Mystara d20 PDF Project

Post/Author/DateTimePost
#1

gawain_viii

Apr 13, 2006 23:45:49
Okay, I didn't feel like riting today, so I decided to do a little artwork...
Linked below are samples of the covers I've finally decided to use for my project.

Campaign Setting
Atlas of the Known World
Magic of Mystara
Monsters of Mystara
Rise of the Immortals
Template for additional covers

Feel free to comment, critique, offer suggestion or change...
Hope you like them,
Roger
#2

zombiegleemax

Apr 14, 2006 2:22:07
Ilis east for you: you choosed pictures we alreay love! ;)
#3

thorf

Apr 14, 2006 3:18:58
Yep, I would say that not only are those pictures good choices, they are in fact the only pictures I would want to choose for a project representing Mystara (and thus OD&D) in D&D 3.5. :D

The pixelated Mystara logo is letting you down, though. I've been thinking for a while now that it would be nice to design a new Mystara logo for use online. The only official one, the one you are using, is from the AD&D Mystara stuff, and therefore it has some bad connotations. Plus it's kinda dull, and not really related to Mystara in any way.

Of course, actually designing a logo that is relevant to Mystara is easier said than done...
#4

zombiegleemax

Apr 14, 2006 4:10:23
IMAGE(http://img84.imageshack.us/img84/852/mystara2mk.jpg)

I draw this picture from Karameikos, Kingdom of Adventure, page 111.
It should be a "Mystara haraldic symbol", also if it is strange for me to imagine a such symbol. It is like having an "Earth heraldic symbol"...
But it could someway be included in the new Mystara logo. What do you think about it?
#5

maddog

Apr 14, 2006 8:58:37
Okay, I didn't feel like riting today, so I decided to do a little artwork...
Linked below are samples of the covers I've finally decided to use for my project.

Gawain,

I hate to be the barer of bad news.... You probably shouldn't use any of those at all due to copyright problems with the art. I know Larry Elmore doesn't mind if people use the art in a limited way on webpages, if credit is given, but I don't know about a d20 project like this.

Trademark could be a problem with the Mystara logo and the Vaults of Pandius logo. Shawn Stanley will probably not mind about the VoP logo but I doubt WotC would let you use the Mystara logo. The d20 logo has rules involved with it too. Goto the WotC site for that.

Of course, if you have premission to use all of this stuff. You're good to go! If not, protect yourself first.

--Ray.
#6

havard

Apr 14, 2006 9:16:50
Of course, actually designing a logo that is relevant to Mystara is easier said than done...

I've made a few attempts at making some new Mystara logos, based on older "Mystara" and "gazetteer" logos.

I'm not home during Easter, but ill try and see if I can get a few samples posted next week. I'd love to see more work from others as well.

Gawaiin, your stuff is pretty cool. It would be nice if we could avoid getting into trouble over it though. From what I understand, it would actually be ok to post stuff like what youve made on the Vaults...

Håvard
#7

gawain_viii

Apr 14, 2006 10:20:18
Havard,

I agree we need an updated logo, much like the FR logo was updated from 2e to 3e. I've considered using the Webring logo, but it's a little on the busy side and, although it looks good, it isn't well made. If you have a sample or two I'd love to see. Maybe we could even have several people come up with designs and vote on the one we, as a community, want to use.

maddog,

I'm doing my best to be careful. I was actually looking for new art (and found some and got permission to use it) when I ran across Birthright.net. Their own d20 sourcebook has a copyright notice stating that their book is derived material of and artwork is owned by WotC, both used with permission.
I write the owner of birthright.net for clarification on his claims. He told me that the claims were made based on his original agreement with WotC setting his site up as the official fansite.
I've talked to Shawn about the same subject, but he can't find his original agreement papers to confirm it. The guy at BR is going to send me a copy of his agreement, which I will send to Shawn for comparrison. Assuming that all the fansites have the same agreement, then we'll be safe as long as the material is hosted on the Vaults and nowhere else.
As far as art, from my understanding of the birthright agreement, we can use any art owned by WotC that was originally used for Mystara (and because ofthe intrinsic connection, 0e) but not other WotC-owned art.

I'll contunie to update on more info I collect. And if it comes to us not using the old artwork, I'll change what I've got so far. But until then, I'm assuming that we (meaning the Vaults) have the same rights and permissions that Birthright, Planescape, Darksun, and Spelljammer have claim to.

Roger
#8

Cthulhudrew

Apr 14, 2006 10:30:34
Why not use the Mystara logo that TSR selected as the fan winner from their contest ages ago? I don't know if it's archived anywhere or not (I can't find it on the Wizards' site, but they probably couldn't/wouldn't have been able to keep it when they took over TSR), but it is on several fan pages; I've got it on my Mystara page myself.

[EDIT] Roger posted right before this went up, so- asked and answered!

There were a lot of other logos from that contest, though. Again, don't know if they are archived anywhere- I seem to recall someone wanting to keep them (though I think it was one of the ladies who no longer frequent things Mystaran- Jenni, Jennifer, or Sharon).
#9

thorf

Apr 14, 2006 10:32:59
I hate to be the barer of bad news.... You probably shouldn't use any of those at all due to copyright problems with the art. I know Larry Elmore doesn't mind if people use the art in a limited way on webpages, if credit is given, but I don't know about a d20 project like this.

Trademark could be a problem with the Mystara logo and the Vaults of Pandius logo. Shawn Stanley will probably not mind about the VoP logo but I doubt WotC would let you use the Mystara logo. The d20 logo has rules involved with it too. Goto the WotC site for that.

Is there a difference between using the Mystara logo and writing/adapting stuff about Mystara? Let's face it, the entire project is definitely breaking copyright from the very start. Its very essence is taking copyrighted material and updating it to the new system. Using d20 may be free of copyright problems, I don't know, but using the original Mystara material is definitely not.

In short: many of us break copyright daily with our posts on this site, the list, and elsewhere.

The art is a different matter of course, since the copyrights may be owned by the artist, depending on the picture in question.

Aside from the art, I am sticking to my previous stance: we can do pretty much anything we want with Mystara as long as it stays purely online, and very obviously non-profit, fan community works. TSR chased people down for anything and everything, but in my experience so far Wizards of the Coast lets us run free in their playground, as long as we acknowledge that it's still theirs.
#10

thorf

Apr 14, 2006 10:36:47
As far as art, from my understanding of the birthright agreement, we can use any art owned by WotC that was originally used for Mystara (and because ofthe intrinsic connection, 0e) but not other WotC-owned art.

Wow... If that's really the case, that is exceedingly cool.
#11

maddog

Apr 14, 2006 10:48:31
Is there a difference between using the Mystara logo and writing/adapting stuff about Mystara? Let's face it, .......

Sorry, didn't want to quote eveything. My post above was just to have Gawain reivew his work. I wouldn't want anyone who works on a cool Mystara project to get into trouble over a copyright or trademark issue. It's just a CYA thing.

--Ray.
#12

gawain_viii

Apr 14, 2006 10:57:14
Understood.. and thank you for covering mine... ;)
Roger
#13

culture20

Apr 14, 2006 11:34:53
In short: many of us break copyright daily with our posts on this site, the list, and elsewhere.

Most of what we do falls under fair-use.

@gawain: IMHO. I'd suggest using the Master set's picture for the Atlas, and maybe moving the expert set to the Monster pdf. The AD&D Mystara Monster Manual cover looks out of place with all the other Elmore art. Too bad Elmore doesn't have it on his site...

http://www.acaeum.com/ddindexes/setpages/setscans/master.jpg
#14

gawain_viii

Apr 14, 2006 11:57:23
I don't think our work qualifies as fair use...

Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include—

1. the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;
2. the nature of the copyrighted work;
3. the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
4. the effect of the use upon the potential market for or value of the copyrighted work.

The fact that a work is unpublished shall not itself bar a finding of fair use if such finding is made upon consideration of all the above factors.

