Information Theme Races of Aduria.
 

Aduria is home to many different creatures, ranging from the people of the Adurian empire, to the Skissshar, the serpent men of the northern deserts. As in Cerilia each human and non-human race has different abilities score adjustments, and requirements.
This document follows the same format as the Birthright Rulebook pg 4 - 9.
 

Table 1: Racial Ability Requirements (Min/Max)
 
Ability Dwarf Awnsidhelien Skissshar Aslawarren Aslamerne
Strength 13/18 5/18 6/18 12/18 3/18
Dexterity 3/16 6/18 3/16 8/18 6/18
Constitution 13/18 6/18 6/18 10/18 6/18
Intelligence 3/18 8/18 15/18 3/16 10/18
Wisdom 3/18 3/18 8/18 3/16 10/18
Charisma 3/17 10/18 3/13 3/18 8/18
 

Table 2: Racial Ability Adjustments
 
Race Adjustments
Dwarf +2 Con, - 2 Dex
Awnsidhelien +1 Wis, +1 Dex, -1 Con, -1 Str
Skissshar +2 Int, +1 Wis, - 2 Cha, -1 Dex
Aslawarren +1 Str, + 1 Con, -1 Int, -1 Wis
Aslamerne +1 Int, +1 Wis, -1 Str, -1 Con
Human
- Adurian +1 Int, +1 Cha, -1 Wis, -1 Con
- Neha +1 Int, -1 Cha
- Juh +1 Con, +1 Str, -2 Int
- Ghans +1 Con, +1 Dex, -1 Wis, -1 Cha
 

Table 3: Racial Level Limits
 
Race Fighter Paladin Ranger Priest Magician Wizard Thief Bard
Dwarf 15 - - 12 - - 8 -
Awnsidhelien 12 - 9 9 - 12 12 6
Skissshar 17 - - 15 - U - -
Aslawarren U - 13 - - - - -
Aslamerne - - - 11 14 - - 10
Adurian U - - U U - U U
Neha U - - U U - 8 -
Juh U - U - - - U U
Ghans U U U U U - U U

Dwarves: may be multi-classed fighter/priests and fighter/thieves.
Awnsidhelien: may be mutli-classed fighter/mages, fighter/thieves, or thief/mages.
Skissshar: can not become multi-classed, or dual-classed.
Aslawarren: can not be multi-classed.
Aslamerne: can also not become multi-classed, although they may be dual-classed.

Note: The information above is based on the assumption that blooded characters are very, very rare in the southern lands. Feel free to alter this to allow true magic if you wish.
 

Dwarves

Adurian Dwarves are almost the same as Cerilian Dwarves, and are only found in one place, the Kingdom of Dunedin. See the description of that land for further information.
 

Awnsidhelien

The elves of Aduria are few and far between, they are a dark and reclusive race, suspicious of all other races.  Early in history the elves contested human settlement in Cerilia. During the War of Shadows they allied with Azari, but at the height of the battle of Mount Deismaar most elves changed to the side of the Five Tribes.  The elves that stayed loyal to Azari retreated with the rest of the Empire's forces and now live in Aduria.
These elves have declared that the Cerilian Elves are their most hated enemies.
There is only one race of Adurian Elves; they call themselves the Awnsidhelien (awn-SHEE-lin), or Dark Elves.  The Awnsidhelien hold court in the deepest, most secluded dark woods in the Adurian forests.
Dark Elves stand slightly taller then most humans, they are far more graceful and slender.  Most average 6 to 6 1/2 feet in height, and weigh 130 to 150 pounds. All have dusky grey skin, like a light ash, and dark hair. The total population of dark elves is roughly 50,000 and only about 200 carry the bloodline of Azari, mostly of tainted strength.  Those elves that are blooded have pure white eyes, devoid of pupils and irises, yet all dark elves cannot tolerate bright lights. (-2 to attack if unblooded, -4 if blooded).  Dark elves posses an unnatural beauty, and their voices carry a spellbinding quality.
Dark elves are a brooding race and treat others with coldness.  Adurian elves have been given priestly powers, same as the goblins, by Azari to prove his power.  This makes the dark elves believe even stronger in their own superiority over their Cerilian cousins.  They are creature created with faerie dust and starlight, blasted by the shadow. They have lost touch with the true magic of the land so now have begun to slowly age.  They still live much longer then any of the other races, but this make the dark elves value each day a little more then regular elves.
The dark elves heart is one of conflict, they feel emotions to each extreme; they can be moved to wild delight in one instant, dark brooding the next, then suddenly unyielding anger all in the span of a few minutes.  More then anything else these elves feel the lose of there heritage and the hatred towards the cousins they felt betrayed them.
Dark elves have a resistance to sleep and charm spells (90% resistance)
Since they have lost their immortality, they are effected by ageing attacks, but not normal disease.  Adurian elves have infra vision and can see 60 feet in darkness.  They also can see by starlight or moonlight as if it were day.
They do not need to sleep, but must rest the same amount of time a human needs to sleep.  If they don't they will become physically exhausted.
Dark elves have no special attack bonuses and no ability to detect secret doors or concealed objects, but are able to surprise opponents as described in the Players Handbook.  Dark elves can pass without a trace in all natural settings and ignore ground characteristics when moving.
Dark elves follow any non good alignment.  Since the lose of their touch with true magic dark elves regents do not get the population and source bonuses for ruling provinces. Their woodland homes are very dark and the heart of it is a twisted mockery of nature. The society developed that only blooded females are taught to be priests, this was because the race wanted to preserve the females for childbearing, they stayed back and didn't fight.
Blooded males are the only ones taught true magic, they are mostly Fighter/Wizards.  Non-Blooded Dark Elves have lost their connection from the True Magic so they can not be True Wizards.
 

