Major Races

These races are found in numbers throughout several lands or rule part of the British Isles as their own.

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ALFAR

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.

alfar.jpg

Common Traits

Age & Appearance

As high elves.. How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

The Alfar feel compelled to help their fey brethren that have taken to the world. The Summer Isle has many strong fey gates, but many of these disappeared under Roman rule and many more are now gone under the barbaric rule of the Saxons. The Alfar have allied with native Britons to fight off the Saxon invaders. Most evil races are regarded as nuisances at best, but the alfar consider the dockalfar their foremost enemies. All alfar seek to remove this race from existence.

Alignment & Outlook

As typical high elves, though many of the Isle are more driven. Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

Alfar are found in large numbers in the north living and fighting alongside the free Britons. Should the Britons fall, then Alfar influence on the Summer Isle could vanish. Alfar also live in considerable numbers on Eire and in Wales.

Religion & Deities

Any. Religion varies greatly amongst the alfar and fey. They see no beings as superior to others and worship whoever or whatever they choose, from deities common to other races, to lords of the Feywild, to primal spirits, to unique gods most people have never heard of.

Game Mechanics

Dungeons & Dragons 5E

Alfar Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Keen Senses. You have proficiency in the Perception skill.
  • Languages. Common and Elvish.
  • Trance. You do not need to sleep. Instead, you meditate deeply, entering a trance for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours sleep. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
  • Bonus Proficiencies. You can choose 4 proficiencies from: Bows (Simple + Martial), Heavy Blades (Simple), Light Blades (Simple + Martial), Arcana, History, Nature, Performance, Persuasion, Quickness, or a Musical Instrument group.
  • Cantrip. You know a cantrip of your choice from the wizard spell list. Intelligence is your casting ability for it.
  • Extra Language. You can speak, read and write one extra language of your choice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Alfar Drawbacks

  • Frail (Minor Flaw) OR Weak (Minor Flaw). Alfar have slight builds.
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ANGLO-SAXONS

(The term Anglo-Saxon refers to the invaders from the mainland, consisting of 3 main groupings: the Angles, Jutes and Saxons).
Though most refer to them as Saxons, those of the north are called Angles and some in the southeast, Jutes.
Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
See Dragon Magazine #257 p31 for social structure.

saxonspearwarrior.jpg

Common Traits

Age & Appearance

As half-orcs with Saxon arms, armor and clothing. How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

The Saxons have subjugated the Britons and those that lived amongst them. Some Britons have held out in the north and the Saxons hope to bring these territories under their control too. They distrust fey folk (and enslave any they capture), consider goblinoids weak and therefore enemies, and rogue bands of Halflings lead a resistance from the south eastern swamps and rivers. They war with the Welsh, are willing to employ Picts as mercenaries and admire the coal dwarves of the southwest (so far diplomatic relations have kept the Saxons from pushing into Llyonesse). Any Romans in their lands are confined to ghettoes, but the chorrim that arrived with the Romans have been fully integrated into Saxon society.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

The arcane power source is very rare among the Anglo-Saxons. Those that wield it work with runes and are called runecasters. (See Dragon Magazine #257 p42).
Warriors are highly regarded, but few Anglo-Saxons ride horses and thus they lack a cavalry. The ceorl and thegn warrior kits (Dragon Mag #257 p39 & 41) typify a typical Anglo-Saxon warrior.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

The Anglo-Saxons have taken over much of the main isle. Their kingdoms dominate the central and south eastern Summer Isle and they refer to these lowlands as England.

Religion & Deities

Anglo-Saxons worship a lot of gods. Use the standard pantheon from 4E D&D or any other D&D setting.