What we do is 1-not purely educational, 2-not a simple quite, critique, or criticism, 3-uses more than a "substantial" amount of work, and 4-although Mystara is a "dead" world, it still has the potential of making a market impact (albeit a minimally insignificant one).

So, no, I don't think our work is fair-use, but assuming we do have the protection of the Vault's official-fansite agreement (which, as stated earlier, I'm working to confirm) we're still safe in that regard.

Roger
#15

thorf

Apr 14, 2006 13:02:53
Sorry, didn't want to quote eveything. My post above was just to have Gawain reivew his work. I wouldn't want anyone who works on a cool Mystara project to get into trouble over a copyright or trademark issue. It's just a CYA thing.

It's good that we have people in our community to watch each other's backs. I'm sorry if I came across too strongly in my post above.

Roger, it sounds like that contract is something we might all be interested in having a peek at. If you do manage to see it, please let us know.
#16

gawain_viii

Apr 14, 2006 13:08:15
As soon as I get it, I'll post the highlights and confer the whole thing with shawn for comparison--to make sure that the br agreement is the same/similar to shawn's... Unless he find's his contract first...

But enough of that--I want community input...
The last chapter of the CS is going to be a sampler of Mystaran monsters... creatures that are the best examples of Mystaran creatures... I was thinking the Chevall, Blackball and Nosferatu... any other suggestions? I don't want too many, mabe 6-10 total,,, every thing else will be in the monster book.

Roger
#17

Cthulhudrew

Apr 14, 2006 13:41:44
The last chapter of the CS is going to be a sampler of Mystaran monsters... creatures that are the best examples of Mystaran creatures... I was thinking the Chevall, Blackball and Nosferatu... any other suggestions? I don't want too many, mabe 6-10 total,,, every thing else will be in the monster book.

Chevall would be nice, although I think the Pegataur seems somewhat more acclaimed as Mystaran.

The Black Ball has been covered in the Epic Handbook (as "Umbral Blot"), and unless you can think of a way to significantly differentiate the Nosferatu from the Vampire, I don't know that it's worth the effort. A strict conversion wouldn't do it justice (you just remove the energy drain, give it immunity to sunlight, and that's it, really). I think it might be better done as a Vampiric Prestige Class or some kind of additional template (though that's kind of awkward). I don't know how the Ravenloft people did their vampires in 3E, but I know in 2E the RL vampires had additional abilities as they aged- maybe something along the lines of the draconic aging tables with different abilities and things? I don't know. I would definitely say the Nosferatu is quite Mystaran (I'd even go so far, IMC, to remove "generic" vampires entirely, if done right.)
#18

thorf

Apr 14, 2006 13:49:43
What races/monsters do I think of when I think of Mystara?

Rakasta, Lupins, Aranea, Pegataurs, Nagpa, Kopru, Nosferatu, Manscorpions, demons/fiends (of the Immortal persuasion), Archons... and of course Dragons.

(Of course, given my one-dimensional perspective I have no idea how many of these are unique to Mystara. These are just some of the monsters that I link with the setting.)
#19

zombiegleemax

Apr 14, 2006 16:36:16
The last chapter of the CS is going to be a sampler of Mystaran monsters... creatures that are the best examples of Mystaran creatures... I was thinking the Chevall, Blackball and Nosferatu... any other suggestions?

My favoured Mystara monster is the wooddrake. I also like colddrakes and mandrakes, but wooddrakes are my favoured ones. I suggest to introduce them as a faerie race, with the anti-blackmoor flavour, forgetting green wooddrakes: wooddrakes have a red dragonet shape, not a green one!
#20

gawain_viii

Apr 17, 2006 16:12:13
I sent an email to Wizards asking about the fan-site license. They directed me to the Hasbro licensing dept. I sent an email to them. I also tracked down Jim Butler at Bastion Press and asked him if he remembered any details. The response was:
As I recall, the website agreements with the official sites allowed them use
of the core properties in that they could develop new materials for the d20
game using the brand itself; it didn't give them the rights to
cut-copy-paste text and graphics. But they could use all the Proper Nouns
and create new d20 stats for it all. The idea was that an official community
would jump at the chance to put its own mark on the world (like the
Ravenloft fan site did).

Jim Butler, Brand Manager
Bastion Press, Inc.
www.bastionpress.com

Still no hard details, but it sounds like we have the required authority to use PI required by the OGL and d20 System licenses. More when I get a response from Hasbro. I'm expecting an answer NLT tomorrow evening.
Problem is the art question. BR says it's ok (and they've used old art in their own sourcebook) but Jim says no. I suppose we'll wait for more detail, with teh anticipation of re-designing the covers (which is going to happen anyway, in light of Thorf's logo contest--even if it is no-contest). lol

Roger
#21

gawain_viii

Apr 25, 2006 23:22:20
Still no word from WotC/Hasbro about the legal details... But until then...
I've got another cover-design proposal... I used Thorf/Havard's logo and modified the "cover" of the 1019 almanac...

IMAGE(http://www.geocities.com/gawain_viii/mistamere_cvr.png)

What do you think?

So far I've got 3 possible designs--BECMI, 2e Monster Compendium, and Almanac... Any favorites?

Roger
#22

olddawg

Apr 26, 2006 2:22:42
I like this new design over the BXCMI for both aesthetic and legal reasons.

One suggestion, which you may freely disregard. Since the mockup that you have is for a basic module, how about some series numeration like the old B3, X11, etc. On the gaz's, I'm using the convention GAZ F# as the working number-name. GAZ for, well gazetteer ;) , and F for free.

I also have a product number on the top right (0601 for Wendar, 0602 for Denagoth). Perhaps we can collectively agree to use the same product number scheme to help index our work. The first two digits are just the year, the second two are the release order for that year.

BTW, love the new logos, I will be encorporating them into future gaz cover art.

-OldDawg

PS Five more days till the Denizens of Denagoth reach the "store"
#23

zombiegleemax

Apr 26, 2006 3:09:26
It is a great cover!
Should I find a book with such a cover in my game-shop, I'll buy it also if it is the obnoxious d20 system!
But WotC is not interested in my money...
#24

gazza555

Apr 26, 2006 9:04:45
It is a great cover!

I concur! :D

On a (very) slightly related subject. All those pdf's, maps etc you've collected on your hard drives, you may want to write to CD/DVD. If you have a lightscribe enabled drive I've just found a lovely design for the disc labels. Have a look here and click on the view larger button underneath 'Dragon Fantasy'.

Regards
Gary
#25

johnbiles

Apr 26, 2006 11:47:31
That's a very nice looking cover!
#26

thorf

Apr 26, 2006 12:02:48
Sorry to be the voice of dissention, but I definitely prefer the first cover designs you posted. The Poor Wizard's Almanac-based design is not bad, but it's a little too busy for my tastes.

Regarding the art problem, neither design gets round the problem of copyright - that depends on the images you use rather than the design. Finding art is definitely going to be hard either way.
#27

gazza555

Apr 26, 2006 12:50:39
but it's a little too busy for my tastes.

Although this is my favourite design I agree with Thorf somewhat. I dislike the bottom scroll. I would remove it and have a small d20 logo and pandius address at the bottom centre of the page.

Regards
Gary
#28

gawain_viii

Apr 26, 2006 15:56:22
If anyone else has design ideas, I'm open to suggestions... I'm probably not going to decide on any one design until the day I PDF-ify the first book.
Also, Thorf, I wasn't going to ask for your help because I know how busy you must be--but since you offered, I'm no fool--I won't turn down your graphical genius.

For those who want to suggest their own design--You can see from the other templates which elements I want to be common--logo, font (celtic, baldur, feinen, etc.), central image, pandius & d20 logos... Everything else is pretty much free game.

Roger
#29

gazza555

Apr 27, 2006 3:18:20
For those who want to suggest their own design--You can see from the other templates which elements I want to be common--logo, font (celtic, baldur, feinen, etc.), central image, pandius & d20 logos... Everything else is pretty much free game.

