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').