Game Mechanics

Dungeons & Dragons 5E

Angle, Jute, Saxon Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Bonus Proficiencies. You can choose 2 proficiencies from: Athletics, Endurance, Intimidation, Quickness, Axes & Picks (Simple + Martial), Brawling weapons (Simple + Martial), Heavy blades (Simple + Martial), Shields (Simple + Martial), and Spears (Simple + Martial).
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. You have superior vision in dark and dim conditions.
  • Languages. Common, Orc.
  • Relentless Durability. Before rolling a death saving throw, use this feature to treat the save as a natural 20. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it to the extra damage of the critical hit.
  • Swift Charge. Any time you move towards an enemy (including when you take the dash action) and fall 15ft or less short of the target, you can move to within 5ft of the target (to be within melee reach of them).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Angle, Jute, Saxon Drawbacks

  • Socially Inept (Minor Flaw) OR Dullard (Minor Flaw). These invaders are rather uncouth and brutal. Their ways are not sophisticated.
  • Outsider (Minor Flaw). No one likes the Anglo-Saxons. They are raiders and pirates and are treated as such.
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BRITONS

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
See Dragon Magazine #257 p33 for how the Britons adapted to different rulers. (The Celts entry, p31 better represents those on the fringes of society).

britonroman.gif

Common Traits

Age & Appearance

(As Celts and Britons). Typically Britons have reddish to black hair and green to hazel eyes. Complexions tend to be tanned. Those in the north and wilds dress as typical Celts, whilst those of the lowlands adopted Roman fashion.

Allies & Enemies

Britons not yet serving the Anglo-Saxons as an underclass are typically defending their lands from the barbaric invaders. Britons have maintained strong relations with good fey folk and they often fight alongside fey, alfar and gnomes. Half-fey are a testament to this long relationship and the fact many alfar have left the Feywild to help the remaining Britons in the north fight off the Angles. The Britons have repaid the fey by joining their war against the dockalfar. Being good folk, evil races are considered enemies. One exception in the north is where the Britons have defeated the ogres and now employ them as an underclass for manual labour. Unfortunately for the Britons of the north, Pict raids make their lives harder. Whilst they may employ Picts as mercenaries at times, agreements with Picts change constantly. Britons consider the Welsh their allies in holding off the barbarian hordes and the two work closely together. Though they do not fully understand the Irish, they are also considered kin when compared to Anglo-Saxons.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

Britons have a strong oral tradition. Bards are highly regarded as are members of any class with story-telling ability. (See the Storyteller kit in Dragon Mag #257 p46).
Warriors of the Britons are typically mounted Horsemen (kit in Dragon Mag #257 p40).

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

There are three types of Briton: those under the domination of the Anglo-Saxons (most), those in the unconquered kingdoms of the north (stuck between the Anglo-Saxons and Picts), and those that have taken to the hills to survive by raiding the villages of those that drove them away.

Religion & Deities

Most Britons converted to the worship of Bahamut and the Holy Son, Paladine, under Roman rule. Many have now returned to their old deities or venerate the primal spirits. Britons in lands that never came under Roman control have kept the old gods alive. Choose any deity of Celtic origin.

Game Mechanics

Dungeons & Dragons 5E

Briton Traits

  • Ability Score Increase. Two different ability scores of your choice increase by 1.
  • Bonus Proficiencies. You can choose any 2 proficiencies.
  • Feat. You gain one feat of your choice.
  • Languages. Common and 1 language of your choice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Briton Drawbacks

  • Minor Flaw. You must take one minor flaw for which you gain no benefit. (This would be determined randomly in our games).
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COAL DWARVES

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.

Dwarfcoal.jpg

Common Traits

Age & Appearance

As typical dwarves, but with dark brown skin, black or dark brown hair and dark oiled and well-groomed beards. Coal dwarves have dark eyes (black, dark grey, or brown) but occasionally a dwarf is born with eyes the colour of a bright gemstone. This is seen as a very lucky omen.

Allies & Enemies

Rock gnomes share the land of Llyonesse with the coal dwarves and the two cultures are intermixed. Many Welsh live on the surface on the peninsula, as do some isolated pockets of harkrinn. These two races also rely upon trade with the coal dwarves and are considered equal citizens by them.
The Atlanteans are a strange and cultured race to the dwarves. These horned humanoids that landed upon their shores hundred of years ago settled and erected magnificent jagged palaces. The Atlanteans were uninterested in war and happily became clients of the dwarves and remain so to this day, though many dwarves believe the Atlanteans scheme against them.
Disliked goblins and firbolgs hold territory in the west and fights with erklings throughout Llyonesse are common.
Coal dwarves feel for their old Briton neighbours, but so far have had little trouble from the Saxons themselves.