As I mentioned in my previous post I would have a (small) D20 logo and just the pandius address at the bottom centre of the front cover. I would put the Pandius logo and perhaps a bigger d20 logo on the back cover.

Regards
Gary
#30

gawain_viii

May 21, 2006 18:16:28
Here's one more cover option... I think this is the best so far.
It's made up of a patchwork of different images from the vaults, heavily inspired by a design template my wife gave to me. And, learning from past mistakes, I made the central picture more easily adjustable. My working template is layered, so I can re-use it over and over again for different books.
I took Thorf's Master Rules map, washed it out, and created a texture (by scanning the cover to "1001 Arabian Nights")... I did have to modify Shawn's Pandius logo slightly because of the "leftover" white from removing the background....

Let me know what you think,
Roger

IMAGE(http://www.geocities.com/gawain_viii/Md20CS.png)
#31

zombiegleemax

May 21, 2006 21:11:52
best one I've seen. I say we use this one. I'm getting very desperate for Mystara 3e pdf. I've only played in it briefly, but am dying to get back there.
#32

gawain_viii

May 22, 2006 2:06:17
I'm also making a picture-less verion of the same cover--so it won't be so busy... while playing with different titles, I found I was running out of room... Will post it later today...

Roger
#33

gawain_viii

May 23, 2006 3:55:15
Even though I've been playing with covers the last few weeks, I haven't abandoned the rest of the project (that would be kind of pointless). Here for your enjoyment, perusal, critique, and suggestions are some samples of my race conversions.

Enjoy, Roger

First: the variations and subraces of the "core" races.

Humans
Compared to most of the nonhuman races, who tend to get along with others of their own race reasonably well, the humans of Mystara are divided into innumerable competing nations, states, sects, religions, kingdoms, and tribes. Humans argue about anything, fight about most things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior.
The longer-lived races of elves and dwarves tend to have respect for individual humans who deserve it without necessarily respecting the entire race. The elves have difficulty forgetting that the first human empire of Blackmoor nearly destroying the world and casting them out of paradise. The fact that early human empires invariably corrupted themselves does not reassure the elves. The dwarves, particularly those of the Northern Reaches, respect humans as fierce warriors, but fear that there would be little room for their race in a world dominated by humankind.
Humans don’t see it that way, of course. Their greatest heroes outshine the deities themselves, or become deities in their own right. Unfortunately, the same could be said of humanity’s greatest villains, and that is the challenge facing any human adventurer. Power comes at a cost.
Regions: Humans can be found in almost any corner of Mystara. Decide what character class you wish to play and pick a region listed in the class description, consult table 1-X: Character Regions or browse through Chapter 4: Geography for a region that seems appropriate to your character.
Racial Abilities: Human characters, regardless of region, have all the human racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• Automatic Languages: Common and Local Language (if different from Common).
#34

gawain_viii

May 23, 2006 3:55:47
Dwarves
Among the races dwarves are best known for their hardiness, be it in battle, in their resistance of magic, or in their stubbornness of character. They share a love of justice and stone, carving their lands out of the caves beneath mountains and producing masterworks of weapons, armor, and jewels unmatched throughout the Known World.

Rockborn Dwarves
Rockborn, or Denwarf, dwarves are the prototypical dwarven race in Mystara. Rockborn dwarves are those who hail, or whose ancestors hailed from the dwarven region of Rockhome.
Regions: The dour and taciturn Rockborn dwarves can be found in most places throughout this region of Mystara, frequently acting in the roles of stonemason, weaponsmith or armorsmith. The largest concentration of Rockborn dwarves is found in the country of Rockhome, which is the ancestral home of their people. Other countries where Rockborn dwarves are likely to be found include: the Northern Reaches, Darokin; Karameikos; Minrothad (esp. Fortress Island); Thyatis; Ylaruam. One country you can almost be certain a Rockborn dwarf is not from is Glantri, where dwarves have sometimes been treated as little more than lab specimens by wizards intent on learning the secrets behind this race's innate resistance to physical damage caused by spells and spell-like effects.
Racial Abilities: Rockborn dwarves have all the dwarven racial traits given in Chapter 2 of the Player’s Handbook.

Modrigswerg
Modrigswerg, or Rot Dwarves, as they are commonly called, are a small subrace of dwarves who inhabit underground dwellings in the Northern Reaches of Mystara. They are reputed to be among the greatest artisans in all of Mystara. They would be sought out by all except for their worship of evil Immortals. This worship is what caused them to be exiled from Rockhome.
Regions: The Moulder dwarves can be found in the deepest caverns beneath Rockhome and the Northern Reaches.
Racial Abilities: Moulder dwarves have all the dwarven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• Darkvision out to 120 feet.
• Light Sensitivity: Moulder dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
• +2 racial bonus to Appraise checks that are related to rare or exotic items.
• +2 racial bonus to Spellcraft, Knowledge (religion), Knowledge (the planes), Knowledge (arcana), Knowledge (history), Disable Device and all Craft skill checks related to metals and stones.
• Moulder dwarves do not need to sleep but can rest by sitting quietly working for a few hours each day. This is enough to regain any spells.
• -2 racial penalty to Diplomacy and Perform skill checks.
• Automatic Languages: Dwarf and Undercommon. Bonus Languages: Common, Giant, Kobold, Goblin, Gnomish, and Elf (Shadowelf dialect).
• Favoured Class: The Moulder dwarves have not one but two favoured classes; Wizard and Expert (DMG p. 39). Most Moulder dwarves are necromancer or conjurer specialist wizards as well as expert craftsmen.
#35

gawain_viii

May 23, 2006 3:56:26
Elves
Elves are slender and graceful. They stand between 5 and 5 1/2 feet tall and weigh around 120 pounds. They have delicate features and pointed ears. They have slightly pointed teeth and their eyes reflect light like the eyes of a cat. Facial hair is rare at a young age, but very old elves grow long beards. Mystaran elves were created by the Forest Immortal Ordana and placed in the legendary realm of Grunland. Their travels to the Known World and later experiences have split them into various subraces.

Wood Elf
Wood Elves are the descendants of the elves who followed Ilsundal from Evergrun to the Sylvan Realm and later made their way to the Known World. Wood elves are found in many parts of the Known World. Wood elves usually have fair or tan skin, blonde or golden hair and blue or green eyes.
Regions: The Wood elves’ major settlements before AC1000 are in Alfheim, the Principality of Erewan in Glantri (Ellerovyn) as well as the Radlebb Woods in Karameikos (Callarii). After the events in the years AC 1000-1010 Ilsundal Elves can be found in Wendar (Alfheim Clans) and Karameikos (Alfheim and Callarii Clans). Many Ilsundal Elves are also found living alongside humans in other parts of the Known World.
Racial Abilities: Wood elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook.

Belcadiz Elf
The Belcadiz Elves of Glantri have a distinctly different culture from most other surface elves. By many, they are considered arrogant and foppish. Their honour is not to be joked with, as they are a proud people, and many are master duelists, sporting the rapier as their weapon of choice. The Belcadiz elves have bronze skin and dark brown or black wavy hair and brown eyes.
Regions: Belcadizan elves live in the Principality of Belcadiz in Glantri.
Racial Abilities: Belcadiz elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 intelligence, -2 constitution.
• +2 Bluff, +2, Diplomacy, +2 Sense Motive. Belcadiz elves are more refined in their interactions than other elves. This replaces the standard elven racial bonuses to Listen, Search, and Spot.
• Weapon Proficiency: Belcadiz Elves receive the Martial Weapon Proficiency feat for rapier and the Exotic Weapon Proficiency feat for hand crossbow as bonus feats, and are always considered proficient with the light crossbows and heavy crossbows (even if they don't have Simple Weapon Proficiency).

