
the illumians—and along the way they’ll meet half-elf
diplomats, half-orc mercenaries, and other characters both
fascinating and dangerous.
Within the D&D milieu, humans interbreed more than
any other race. The human tendency to absorb (some would
say conquer) other races in this manner is touched on briefly
as a segue into a discussion of halfbreed races, particularly
half-elves and half-orcs. Half-elves and half-orcs would
seem to have little in common besides a shared human
heritage. However,
Races of Destiny
explores the social and
psychological ramifications of living a life torn between two
very different worlds, covering everything from the half-
orc’s outcast attitude to the half-elf’s desire for acceptance.
The book also provides new feats, prestige classes, racial
substitution levels, and other goodies that play off these
races’ dual heritage.
To illustrate how humans can evolve within a magical
world, we introduce the illumians—secret masters who
have used magic language to transcend humanity. Their
ambition and thirst for knowledge rivals that of any human;
however, they have sacrificed some of their human versa-
tility for access to arcane secrets that manifest as glowing
sigils about their heads. Whereas humans gather in cities,
illumians find strength and refuge in the enclaves of their
secret cabals. Herein you’ll find the information you need
to create an illumian character, along with enough detail
to ground your new character in illumian culture.
Races of
Destiny
also provides some additional “toys” for illumian
characters and NPCs to play with, including racial feats
and prestige classes. Likewise, DMs should have no trouble
inserting the secretive illumians into an ongoing campaign,
using them as patrons, allies, or antagonists in the adven-
tures they create.
Races of Destiny
also discusses the panoply of strange
races that either live peacefully among humans or have suc-
cessfully infiltrated human society, including the twisted
mongrelfolk, the noble aasimar, the less than noble tieflings,
and the subtle doppelgangers. Whether you’re looking for
an oddball race to play or your players’ next archenemy,
you’ll find something useful here.
In summary, this book explores races whose destiny, for
good or ill, is tied to the fate of the human empires of your
world. If you enjoy playing human characters because of their
versatility and adaptability, you will find new ways to explore
these human qualities in
Races of Destiny.
If you’re looking for
a humanlike race that trades some of its humanity for super-
natural abilities, the mysterious illumians might capture your
interest. Finally,
Races of Destiny
explores some of the nuances
of the traditionally angst-ridden halfbreed races, revealing
where they fit within human society and giving them new
options that make them even more fun to play.
WHAT IS A
RACE OF DESTINY?
In most D&D worlds, human societies dominate much of
the map, and human culture is standard by which other
cultures are described. Despite other races’ unusual powers
and long histories, it is humanity and its related races that
seem poised to control the future. This book focuses on
these races of destiny—humans and the races that have at
least some human blood within their veins: the half-elves
and half-orcs. It also explores races that were once fully
human, such as the illumians, and creatures that ordinarily
live among humans, such as doppelgangers.
Themes of destiny, community, and interbreeding unite
the races of this book. Compared to the elves, dwarves,
and other longer-lived races, those of human blood have
a relatively short time in the world and strive ardently to
forge their legacies and reshape the world to suit their needs.
Humans explore, conquer, and settle, constantly pushing
the boundaries of civilization. Their villages become towns,
their towns become cities, and their cities become the
cosmopolitan ports-of-call for the “movers and shakers” of
the world.
Sometimes, the human drive to expand and evolve yields
remarkable results. The mingling of human and elf blood
gave rise to the first half-elves. The union of humans and
orcs brought the first half-orcs into the world. An ambitious
experiment involving a sorcerous ritual led to the birth of
the illumian race and an entire society built around the
power of the magic word.
WHAT’S IN THIS BOOK
Most players and DMs can play human characters with-
out too much strain, so rather than defining humans in
general terms, this book explores the trends that have
shaped human cultures throughout history, covering
such themes as city-building, religion, art, and war.
Races
of Destiny
also provides new insights into how humans
regard other races, as well as feats and prestige classes that
suit the humans’ versatility and fit the book’s themes of
destiny and community.
4
WHAT YOU NEED TO PLAY
Races of Destiny
makes use of the information in the three
D&D core rulebooks—
Player’s Handbook, Dungeon Master’s
Guide,
and
Monster Manual.
In addition, it includes a small
amount of material designed for use with the
Expanded
Psionics Handbook.
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