Alignment & Outlook

Though covetous of wealth and magic, coal dwarves are stalwart allies. Lawful good by nature, anyone knows their word is good. They craft wonders from precious metals and gems and their arms and armor are second to none. Coal dwarves are also exceptional miners and their coal mines are extensive. Whatever a coal dwarf chooses to do you can bet he will do it well, for they are not only stubborn, but tireless workers.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

Coal dwarves are the race of majority in the southwest of Britainia. They rule over the peninsula still named after the legendary coal dwarf realm of Llyonesse. In ancient times, the dwarves built marvelous stone castles above ground, but today these are ruins and coal dwarves live beneath the ground.

Religion & Deities

Coal dwarves once worshipped their own pantheon of gods that included Moradin, Clangedinn, Mya, Roknarr and a great many others, but they were all destroyed fighting demons thousands of years ago. Few dwarves of today even know the names of their old gods. They are referred to in general terms as the Dead Gods. Ancestor worship is the closest thing coal dwarves have to a religion now. In fact, several great heroes have risen to demigod status and now grant divine powers to their subjects.
Whilst they revere ancestors, coal dwarves feel no love or connection to the primal spirits. This power source is absent in their culture.

Game Mechanics

Dungeons & Dragons 5E

Coal Dwarf Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 2.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to life underground, you have superior vision in dark and dim conditions.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Stonecunning. Whenever you make an Intelligence check relating to stonework, you are considered proficient in the appropriate skill and add double your proficiency bonus to the check, instead of any normal proficiency bonus.
  • Sturdy. You can use Constitution in place of Dexterity or Strength checks or saves to resist forced movement or being knocked prone. You can even make a saving throw when none is normally granted. If there is not already a DC, it is 10. On a success you do not fall prone or reduce the distance moved by 5ft. + 5ft for every 5 by which you beat the DC. Also, your speed is not reduced by the armor you wear or by encumbrance.
  • Bonus Proficiencies. You can choose 6 proficiencies from: Light armor, Medium armor (requires light armor first), Axes & Picks, Hammers, Shields, Siege Engines, Endurance, History, Warfare, smith's tools, brewer's supplies, or mason's tools.
  • Languages. Common and Dwarvish.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Coal Dwarf Drawbacks

  • Clumsy (Minor Flaw) OR Stubborn (Minor Flaw). With their sturdy build, dwarves are not as dexterous as others and many dwarves have a stubborn nature.
  • Slow (Minor Flaw). Although they can march all day, a dwarf's stunted build reduces their speed.
  • Honorable (Minor Flaw). Coal dwarves have a lot of racial pride to uphold.
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FEY

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
Much as elves live, though typically, elves of the Summer Isle live in hidden pockets fighting off all manner of enemies.

feyarcher.jpg

Common Traits

Age & Appearance

As wood elves. How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

Fey find other good fey-folk their best allies, but since wandering the mortal world, have generally maintained good relations with the Britons (hence the presence of half-fey). They suffered under Roman rule, but typically bear no grudge to any that remain. They fight constant guerrilla warfare against the Anglo-Saxons (who enslave the fey). Most evil races are considered enemies, none more so than the dockalfar.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

The fey do not exist in great numbers anywhere, but due to their long-standing relations with the Britons they are found in similar areas, especially the north where the Britons remain free. Some tribes remain in lowland England, hiding from the Saxons. Several scattered tribes live on Eire, though few along the east coast. There are also tribes of aquatic fey found throughout the waters surrounding the British Isles.

Religion & Deities

Any. Religion varies greatly amongst the alfar and fey. They see no beings as superior to others and worship whoever or whatever they choose, from deities common to other races, to lords of the Feywild, to primal spirits, to unique gods most people have never heard of.