Sylvan Elf
Sylvan Elves are those elves who have retained the original elven culture, once possessed by the elves of the legendary realm of Grunland. They have made their way to the Known World in different waves of migration, but have a common culture. Most sylvan elves have brown hair and blue or brown eyes, though the Vyalia Clans, have pale skin, and white or silvery hair, not unlike Water or Shadow elves.
Region: Sylvan Elves can be found in many parts of the Known World. Their major settlements are Wendar (Geffronell Clan), Minrothad (Verdier Clan), the Isle of Dawn (Trueflower Clan) and Thyatis (Vyalia Clans).
Racial Abilities: Sylvan elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 dexterity, -2 constitution.
• Weapon Proficiency: Sylvan Elves receive the Martial Weapon Proficiency feats for hand axe, longbow and shortbow as bonus feats, and are always considered proficient with the spear and longspear (even if they don't have Simple Weapon Proficiency).
• Favored Class: Ranger.

Shadowelf
Shadowelves are a race of elves that have been forced to live underground for generations. Through that time they have adapted to their underground environments. They are distinguished from Wood Elves by their pale white skin and white hair. They are not used to be exposed to direct sunlight and have a dislike for it.
Region: Prior to the events of Wrath of the Immortals, the shadowelves are confined to their own cavernous territories deep below the Known World. After that great war, Shadow elves can also be found inhabiting the Canolbarth forest of Aengmor (formerly Alfheim).
Racial Abilities: Shadowelves elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 intelligence, -2 constitution, shadow elves are clever and quick learners, but they suffer the same physical frailties as other elves.
• Darkvision out to 120 feet.
• Shadow Elves receive the Martial Weapon Proficiency feat for scimitar as a bonus feat, and are always considered proficient with the light crossbows (even if they don't have Simple Weapon Proficiency).
• +2 racial bonus to Escape artist, Move silently and Spot. +4 to Hide.
• Stonecunning: Shadowelves are as familiar with stone constructions and caves as Dwarves.
• Light Sensitivity. -1 to all skill checks, attack rolls and saving throws when in direct sunlight or exposed to light from a continual flame or daylight spell.
• Automatic Languages: Undercommon, Elven. Bonus languages: Common, Dwarf, Draconic, Gnome, Ignan, and Terran.

Water Elf
The water-going elves of Minrothad are excellent ship captains, combining their navigational talents with magic. Water elves are towed headed or have light blonde hair that bleaches almost white in the sun. Their eyes are blue-grey and their complexions are pale in spite of their constant exposure to the sun. Their appearance is thus not so different from Shadowelves something many find unsettling. A Waterelf's first love is the sea. They have an innate wanderlust and have an avid interest in travelling the seas.
Region: Even though they hail from Minrothad, their love for travelling means that they can be found in most coastal areas of the Known World.
Racial Abilities: Water elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 to Swim, Profession (navigator) and Profession (sailor) skill checks.
• Weapon Proficiency: Water Elves receive weapon proficiency with Rapiers, Sabres, cutlasses and similar weapons.
• Automatic Languages: Common and Elven. Bonus Languages: Aquan, Draconic, Gnoll, Gnome, Orc, Goblin, Sylvan, and any human language from seafaring or coastal-dwelling cultures.

Shiye-Lawr
The Shiye Elves were part of the elves Mealiden lead from Ilsundal's Sylvan Realm. However, the Shiye-Lawr Clans were lead away from the rest of the group by the Elven Immortal Eiryndul. Eiryndul has left his mark on his followers, as most Shiye elves are roguish tricksters. Shiye Elves have pale skin and dark brown or black hair and dark brown eyes.
Region: The Shiye-Lawr elves can be found in Alphatia and Norwold.
Racial Abilities: Shiye elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 racial bonus on Hide, Move Silently and Escape Artist checks. This replaces the standard elf’s racial bonus to Listen, Spot, and Search checks.
• Favored Class: Rogue.

Sea Elf
The Sea elves, called Aquarendi, are similar to other elves, but with light blue skin, dark blue or green skin and blue, violet or green eyes. They have gills on the sides of their neck and webbed hands and feet.
Region: The Aquarendi can be found in any underwater region, but are most commonly found in the great undersea empire located deep beneath the waves of the northern Sea of Dread.
Racial Abilities: Sea Elves have all the elven racial traits given in Chapter 2 of the Player’s Handbook except as follows:
• +2 dexterity, -2 intelligence.
• A sea elf has the aquatic subtype
• Sea elves have a swim speed of 40 feet.
• Gills: Sea elves can breathe normally under water and can survive out of the water for 1 hour per point of constitution.
• Weapon Proficiency: Sea elves are proficient with the trident, longspear, and net. This replaces the standard elf proficiency.
• Superior Low-light vision: Aquarendi can see four times as far as humans in starlight, moonlight, torchlight, and similar conditions of low illumination.
• Automatic Languages: Undersea, Elven. Bonus Languages: Aquan, Dolphin, Draconic, Giant, Kna, and Trade Common.
• Favored Class: Fighter.

Sidebar: DARK ELVES
Dark elves are a mystery. Noone knows who, or what, they are. Perhaps the Modriswerg legends that tell of dark elves simply mistranslated the name for Shadow elves. Some think that the dark elves are a “clan” of elves exiled from their society. Still others say that there is an enclave of yet another elven subrace, trapped in a massive dungeon of caved deep beneath the Adri Varma plateau. Those scholars, if they are correct, say that these “drow” come from another world, possibly even a different plane or dimension.
If the DM decides that the dark elves of legend are indeed the Drow Elves of Greyhawk and Forgotten Realms, they should worship the Immortal Arcane Prime instead of Lolth. It should also be remembered that, aside from ancient legends of the Modriswerg, the Drow have had no contact with any sentient race of Mystara—within or without.
#36

gawain_viii

May 23, 2006 3:57:02
Gnomes
Earth Gnomes
After Kagyar's successful transformation of the dwarves, one of his followers, the Immortal Garl Glittergold, chose to fashion a race after his own heart. His creations, the gnomes, were placed among the dwarves and along buffer zones between humanity and the sterner races.
Gnomes are welcomed everywhere for their skills in trade, artistry, and invention. In most cases this is a blessing and a curse—gnomes are willing to live where ever the money is good, but more often than not the gnomish goods tend to horribly misfire, blowing the poor gnome and his patron up in the process!
Region: Gnomes have no nation or developed land of their own. Most tend to dwell among the lands near the dwarves, content to have their burrows near the surface where the dwarves like to avoid. The largest concentrations of gnomes are in Rockhome, the Norhtern Reaches, the city of Highforge in Karameikos, the Baroky of Buhrohur in Thyatis, and on the flying city of Serraine—a techno-magical marvel.
Racial Abilities: Earth gnomes have all the gnomish racial traits given in Chapter 2 of the Player’s Handbook.

Skygnomes
Approximately one thousand years ago, a group of Mystaran earth gnomes found and deciphered the mechanism of an ancient artifact. This artifact enabled them to create an incredible flying city called Serraine. Those gnomes that lived in this city developed different traits to their land-bound cousins and now form a gnome sub-race known as skygnomes.
Region: The skygnome subrace is almost exclusively confined to the floating city of Serraine in this region of Mystara, thus an adventuring skygnome will most likely be from that city.
Racial Abilities: Earth gnomes have all the gnomish racial traits given in Chapter 2 of the Player’s Handbook except as follows.
• +2 Dexterity, -2 Strength: Skygnomes are less hardy than earth gnomes but make up for this with increased agility.
• Keen Ears: +2 racial bonus on Listen checks.
• Saving Throw Bonus:† +1 racial bonus on saving throws against air-based spells and attacks, including lightning and electrical attacks. This replaces the earth gnome's bonus against earth-based effects.
• Flightcunning:† This replaces the earth gnome's Stonecunning ability. With flightcunning, a skygnome can intuit height above ground and speed while flying as naturally as a human can sense which way is up. Additionally, a skygnome can also use a Spot check (DC 10) to determine if weather patterns are natural or in any way affected by magic.
• Sure Footed:† +1 racial bonus on Balance, Climb and Jump checks. Skygnomes are agile, sure-footed and fearless of heights.
• Aerial Acrobats:‡ +2 luck bonus to reflex saves when attempting to prevent falling from any heights greater than 10 feet. This ability only works in a skygnome's natural habitat (the sky).
• Invention: +1 racial bonus on Craft checks that are related to machinery and works of Engineering; +2 racial bonus on Alchemy checks: earth gnomes love to tinker and create all kinds of wonderful inventions involving strange mechanism and frequently explosive chemical reactions.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven and the Regional Languages of the areas that Serraine regularly travels over. A list of "fly over" regions is included in the regional write up for Serraine. Exactly which other languages are available varies based on that information.
• Favored Class: Rogue or Expert. A multiclass skygnome's rogue or expert class (whichever has the highest class level) will not count when determining whether he suffers an XP penalty (see "Experience for Multiclass Characters" in Chapter 3: Classes of the Player's Handbook).
† These abilities replace the standard earth gnome abilities and bonuses related to earth, stone and metal: saving throws vs. earth based magic, stonecunning, appraisal, stone and metal craft and the language ability to speak with animals.
‡ These abilities replace the standard earth gnome abilities and bonuses related to combat with the traditional enemies: attacks vs. kobolds and golblinoids and AC bonus vs. Giants.
#37

