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Fantasy Races For Barbarians of Lemuria

Elves

Mysterious beings that live deep in ancient


forests and have little to do with humanity.
On rare occasions elves will trade with
humans or dwarfs and the odd elf
adventurer may be encountered from time
to time. Elves are slender and fair, standing
around 5' in height. They are a noble and
guarded people, not particularly hospitable
to strangers or outsiders.
Elves make excellent wizards and
alchemists and many follow careers such as
Healer, Minstrel or Merchant, although
Soldiers and Mercenaries are not
unknown. Elves that sacrifice a living
creature to perform magic are on the path
to becoming dark elves, which is a mental
conviction and commitment, and not about
hiding from the sun underground.

Boons
Magically Inclined: When casting spells, roll
an extra die, no extra Flaw is required.
Elf Bow Master: Roll an extra die when
attacking with an elven bow.
Forest Tracker
Learned
Night Sight
Keen Eyesight
Attractive

Flaws
Arrogant: Roll an extra die when dealing
with humans or hobbers
Alien Mind: Elves often think far outside
the box compared to humans, roll an
extra die when reasoning with humans on
esoteric or martial subjects.
Hatred of Orcs and Goblins: Roll an extra
die to resist attacking orcs and goblins on
sight.
Delicate

Dwarfs

The dwarf people are short (standing


around 4' tall) and generally quite gruff.
Males grow long beards, although females,
contrary to rumor, do not. The promise of
gold will convince a dwarf to take on an
adventure, otherwise they are comfortable
mining and exploring the depths of their
vast mountain realms. Dwarfs do not shy
away from combat and many seek glory in
war and battle.
Many dwarfs follow careers as Merchants,
Soldiers and Barbarians, although Minstrels
are not unheard of.

Boons
WarAxe Master: A dwarf using a dwarven
War Axe rolls one extra die.
Crossbow Master: A dwarf using a dwarven
crossbow, may roll one extra die.
Rock Tracker
Carouser
Hard To Kill

Flaws
Drunkard
Taciturn
Greed
Landlubber

Little People

Caught halfway between the world of Fairy


and the Mundane, the Little People tend to
stay out of the way and keep away from
most Big Folk. Little People vary in size
from the troublesome gnomes (standing
around 2' tall), to the magical brownies
(around 3' tall) to the hobbers (around 3
1/2' tall).
Little Folk make excellent Thieves,
Assassins and Minstrels, although Soldiers
and Magicians can be found among them
as well.

Boons
Knife Fighter: Little Folk are handy with
knives and may roll one extra die when
using one in combat.
Magically Inclined: For Gnomes and
Brownies, this is like magic for elves, you
may use one extra die when casting spells,
no extra Flaw is required.
Etiquette
Sneaky
Keen Hearing
Nose For Magic
Magic Resistance (for hobbers)

Flaws
Delicate
Distrust of Big Folk: Roll an extra die when
making deals/trades/bargaining with
human sized (or bigger) folk (except Elves).
Country Bumpkin
Landlubber

Orcs

Brutish thugs for the most part, these evil


humanoids are often in the employ of evil
wizards, sometimes amassed into huge
armies, if left to their own devices
however, they quickly disperse into small
warbands. Orcs are vile and cruel, but
effective in battle and are loyal as long as
the payment is satisfactory.
Orcs are often Soldiers and Assassins,
those that show up in civilized lands are
often Mercenaries or Priests.

Boons
Saber Fighter: Use an extra die whenever
you are fighting with a genuine Orc Saber.
Fearsome Looks
Night Sight
Keen Eyesight
Hard-to-Kill
Quick Recovery

Flaws
Brutish
Unsettling
Illiterate
Antisocial: Orcs have a hard time dealing
with others and remaining calm, roll an
extra die in social situations.

Goblins

Smaller than orcs, but no less despicable,


goblins are closer to the fey realm than
their larger and more brutal cousins.
Goblins sometimes lurk about in deep
dungeons or ancient forests, their shamans
and wizards knowing just enough magic to
keep the more predatory monsters around
them at bay. Goblins are nocturnal and
sometimes ride wolves or giant bats into
combat, the rays of the sun weaken them
tremendously.
Shifty and sneaky, goblins are great
Assassins and Thieves, although some
pursue careers as Alchemists, Magicians or
Priests of their dark and feral deities.

Boons
Scimitar Fighter: Use an extra die
whenever you are fighting with a
traditional Goblin Scimitar.
Born To Climb: Roll an extra die when
climbing vertical surfaces.
Sneaky
Fearsome Looks
Nose for Sorcery
Night Sight
Rock or Forest Tracker

Flaws
Weakened by the Sun: Roll an extra die
when fighting or searching in bright
daylight.
Unsettling
Easily Broken: Goblins break easily under
scrutiny or interrogation, roll an extra die
in these situations, failure means that the
goblin babbles incessantly.
Untrustworthy
Brutish

Apendix
Languages and Notes
The following new languages are
introduced with this offering: Elvish,
Dwarven, Sylvan (spoken by Little Folk and
Elves), Orcs and Goblins speak the Nighttongue.
These races can be dropped in as enigmas,
one-offs, visitors from another time or
plane, etc. They may be NPCs or a GM can
allow them as player races.
Note that Little Folk and Goblins are Small
(Average damage is d3, average lifeblood is
5, base move is 25').

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