Game Mechanics

Dungeons & Dragons 5E

Fey Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • Keen Senses. You have proficiency in the Perception skill.
  • Languages. Common and Elvish.
  • Trance. You do not need to sleep. Instead, you meditate deeply, entering a trance for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours sleep. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
  • Bonus Proficiencies. You can choose 5 proficiencies from: Bows, Light Blades, Acrobatics, Animal Handling, Athletics, Nature, Quickness, Stealth, Survival, Swim, Herbalism kit or a Musical Instrument group.
  • Fleet of Foot. Your base walking speed increases to 35ft.
  • Forest Born. You ignore movement penalties for forest difficult terrain.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Fey Drawbacks

  • Frail (Minor Flaw) OR Shy (Minor Flaw). Some fey have slighter builds like their alfar brethren, and many are reluctant to engage in social interactions.
  • Outsider (Minor Flaw): Fey rarely involve themselves with other races. (This does not apply around alfar, Britons or Irish).
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IRISH

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
Irish society is very ritualistic. Irish tend to be secretive and reclusive. They value freedom and are reluctant to share their island with others. They prefer to act with subtlety, but when driven to anger few can withstand their primal fury. Irish tend to have a strong independent streak and jovial nature – others might call them chaotic.

Irishcelt.jpg

Common Traits

Age & Appearance

Irish appear human with a slight build, blonde through to dark brown hair and green, brown or hazel eyes. Dress in Celtic fashion, but robes are very popular.

Allies & Enemies

Being primal in nature, the Irish have very good relations with the fey, alfar and gnomes that share their homeland. In fact, the many half-fey are testament to these positive relations. Whilst the Irish were most likely kin of the Britons, they feel closer to the spirits and fey these days. They bear the Welsh and Picts no animosity, nor do they admire them. Firbolgs live in ghettos among the Irish in the east and the Irish admire their hunting skills, but do not find them sociable at all. They tolerate the fomorians, lizardfolk, and hill goblins that control parts of the island, but loathe the erklings and arboreans that raid the Irish from their own forests. They have had no contact with many races on the main island, including the Anglo-Saxons.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

The island of Eire. Recently the Irish have also been settling The Isle of Man and the southwest coast of Pictland (the kingdom of Dal Riada).

Religion & Deities

Druids are the primary religious functionaries and Irish in general are quite religious. They follow no gods, but instead revere the primal spirits. Some creatures of the Feywild also garner respect from particular cults.

Game Mechanics

Dungeons & Dragons 5E

Irish Traits

  • Ability Score Increase. Two different ability scores of your choice increase by 1.
  • Bonus Proficiencies. You can choose any 2 proficiencies.
  • Feat. You gain one feat of your choice. (Most have the Magic Initiate feat with druid powers.)
  • Languages. Common and 1 language of your choice.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Irish Drawbacks

  • Minor Flaw. You must take one minor flaw for which you gain no benefit. (This would be determined randomly in our games)
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PICTS

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
Picts live for war. When not fighting amongs themselves they are raiding to the south or serving as mercenaries for both the Britons and the Anglo-Saxons. Most other people consider Picts rude, belligerent, boastful and boorish, and they would be correct in most cases.
That aside, the Picts have simple tastes, enjoying clan life in their small villages, telling wildly fanciful stories around a fire, basic arts such as stonecarving, and collecting treasure.
The arcane power source is absent from Pictish society.

Pictdwarf.jpg

Common Traits

Age & Appearance

As typical dwarves, with strong and hardy builds to survive the cold highlands. Picts have dark brown to black hair and beards, hazel to brown eyes, and ruddy complexions.

Allies & Enemies

Few people trust Picts but know their value as mercenaries.
Except to collect or take treasure, Picts have little to do with the races not considered part of their society. However, Picts welcome most races with warlike natures into their society. Living in the highlands in their own villages or among Picts as equals are; trolls, goliaths, hill goblins and trow. A few small settlements of groundlings and ogres are considered clients of the Picts, alternating between paying the Picts off and fighting alongside them. In the northwest, lizardfolk are considered an underclass in some tribes. Some Irish live in isolated villages in the southwest where they have established the kingdon of Dal Riada. Autonomous formorians live in the west. So far, the Picts have left the fomorians arriving from the Feywild alone. Erklings are considered cowardly and are never accepted as members of a clan. The Britons of the south have long considered Picts too barbaric but may employ them occasionally as mercenaries. The Picts are quite happy to raid and pillage the Britons’ lands. The Picts have only recently had frequent contact with Anglo-Saxons. They see them as a worthwhile race to fight for or against.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

Picts occupy the most northern parts of the Summer Isle (where Summer comes very rarely). The northern part of the isle is referred to as Pictland by most other people, but the Picts recognise several smaller kingdoms.