gawain_viii

May 23, 2006 3:57:36
Half-Elves
Half-Elves are a curiosity of Mystara. Normally, the offspring of a human and elf results in either a human or elf. True half-elves are so rare, in the Known World, they are thought to be legendary and do not exist. In the Savage Coast, on the other hand, due to the deforming effects of the Red Curse, half-elves are quite common.
Ordinarily, a character may not be a half-elf outside of the Savage Coast. As an option, the DM may decide to allow a half-elf character. This should be the exception to the rule and not the norm. If the DM chooses to allow half-elf characters, their racial abilities are identical to those in Chapter 2 of the Player’s Handbook.

Half-Orcs
Like half-elves, half-orcs are an oddity, belived not to exist by most scholars. However there have been reports of a human woman being violated by orcish raiders and bearing children. Often times, the surprise of such a union is too much to bear, and the woman would leave the newborn infant to die in the wilderness, where it is found and raised by orcs. Other times, the mother’s instincts kick in and they raise their children as a human.
Half-orcs raised in human society often suffer from prejudice or shame because of their orcish ancestry. Depending on the personality of the individual half-orc, they can find themselves prone to either pushing harder to become better and stronger heroes to prove their worth to the humans or powerful criminals that wish to get revenge on the entire human race that scorned them. Half-orcs in orc society often ultimately find themselves in positions of power due to their ability to out think their orcish relatives. However, half-orcs raised in this environment rarely see humans as potential friends or worthwhile creatures.
If the DM chooses to allow half-orc characters, their racial abilities are identical to those in Chapter 2 of the Player’s Handbook.

Halflings
The hin, commonly called "halflings" by the other races, are cheerful and interesting folk, best-friends to most races and worst nightmare to those that cross them. They are cunning and resourceful, but usually this is dismissed by their childish looks and odd behaviors.
Regions: Although the largest concentrations are, of course, found in the Hin homeland of The Five Shires, pockets of Hin can be found throughout this region of Mystara. The most common countries that an adventuring Hin might be from include: Darokin; Five Shires, Karameikos; Minrothad (esp. Open Isle); Rockhome and Thyatis. One country a Hin is not likely to be from is Glantri, where Halflings have sometimes been treated as little more than lab specimens by wizards hoping to learn the secrets behind their race's innate resistance to spells and energy damage.
Hin Racial Traits: Hin conform to the standard traits of halflings in the Player's Handbook.
#38

gawain_viii

May 23, 2006 4:00:06
Hutaakans
The Hutaakans are jackal-headed humanoids. While bearing a superficial resemblance to gnolls, they are actually an older, far more sophisticated race.
Hutaakans were created by the Immortal Pflarr, one of the patron Immortals of the Nithian people, and as a race, have long served that Immortal. Individual Hutaakans can be messengers for the Immortal or just adventurers wandering and learning about the world.
Regions: Most Hutaakans live in the Lost Valley—a haven in the Black Peak mountains, unknown to most men, between Karameikos and Darokin, where they live to serve Pflarr. Some, however, reside in the Dwarfgate Mountains of Darokin and Rockhome and in the hills of Ostland where they are almost exclusively misidentified, and treated, as gnolls by humans.
Hutaakan Racial Traits: Hutaakans conform to the following racial traits:
• -2 Strength, +2 Wisdom. Hutaaka are frail but very spiritual creatures.
• Medium: As Medium creatures, hutaaka have no special bonuses or penalties due to their size.
• Hutaaka base land speed is 20 feet.
• Low-Light Vision: A hutaakan is able to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Natural Armour: +1 natural armor bonus.
• Lightfoot (Ex): Move Silently is always a class skill for hutaakans, and they gain a +2 racial bonus on all Move Silently checks.
• Gnoll Blood: For all effects related to race, a hutaaka is considered a gnoll.
• Automatic Languages: Hutaakan. Bonus Languages: Common, Gnoll, and Lupin.
• Favoured Class: Cleric. A multiclass hutaaka's cleric class does not count when determining whether he takes an experience penalty for multiclassing.
#39

gawain_viii

May 23, 2006 4:03:40
Lupins
Lupins are dog-like humanoids descended from a nomadic culture. They have fur-covered human-like bodies with canine heads. They hate werewolves and will attack them on sight (knowing a werewolf even in its human form). Lupins have a tribal society with hereditary rulers. Lupins are often allied with humans. In battle, lupins sometimes ride trained dire wolves, attacking with a mounted charge.
Region: Lupins can be found in any of the more “civilized” human lands, such as Darokin, Karameikos, and Thyatis, but are most commonly located in the Principality of Slyaire in Glantri. Small, less civilized tribes are also known to live with the humans of the Atruaghin Clans and Ethengar Steppes. The Xenophobic culture of Ylaruam and Sind, and the brutal lifestyle of the Northern Reaches tend to keep lupins away from those nations.
Lupin Racial Traits: Lupins have the following racial traits.
• +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom. Lupins are strong and sturdy but are quite often quite naïve.
• Medium-size: As Medium-size creatures, Lupins have no special bonuses or penalties due to their size.
• Lupin base speed is 30 feet.
• Low-light vision: Lupins can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail in these conditions.
• +2 racial bonus to Listen and Spot checks: Lupins have an acute sense of smell and hearing.
• +2 racial bonus to Spot checks to find Invisible. This bonus stacks with the lupin racial bonus of +2 to Spot checks.
• Bonus Feat: Blind-Fight. A lupin’s heightened senses allow him to fight, even when he can’t see his opponent.
• Racial Familiarity: A Lupin has a +4 Sense Motive checks to recognize a werewolf in any of its forms, as well as a +1 Sense Motive to recognize other lupins in unusual forms.
• Lupins can recognize the smell of a person or creature they have encountered before. Recognition of a particular race is automatic, but the lupin must make an Intelligence check (DC 15) to recognize a particular individual by smell. Perfumes or strong odors in the area can give the lupin a –1 to –4 penalty to this ability, depending on the strength of the odors.
• Natural Weapon: Lupins have a natural bite attack that deals 1d4 paints of damage and has a critical threat range of x3.
• Bonus Feat: Blind-Fight. Their improved senses allow lupins to fight effectively even if they can’t see their opponent.
• Bonus Feat: Track. A lupin’s acute sense of smell provides him with Track as a bonus feat.
• –2 penalty on their saving throws against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song).
• Wolfsbane repels lupins. The substance is even more poisonous to them than it is to humans. Wolfsbane ingested by a lupin acts as sassone leaf residue. Fortunately, the keen senses of a lupin nearly always alert it in time to avoid ingesting the substance. If wolfsbane is somehow injected into a lupin's bloodstream, it acts as dark reaver powder.
• -2 racial penalty to saving throws vs sonic attacks, spells, and abilities.
• Automatic Languages: Common or Lupin. Bonus Languages: Common, Goblin, Gnoll, Lupin, and Orc.
• Favored Class: Ranger. A multiclass lupin's ranger class does not count when determining whether she suffers an XP penalty from multiclassing.