Skissshar

The Skissshar are a twisted race that live only in three provinces in the centre of the barren Adurian Wastes, a large desert in northern Aduria. They are the remnants of the army that Aduria sent north to battle in Cerilia. After the destruction of Mount Deismaar the survivors of the army returned to the south to their homes. The news they brought with them was not welcome however, and the priests of Azari who virtually ruled Aduria at the time proclaimed that the soldiers had been bewitched by the northerners and drove them and their families from from the empire.
After many years of wandering the northern plains the soldiers came to a tall mountain in the centre of what is now the Adurian Wastes. What happened to them over the next several hundred years is unknown, but over those years they were changed by something to become a new race, the Skissshar or Serpent Men. It is believed that their Azari derived bloodlines and perhaps something else acted on them altering their bodies into the twisted beings that they have become today.
About a thousand years ago the Skissshar burst out of their mountain home and swept across the plains conquering all in their path. The land that had once belonged to the Vos and the Andu had become over the years part of the Adurian empire and made up three districts of that large empire. The Skissshar descended on these people and burnt the cities their to the ground, slaughtering many of the people and enslaving the rest. In less than thirty years they had conquered much of the north and form the Skissshar empire. After conquering this land they then turned south toward Aduria itself.
For the next three centuries the two empires clashed in the grasslands of northern Aduria, and further south around the city of Udine. The Skissshar wizards and priests provided a powerful magical heart of their armies, while the Adurian had only the priests of Azari and their Magicians. Aduria however prevailed after their priests discovered the Skissshar weakness with cold. They blanketed much of the northern grasslands with snow and ice, killing many of the Skissshar, but also destroying much of the grassland at the same time. Eventually the Skissshar were defeated and forced to retreat from their conquered land back the mountain known as the Spire. The Adurians followed, marching their armies through the snow that still covered the land to the mountain itself. For the next year the Adurian legions tried to break through the Skissshar defences and into the mountain, but each time they failed. The Adurian emperor eventually tired of this and ordered his priests to collapse the entrances into the mountain, which the did with earthquake spell, and retreating from the Skissshar lands.
The Skissshar remain imprisoned in their mountain for a long time, building up their strength and ten years ago exited once more into the sunlit lands. This time they are being much more cautious, hoping to build up their strength slowly, so not to attract the notice of their enemies. So far they have taken control of two other nearby provinces.

The Skissshar closely resemble the Awnshegh known as the Serpent, who rules an island in far off Khinasi. They have the bodies of men, but the head and necks of a snake. They stand about 7 feet tall and have strongly muscled dark skinned bodies. In their normal form their were little in the way of clothes, usually only a light loincloth or robe for the priests and wizards. No-one has ever seen a female Skissshar so it is unknown what they look like.
They also have the ability to shape change into a giant snake at will. In both forms they have a poisonous bite, which causes 2d4 damage unless the victim makes a saving throw vs poison. The poisoned character also fights with a -2 penalty to his attack rolls, until a neutralize poison is cast on him, or he has 24 hours rest. They have poor eyesight and almost no hearing, but excellent senses of smell which more than makes up for any lack of other senses. It is impossible to surprise a Skissshar as they will smell you approaching from a long way off.
The Skissshar are carnivores and require free meat for food. Their warriors constantly search the deserts for food, and almost anything living is prey, including the human tribes of the northern desert. They are most at home in the desert and the warmer lands, and become slower (-1 Dex) if they fight on cooler days. They can not survive extreme cold and have a +3 penalty to saving throws vs cold based spells or items. They also take double damage from cold based spells and weapons. This is their one weakness, and it was used by the Adurian Empire to defeat their invasion of that land seven hundred years ago.