Religion & Deities

Picts once worshipped their own gods but they are all dead now. The Picts don’t know or care how – they simply have no gods anymore. Ancestor or other forms of spirit worship is the only present religion, but actual priests are very rare. Barbarians that can channel the power of the spirits are more revered than any priest.

Game Mechanics

Dungeons & Dragons 5E

Pict Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Accustomed to life underground, you have superior vision in dark and dim conditions.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Stonecunning. Whenever you make an Intelligence check relating to stonework, you are considered proficient in the appropriate skill and add double your proficiency bonus to the check, instead of any normal proficiency bonus.
  • Sturdy. You can use Constitution in place of Dexterity or Strength checks or saves to resist forced movement or being knocked prone. You can even make a saving throw when none is normally granted. If there is not already a DC, it is 10. On a success you do not fall prone or reduce the distance moved by 5ft. + 5ft for every 5 by which you beat the DC. Also, your speed is not reduced by the armor you wear or by encumbrance.
  • Bonus Proficiencies. You can choose 4 proficiencies from: Axes & Picks, Hammers, Heavy Blades, Spears, Endurance, Intimidation, Warfare, smith's tools, brewer's supplies, or mason's tools.
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Languages. Common and Dwarvish.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Pict Drawbacks

  • Clumsy (Minor Flaw) OR Dullard (Minor Flaw). With their sturdy build, dwarves are not as dexterous as others and many Picts are uncultured and value living in the moment over learning.
  • Stubborn (Minor Flaw). All Picts have this flaw.
  • Slow (Minor Flaw). Although they can march all day, a dwarf's stunted build reduces their speed.

Appearance

Society

Celtic-Knot-Divider.gif

WELSH

Intro paragraph. Very general statements that summarises the race.

"Various Flavour Headings"

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.
The Welsh are fiercely independent. They fought off the Romans centuries ago and they intend to keep the Anglo-Saxons at bay no matter the cost.
The divine power source is absent in Welsh society.
Whilst they believe in the world’s cosmology and an afterlife, the Welsh venerate no deities. Some may call upon the primal spirits, but most simply rely upon the power harnessed within oneself and hard work.

Welshgiants.jpg

Common Traits

Age & Appearance

As giants from Monte Cook's Arcana Unearthed, but with Celtic fashion.

Allies & Enemies

Since they united to fight the Romans, the Welsh still consider the Britons their allies and they work together to fight off the Anglo-Saxon invaders, though within Wales itself the Britons are considered an underclass. Whilst not as trusting of the fey and alfar as the Britons, those alfar that live within Wales are considered equal citizens. (Some say the Welsh have a fear of upsetting the natives of the Feywild). The firbolgs of the north east have long been intermixed into Welsh society too. Whilst fiercely independent, the Welsh are not fast to judge others. They tend to defend weaker races and drive off evil ones. They have allowed the remaining bugbears of central Wales to form a client state after years of fighting. The genasi of the south east willingly became clients when they arrived some 50 years ago. Other than the Saxons on their borders, the main enemies within Wales are the hill goblin tribes found throughout and the large numbers of spriggans that mount raids from the eastern mountains (and most likely through gates from the Feywild).

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

The Welsh hold the mountainous land of the west named after them; Wales.

Religion & Deities

State which type they follow and individual gods if common.

Game Mechanics

Dungeons & Dragons 5E

Welsh Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You are also counted as one size larger to for opposed rolls where your bulk would be beneficial, such as resisting forced movement and being swallowed whole. Furthermore, when wielding a versatile weapon, you deal the damage listed for using two-handed.
  • Bonus Proficiencies. You can choose 3 proficiencies from: Athletics, History, Insight, Performance, Persuasion, or any artisan's tools.
  • Languages. Common and Giant.
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Welsh Drawbacks

  • Lumbering (Minor Flaw). Your bulk means you are not as agile or flexible as other races.
  • Loyal (Minor Flaw). Giants consider themselves stewards and are very protective of those in their care and their companions.
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