Rakasta
The rakasta are a race of nomadic, cat-like humanoids. They walk upright, much like humans, but are covered with soft, tawny fur and have feline heads and features. The rakasta fight with special metal “war claws” fitted over their natural claws. The rakasta can use normal weapons such as swords, but generally disdain them, preferring to use their “natural” weapons (the war claws). Rakastan culture is unique, somewhat mystical, and concerned primarily with battle and honor.
Region: Rakastas can live in any wilderness terrain, so long as it is not pock-marked by the cities of civilization. They are often found in steppes of Ethengar, the deserts of Sind, the wastelands of the Adri Varma plateau, and the deep jungles of the Serpent peninsula.
Rakasta Racial Traits: Rakastans have the following racial traits.
• +2 Dexterity, -2 Wisdom. Rakastan are nimble and possess good reflexes, but they lack knowledge of facts or of the world from their time spent as nomadic tribes.
• Medium-size: As Medium-size creatures, rakasta have no special bonuses or penalties due to their size.
• Rakasta base speed is 30 feet.
• Low-light vision: Rakastan can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail in these conditions.
• +2 racial bonus to Balance, Listen, and Spot checks: Rakastan have excellent reflexes as well as strong ears and eyes.
• +2 racial bonus to Spot checks to find Invisible. This bonus stacks with the rakasta racial bonus of +2 to Spot checks.
• Bonus Feat: Blind-Fight. A Raksata’s heightened senses allow him to fight, even when he can’t see his opponent.
• Natural Weapons: Rakastan have several natural attacks. They may bite or use one of their four claws in melee. When using these natural attacks, a Rakasta is considered armed.
• Bonus Feat: Blind-Fight. Their improved senses allow Rakasta ro fight effectively even if they can’t see their opponent.
• Weapon Familiarity: Rakasta automatically fain the Exotic Weapon Proficiency feat for their War Claws.
• -2 racial penalty to saving throws vs sonic attacks, spells, and abilities.
• Favored Class: Fighter. A multiclass rakasta's fighter class does not count when determining whether she suffers an XP penalty from multiclassing. The rakastan culture is stepped in a warrior code, and the path of the fighter is natural to a rakasta.
• Automatic Languages: Common and Rakastan. Bonus Languages: Dwarven, Gnome, Gnoll, Goblin, and Orc.
• Level Adjustment: +1

Sidebar: RAKASTA, LUPIN & INVISIBLE CREATURES
A rakasta or lupin character automatically gets a Spot check (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. He does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. They can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.

Table 1-X: RAKASTAN NATURAL WEAPONS
Weapon Cost DMG (M) Critical Weight Type
Bite Attack — 1d4 x2 — Slashing
Front Claws — 1d2 19-20/x2 — Slashing
Rear Claws — 1d3 x3 — Slashing
War Claws 3 gp 1d4 19-20/x2 1/2 lb. Slashing
#40

Traianus_Decius_Aureus

May 23, 2006 9:31:00
Nice work, Roger! These look similar to some of my preliminary work on the player races.
One thing that I was looking into was having an elf's or dwarf's clan affect them. For instance, a Grunalf Clan Wood elf would have a favored class of Ranger and would always have Survival as a class skill, while a Red Arrow Clan wood elf would have a favored class of Fighter and always have Knowledge (War) as a class skill. This could perhaps fold the Wood, Belacadiz, Shiye-Lawr and Sylvan elves into one race, and allow for clan distinctions to differentiate them. A preliminary example (based on Andrew's work at Twilight of the Dawn):

• Favored Class: Wizard or Ranger. A multiclass wood elf's wizard or Ranger class does not count when determining whether he suffers an XP penalty. Individual clans of elves, however, may have a different favored class for its members. If a character chooses one of these clans as his starting region (see above), then his favored class is determined by his clan. Note that these are in exchange for the standard favored class, not in addition to it.
Favored Classes for the various Wood Elf clans are as follows:
o Chossum (Alfheim): Elves of the Chossum clan are traders and merchants, and learn all sorts of skills to further their dealings with the outside races.
 Appraise is a class skill.
 Favored class: Rogue
o Erendyl (Alfheim): Erendyl elves are the most artistic of the elven clans, and consider their innate magical talents as a form of natural artistic expression.
 Perform is a class skill.
 Favored class: Sorcerer
o Feadiel (Alfheim): The Feadiel clan is foremost among elven clans in its knowledge of the Trees of Life, and this knowledge extends to the lore of nature and woodlands.
 Knowledge (nature) is a class skill.
 Favored class: Druid
o Grunalf (Alfheim): Grunalf clan elves are the greatest trackers and hunters in all of Alfheim.
 Survival is a class skill.
 Favored class: Ranger
o Long Runner (Alfheim): Long Runner elves are reknowned for their knowledge of arcane lore and magic.
 Knowledge (arcana) is a class skill.
 Favored class: Wizard
o Mealidil (Alfheim): The Mealidil elves are sages, and keep what is perhaps the most extensive library of history, cultures, and literature in the entire world.
 Mealidil elves may designate any single Knowledge skill as a class skill. This skill is chosen at 1st level and never changes.
 Favored class: Bard
o Red Arrow (Alfheim): The favored class is Fighter. Historically, the Red Arrows were the honor guard to Mealiden Starwatcher before his ascension to Immortality. Since then, they have become a clan in their own right, and maintain their military traditions.
 Knowledge (war) is a class skill.
 Favored class: Fighter
o Belcadiz (Glantri): These elves are not from Alfheim, but are very prominent in nearby Glantri. They have names and mannerisms with a Spanish flavor. They are fiery, proud, and contentious. They are much more cosmopolitan than their forest-dwelling cousins.
 Automatic languages: Elvish (Belcadiz dialect) and Thyatian. Bonus languages: Alphatian (Fleamish dialect), Draconic, Ethengarian, Traladaran
 Knowledge (arcana) is a class skill.
 Favored class: Wizard or Fighter
o Erewen (Glantri): This elven clan, found in Glantri, was founded by separatists from the Erendyl clan of Alfheim. Unlike the Belcadiz, however, the Erewan have retained their sylvan way of life.
 Automatic languages: Elvish (Erewan dialect) and Thyatian.
 Knowledge (nature) is a class skill.
 Favored class: Wizard
o Vyalia (Thyatis & Karameikos): Like the Callarri, these elves also migrated from the Sylvan Realm. They can be found in the western forests of the Empire of Thyatis.
 Automatic languages: Elvish (Vyalia dilect) and Thyatian.
 ??? is a class skill
 Favored class: Wizard
o Callarii (Karameikos): These elves were also part of the migration from the Sylvan Realm, but they decided to settle in the deep forests of what is now the Grand Duchy of Karameikos.
 Automatic languages: Elvish (Callarri dialect) and Thyatian.
 Knowledge (nature) is a class skill.
 Favored class: Sorceror and Fighter
o Shire-Layr (Alphatia): These elves, living in the heavily-forested heart of the Alphatian Empire, were not a part of the migration. They worship Eiryndal, not Ilsundal, but still maintain a sylvan way of life. Unlike the elves in the rest of the world, they have a slightly more menacing reputation.
 Automatic languages: Elvish (Shiye-Lawr dialect) and Alphatian.
 Intimidate is a class skill
 Favored class: Rogue
o Verdier (Minrothad): Called "Wood Elves" or "Forest Elves" by the humans of Minrothad, these elves reside in the inland forests of Alfeisle. These elves maintain their ancestral way of life, called Dainrouw, or "The Forest Way." They worship Ordana, rather than Ilsundal.
 Automatic languages: Elvish (Verdier dialect), Thyatian and Minrothad Patoi
 ??? is a class skill
 Favored class: Wizard
#41

havard

May 23, 2006 9:54:17
WhooHooo!