Because many of the original founders of the race were blooded, some of the Skissshar today are also blooded. When each Skissshar is born they undergo a test to determine if they possess a bloodline, and its strength. All blooded Skissshar are trained to become wizards, while unblooded either become priests or warriors.
The Skissshar wizards are the leaders of their society and hold much influence over others of their race. Magic is an important part of Skissshar life and it is used in almost all part of the Skissshar life. Priests are also highly respected and only the most intelligent of the unblooded Skissshar are trained as priests of Azari. Anyone who is not suitable to become a mage or priest is trained as a warrior. Skissshar warriors are dangerous opponents, and will use all weapons they have including their bite in battle.
Warriors are still highly valued members of the society though and their skills are reserved for battle alone. All work is done by slave, usually members of a race of small humanoids that live beneath the surface of the Spire. These slaves serve as both the workforce and the food of the Skissshar and have little value to the Serpent Men.
 

Asla

The Asla are a race of upright tiger people, that live in the jungles of southern Aduria. They are highly intelligent and have an advanced society and lifestyle. There are two part to the Asla race, the males, or Aslawarren, who restrict themselves to fighting and hunting, and the females, or Aslamerne, who are the priests, merchants, and magicians of the Asla race.
The Asla Society is ruled by the best warriors and hunters of the Aslawarren, while the females take care of almost everything else, including building their homes and crafting goods etc. Asla eat both meat, and fruits and vegetables. These are usually collected by the males, and no Asla will ever farm the land for food. As they have no money their economy is based on barter, with food being traded for other weapons and other goods.
When with other race the Asla are friendly and polite, and will try to avoid trouble. Some Humans of nearby kingdom once hunted them for their hides though, and they do not like humans much. They will do all they can however to avoid starting a fight.

Aslawarren: A male Asla is a massive creature, often growing as tall as 8 feet. They are incredible strong and are powerful warriors, and hunters. They do not get along with each other well though and usually compete in all things. This means that they are usually encountered alone, which is fortunate for most who happen across them.
However is an invader threatens their jungle homes they will combine their forces to drive off the enemy. They have no use for conquest or even money though, and will usually discard any they find. They will keep any weapons that they find though, especially those made of steel or iron. Usually the Aslawarren use only bone or stone weapons to hunt with. They make good use of these though and can bring down even an Elephant single handed. They fear almost nothing and will not retreat from a fight, even if outnumbered or outclassed.
Aslawarren hunters are experts with noose and pit traps and these often dot the landscape around their villages.
The natural birth ratio of male to female Asla is 1:3, and after deaths due to fighting and hunting accidents their is usually only one male for every four females. The most powerful of the Aslawarren attract the most interest from the females and can have up to twenty wives while the lesser hunters and warriors will usually make do with just one.

Aslamerne: The females of the Asla race are much more intelligent than their male counterpart. They generally stay in the village and perform all the activities that the male do not wish to do. Aslamerne can become priest, magicians, or bards, but never warriors or hunters. The Aslamerne are similar in height to the males, but much thinner and lithe of form. They do not engage in combat unless necessary, and are rarely found outside the Asla villages.
Despite their lack of fighting skills, Aslamerne spellcasters can become quite powerful and rise high in society, although only males are ever permitted to become leaders of the Asla villages. These male leaders usually have little skill in actually leadership though and must rely on their wives to advise them on what to do. A male leader is almost never encountered with out a wife, or other female advisor to aid him.
 

Humans

There are four main human races that occupy Aduria. They are the Adurians, the Neha, the Juh Barbarians, and finally the Ghans.

Adurians: Controlling much of the east and north-east of Aduria is the Adurian race. They are all descended from the Adurian tribe, which grew to become the adurian empire. They are a fair skinned, dark-hair people, of average height and build. They are mainly found only in areas dominated, or once controlled by the Adurian empire, although some can be found in other lands.

Neha: The people of the Nehalim empire dominate north-western Aduria. They are a light skinned noble race who hold themselves above all others. The smallest of the human races, they control the second largest area, after the Adurians.

Juh Barbarians: The Juh are a race who dominate the central grasslands of Aduria. They are a mix of the other races, and feature common to each can be found on the faces of the Juh people. They are great horsemen and their tribes often drive off superior enemy numbers. Over the years the Juh Barbarians have spread across much of central Aduria and can now be found from the Adurian Wastes in the north to the jungles of the south.

Ghans: The Ghans are a dark-skinned race found across southern Aduria. Often looked down on as primitive by the other races, they are the largest of the four human races. They can be found across Aduria, even as far north as the Adurian city of Udine. They also make up much of the population of Nehalim and are found throughout the evil empire of Ghanim.

Further information about all these races will be available in the descriptions of each of the empires related to them.
Adurians - Adurian Empire
Neha - Nehalim Empire
Juh - The Juh grasslands
Ghans - The Ghanim Empire.

Most Races   by Ian Hoskins
Awnsidhelien by Bryon Switala


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