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 | Skissshar | Aslawarren | Aslamerne |
Strength | 13/18 | 6/18 | 12/18 | 3/18 |
Dexterity | 3/16 | 3/16 | 8/18 | 6/18 |
Constitution | 13/18 | 6/18 | 10/18 | 6/18 |
Intelligence | 3/18 | 15/18 | 3/16 | 10/18 |
Wisdom | 3/18 | 8/18 | 3/16 | 10/18 |
Charisma | 3/17 | 3/13 | 3/18 | 8/18 |
Table 2: Racial Ability Adjustments.
Race | Adjustments |
Dwarf | +2 Con, - 2 Dex |
Skissshar | +2 Int, +1 Wis, - 2 Cha, -1 Dex |
Aslawarren | +2 Str, + 1 Con, -1 Int, -2 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 |
- Ghan/Southern | +1 Con, +1 Dex, -1 Wis, -1 Cha |
- Huachi | +1 Str, +1 Cha, -1 Dex, -1 Wis |
Table 3: Racial Level Limits.
Race | Fighter | Paladin | Ranger | Priest | Magician | Wizard* | Thief | Bard |
Dwarf | 15 | - | - | 12 | - | - | 8 | - |
Skissshar | 17 | - | - | 11 | - | U | - | - |
Aslawarren | U | - | 13 | - | - | - | - | - |
Aslamerne | - | - | - | 11 | 14 | - | - | 10 |
Adurian | U | - | - | U | U | - | U | U |
Neha | U | - | - | U | U | - | 8 | - |
Juh | U | - | U | - | - | - | U | U |
Ghan/South | U | U | U | U | U | - | U | U |
Huachi | U | - | - | U | 10 | - | 10 | - |
Dwarves: may be multi-classed
fighter/priests and fighter/thieves.
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.
* Based on the assumption that blooded characters are very rare in Aduria. 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. No Dwarf has yet left that land so any PC Dwarf would either be an adventurer from Cerilia, or the first traveller to leave Dunedin since its founding after Deismaar.
Skissshar/Morkrain
The Skissshar are a twisted race of Snakemen that
live only in three provinces in the centre of the barren Adurian Wastes, a large desert in
northern Aduria. They are the ancient creations of an evil Dragon known as Morkrashin, one
of the greatest of Dragonkind. Originally named the Morkrain they were his warriors in an
attempt to conquer all of northern Aduria, and eventually the world. They worshiped the
old Dragon as a god, but during a crutial battle against an army of Giants and other
Dragons their god died of a heart attack and in the confusion the Morkrain were
slaughtered by the Giants. Only a few survived, fight on inside the small tunnels of the
Spire. The Giants eventually tired of this conflict and their Dragon allies scoured the
outside of the mountain with their breath, turning it into the twisted peak of obsidian
and glass that it is today.
The Morkrain were thought lost, or at the very least trapped forever in the mountain, but
that was until the aftermarth of Deismaar. The army of Azrai that had been sent north from
Aduria returned with news of the god's death, something the priests of Azrai, who were
struggling to hold onto power without Azrai's support, did not want to have spread around.
They drove the returning soldiers into then grasslands on northern Aduria, hoping that
they will be killed by the many dangers that dwelt there. What exatly happened is not
known, but it is thought that they were captured by the Morkrain, who were emerging from
their prison and either eaten or used in dark rituals to their death Dragon God. Whatever
occured inside that dark peak the Morkrain, or Skisshar as they now called themselves,
gained bloodlines, and the ability to cast true magic. Using the ancient texts of
Morkrashin they taught themselves magic over the next few hundred years.
Then 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 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 formed 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 Snakemen, but also devestating 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 spells,
before 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 they wear 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 almost any attacker
approaching from a long way off.
The Skissshar are carnivores and require fresh 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 several hundred years
ago.
It is believed that due to some ancient dark
ritual, performed on the Adurian survivors of Deismaar the Skissshar have a high
proportion of blooded individuals. 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 Morkrashin, their Dragon
God. 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 two-legged 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.
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 and furs being traded for weapons and other goods.
When with other race the Asla are friendly and polite, and will try to avoid trouble. Some
Humans of nearby kingdoms 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, and will usually discard any
coins 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 six 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. 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. Each is race is different enough from each other to be regonised as a seperate nation.
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 might Adurian empire and dominate the continent. 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.
Ghan: 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 as well as in the nations of the Sea of Singing Spirits.
Huachi: Originally from Djapar, the Huachi are a brown skinned people who live in the isolated mountain of south-east Aduria. They are different from many of the other Adurian races, and due to the difficulty in crossing the high peaks into Huachi land they have had little contact with the other Adurian peoples.
Further information about each these Human 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
Huachi - The Mountain States
Back to the Empires of Blood Homepage.