Great stuff!
#42

ebaatezu

May 23, 2006 15:42:21
Awesome! Cannot wait to see some more.
#43

zombiegleemax

May 23, 2006 16:54:59
Wow. Once this is done, I'll be telling everybody, "Screw FR! We've got MYSTARA!"
#44

Cthulhudrew

May 23, 2006 18:10:47
Nice work, Roger! These look similar to some of my preliminary work on the player races.
One thing that I was looking into was having an elf's or dwarf's clan affect them. For instance, a Grunalf Clan Wood elf would have a favored class of Ranger and would always have Survival as a class skill, while a Red Arrow Clan wood elf would have a favored class of Fighter and always have Knowledge (War) as a class skill. This could perhaps fold the Wood, Belacadiz, Shiye-Lawr and Sylvan elves into one race, and allow for clan distinctions to differentiate them. A preliminary example:

Hey- that looks suspiciously familiar...

Twilight of the Dawn

;)

To be honest, though, I'm no longer quite sure how much I like this format. I don't recall my specific concerns offhand, but I know that I had some that came up that made me start to reconsider.

In any case, my main concern about Gawain's races is that I don't know that it is necessary to split the races into "sub-races." It's just a personal preference, I suppose, but I never really liked the idea of having sub-races for all the races except for humans; didn't really make sense. It seemed a bit like an artificial way of differentiating the various sub-cultures of the races, especially on a world like Mystara, which has already pretty strong cultural distinctions. Personally, I prefer to just use "elf" and "dwarf" much the same way humans are used, and then make cultural differentiations separate from statistical mechanics- or at least largely so.

Again, though, it's really just a personal preference, and certainly the format you've chosen is more in keeping with the traditional D&D approach to things.

(Actually, come to think of it, I think that may be why I wasn't quite sure of whether to keep the clan information I came up with above... really can't recall why I thought it might not work. Dang.)

I go back and forth a lot- one of the ideas that I came up with is more like the format in the Player's Guide to Faerun character region section, where I divided the groups up a bit more by regional sorts of distinctions, rather than subrace. I'm not explaining it very well, so I'll just post a sample to try and illustrate things:

ELVES

Elves are grouped into two main races, Sylvan elves and Shadow elves.

Sylvan Elf Racial Traits
Racial Abilities: Sylvan elves have the same abilities as given on p. 16 of the Player’s Handbook, except as follows:

  • Favored Class: Sorcerer
  • Automatic Languages: Alfheim, Common. Bonus Languages:


Shadow Elves
Regions: Shadow elves are found mostly in Gwaithallin, the underground kingdom of the shadow elves. Some may also be found above ground, acting as spies or agents of the shadow elf kingdom. Such elves are most likely to be found in Alfheim, or in Glantri, living among surface elves.
Racial Abilities: Shadow elves have all of the elven racial abilities listed on p. 16 of the Player's Handbook, except as follows:

  • Darkvision: Shadow elven eyesight has adapted to their underground caverns. They can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and shadow elves can function just fine with no light at all. This replaces elven low-light vision.
  • Weapon Proficiency: Shadow elves receive Martial Weapon Proficiency feats for the longsword and rapier, and Exotic Weapon Proficiency with the hand crossbow; they are also proficient with light and heavy crossbows, regardless of their class. It is mandatory for adult shadow elves to spend some time in the military, so they all have some familiarity with these weapons.
  • +4 racial bonus to Listen checks. Shadow elves have larger ears than their surface cousins, which help them navigate the dark and dangerous caverns of their underground homes. This replaces the +2 bonus to Listen checks that elves get. Shadow elves still gain the standard bonuses to Search and Spot checks.
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds shadow elves for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
  • Favored Class: Sorcerer.
  • Automatic Languages: Alfheim, home region. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.


ELVISH ETHNICITIES

There are three major elvish ethnic groups in the Known World of Mystara.

Canolbarth: Description forthcoming
Callarii: Description forthcoming
Vyalia: Description forthcoming
Verdier: Description forthcoming
Alfasser: Description forthcoming
Flamenco: Description forthcoming
Shadow: Description forthcoming

(Note- the above are just general descriptions, and have no statistics applied; I should probably actually post some of the ones that I've actually worked up, such as the human ethnicities:

HUMAN ETHNICITIES

There are nine major ethnic groups in the Known World of Mystara.

Alasiyan: These humans were originally a subject race of the ancient Nithian Empire from the Isle of Dawn. They are the principal ethnic stock of the Emirates of Ylaruam, and form minority groups in Thyatis and eastern Darokin. They are a dusky skinned people, with dark brown to black hair and eyes. They are slightly taller and leaner than most other humans, and have sharp facial features. Largely nomadic, they value family and the tribal unit above all, and have a deep reverence for the Immortals.
Cypri: Derogatorily referred to as “Common” Alphatians, these humans are the result of generations of interbreeding between the otherworldy “Pure” Alphatians and the Cypri civilization. Outside of the continent of Alphatia, they are found primarily in the islands of the Minrothad Guilds or in the Emirates of Ylaruam. Cypris have coppery skin tones, and their hair and eye color ranges widely, with brown hair and green eyes most common. They are tall and lean, with delicate bones and facial features.
Atruaghin: Descendants of the ancient Oltec people, these humans are almost entirely confined to the southweste. They derive their name from an ancient hero who liberated them from orcish rule and who created the plateau which dominates their lands.
Ethengarian: Yellow-skinned humans.
Hattian: One of three tribes of barbarians to migrate north from Davania, the Hattians have gone on to something. The island of Hattias in Thyatis is home to the largest population of these folk, but they also have a significant presence in Glantri and in the Heldannic Territories. They are olive skinned, brown haired, with blue or grey eyes. Hattians are of average height and stout build, with heavy facial features and wide brows. They believe themselves to be the greatest race, and all others (including their Thyatian relatives) to be lesser beings. Racial purity is of tantamount importance to them.
Heldannic: Blond and red-headed northmen. Vestlanders, Ostlanders, Soderfjorders, and Heldanners.
Makai: Dark-skinned people.
Thyatian: The second of two major tribes to emigrate to the Known World in ancient times, these people have gone on to form the Thyatian Empire. Outside of their imperial holdings, they may also be found in Karameikos, Darokin, Glantri, and Ierendi in large numbers. Olive skinned, with brown hair and eyes, and of average height. They are solidly build, and many have prominent noses. They are a haughty people, and reknowned the world over for their treachery.
Traladaran: Gypsy people.
Other Human Ethnicities: Among the numerous other human ethnic groups on Mystara are the Aalbanese warmages, wizardly Flaemish, red-headed Klantyre clansmen, and romantic Sylairans of Glantri, the mysterious Honor Islanders of Ierendi, the dark Nithian necromancers, the Kerendans of Thyatis, and the pale-skinned “pure” Alphatians.


Anyway, that's just the latest sample of what I was working with- it really isn't anywhere near complete.

More on this all later when I have a bit more time- things are really busy at the moment.
#45

gawain_viii

May 24, 2006 4:50:51
My reason for splitting up the races the way I did was pretty much a comprimise on my part. I was torn between two extremes of having one race and letting the cultural descriptions of the different clans speak for themselves, and having a different subrace for each and every clan.

So what I did, is tried to find which clans had the most in common and grouped them together into one "subrace".

Dwarves was easy, the Rockhome Gaz states that there is only one race of Dwarf--the Rockborn. Not counting the Kogolor, the Modriswerg from the NR gaz described something like the Duregar, but I didn't want to just copy-and-paste the already existing subraces. So I decided that yes, there is only one race of dwarf, but the Moulder (one clan) are so far removed from the rest of their culture, that they have drastically different talents, and deserve their own stats.
Similarly with Skygnomes, there's only one race of gnomes, but the Skygnomes have a drastically different culture and abilities.

Now the elves, the only real subraces are the Shadow (Gaz 13 says they actually "evolved" into a diferent subrace) and the Aquarendi (for obvious reasons). As far as the Belcadiz and Shiye--they've been away from the woods and combat (respectively) that they're, although the same race, their culture is so far removed they deserve their own writeup.
The only unnecessary, imo, split was between Wood and Sylvans. The clans that make up those subraces are so similar that they could (and probably should) remain as the singular primary elven race. But, when I saw the file from the Lighthouse, and the descriptions of why they're split, I absolutely fell in love with the idea that the Ilsundal elves are "less pure" than those who remained in the Sylvan until zero-hour. It also gives me an excuse to explain why some elves (the Vyallia, as a primary example) are so much more mysterious than a regular elf.

In the end, my decision was to provide the player with options, via subraces, without over-burdening my own work (and book-space) by describing each and every clan seperately. I could possibly still do that, similarly to what TDA and Andrew have, in a seperate "Races of Mystara" book, but the core book comes first. I've distracted myself too many times by trying to do multiple projects at once (which is partly why this first book has taken so long.)

Anyway, thats why I did things the way I did. When I get to the SC suppliment, I'll probably outline the Lupin "breeds" as subraces in a similar manner. Still, thats neither here nor there.

However, I greatly thank you for all the feedback. And based on the acclaims posted so far, I think the work I'm doing will be well recieved and well worth it.

Roger
#46

Traianus_Decius_Aureus

May 24, 2006 8:12:40
Hey- that looks suspiciously familiar...

Twilight of the Dawn

;)

I downloaded your original list quite awhile ago and started to go through it to add/adjust to it. Unfortunately, I hadn't gotten to far before I switched focus. I still think it is a workable idea- after the monsters are done, I may try to revisit it.
#47

havard

May 25, 2006 13:41:26
HUMAN ETHNICITIES

There are nine major ethnic groups in the Known World of Mystara.

For my own little 3E project I went back and forth on this and ended up with the following for human groups:

Alasiyans
Alphatian
Antalians
Athruaginians
Darokinians
Ethenengars
Glantrians
Hattians
Karameikans
Thyatians and Kerendans
Ochaelans
Minrothadders
Ierendians
Makai

I guess they should be referred to as cultural groups rather than ethnic ones.

Håvard
#48

Cthulhudrew

May 25, 2006 14:34:10
For my own little 3E project I went back and forth on this and ended up with the following for human groups:

I understand the going back and forth- the cultural distinctions become really blurry.

In the post I had above (which was just the most recent version of my list), I was confining myself pretty much to just "Known World" cultural groups, and not really taking broader regions into account- so for instance the Sindhi don't appear on my list (and they aren't on yours either, I see).

Alphatian

I split this up into different Alphatian groups, since we know of at least two- the Cypri, or Common, Alphatians, and the so-called "Pure" Alphatians. I'd also include an Ochalean group here, although this is one of those gray areas- culturally, the Ochaleans are very different from other Alphatians, but physically, they are identical (or nearly so) to the Common Alphatians.

(If I ever were to get around to it, there would probably be different Ochalean cultural groups for the various regions of Ochalea).

Antalians

I just went with the Heldannic group, since that seemed to be a more modern term, but they are essentially the same group.

Darokinians

Darokin is such a hodgepodge of various cultures that for the purposes of my delineations I just took the standpoint that Darokin is more a region made up of different cultural groups than making them their own group. Of course, my personal view of Darokin has it as a sort of Italian City-State/Colonial United States hodgepodge, which may not mesh with other visions. I think an argument can certainly be made for your case, particularly given some of the Doulakki histories on the Vaults.

Glantrians

This was another of those grey areas for me, since Glantri is such a mishmash of cultures.

Karameikans

Do you mean Traladarans? Or the new generation of Thyatian/Traladaran cultural mixes? (I didn't include the latter myself, since it is such a new and relatively rare hybridization.)

Minrothadders

I was (and still am) really unsure what to do about these guys. They are such a strange mix- part Alphatian, part Nithian, but with cultural elements that really don't belong to either. I'd probably agree that 'Thadders are their own group now.

Ierendians

Another one I'm not sure about, if only because there doesn't seem to be much description of the Ierendi "cultural identity" in Gaz4. Aside from the Makai and the Honor Islanders, the rest of Ierendi seems to just be assumed to be "generic human" society.
#49

gawain_viii

May 26, 2006 3:34:07
Bad news guys...

My HD just had a stroke, and I had no way to recover without a clean wipe. I lost everything that I didn't post here. I pretty much know what I already had done, and VGeisz has some of my files. So it is recoverable, but this is probably going to add another month or so to the already prolonged release date of unknown. Oh well, next time I'll remember to store everything on a Zip drive.

Roger
#50

thorf

May 26, 2006 13:38:23
Bad news guys...

My HD just had a stroke, and I had no way to recover without a clean wipe. I lost everything that I didn't post here. I pretty much know what I already had done, and VGeisz has some of my files. So it is recoverable, but this is probably going to add another month or so to the already prolonged release date of unknown. Oh well, next time I'll remember to store everything on a Zip drive.

Ouch.

Don't take it personally, though - technology hates me too. I have had two hard disk failures in the past five years. The first wiped out two years or so of irreplacable files. In the second, I was a little smarter (but mostly luckier) and I only lost a few files I couldn't replace, along with quite a few MP3s that I could easily recover from my original CDs.

The good thing is that this has made me a little paranoid, which is good motivation to implement a backup solution. I have an extra, external hard disk plugged up, onto which I copy all important data at regular intervals. (Um, let's just forget that right now the USB cable is being used for my scanner and I haven't actually backed up for months... :P )

The only thing that I really back up without fail is my maps, because if I lost those... Nope, I just can't bring myself to imagine losing all that work.

Anyway, I'm sorry to hear about your problems, Roger, and I hope you get back on track soon.
#51

vgeisz_dup

May 26, 2006 18:06:05
I have started uploading files to roger and am about to get him to send me everythin he has so if this happens again we will be alright since i keep it on 2 computers
#52

gawain_viii

Jul 17, 2006 22:59:05
I have a question as to how to apply regional feats, I would like puplic oppinion of how to impliment it in Mystara d20.

Here are the options:
3.0 -- Have regional feats selectable at any level, as if they were general feats so long as the charater meets the regional prerequisite.
PRO: Provides for character customization w/o altering game balance by adding extra feats.
CON: A character's experiences may change throughout his/her career, but his/her region wouldn't... Why would a character from Darokin, who after level 2 never adventures there, be able to take a Darokin regional feat at level 15?

3.5. -- Same as above, but only applicable at first level.
PRO: Same as 3.0, and the feat signifies a skill learned growing up--not during his/her career.
CON: Forces the player to choose between extra feats at 1st level, possibly even sacrifice a feat they'd normally select, when feat-selection is most important.

Homebrew 1 -- Same as 3.0, except the character gets one FREE regional feat at 1st level, in addition to other standard 1st level feats.
PRO: Provides for extensive character customization. Makes nationality more important in the campaign.
CON: Same as 3.0, and causes game balance issues due to PCs having more feats than NPCs of the same power-level.

Homebrew 2 -- One free Regional feat at first level, in addition to standard 1st level feats, no others.
PRO: See 3.5.
CON: See HB1.

I've chosen not to use the Traits feature suggested on another thread of this board, as I'm planning on using the trait feature as the game mechanic for the Red Curse/Legacies.

What do y'all think? Start Voting.

Thanks in advance,
Roger
#53

Traianus_Decius_Aureus

Jul 18, 2006 8:20:23
I vote for Homebrew 2, which is what our group uses. As far as the CON goes for it, most regional feats give a boost to one or two skills, and it is simple enough to add a regional feat to any NPC you want to use that would need it.
#54

havard

Jul 19, 2006 12:03:30
I'm really not sure which one I would prefer. An interesting detail from the D20 Wheel of Time RPG (3.0 inspired), was that the Knowledge (local) skill enabled characters to select regional feats from regions other than their home region. For every 2nd(?) skill rank in Knowledge (local), they could select an extra region from which to select regional feats.

I thought it was an interesting idea.

Havard