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Player Characters

Creating a player character for a Savage Coast campaign involves some special considerations. In addition to the standard AD&D game races (with the exception of gnomes), players can choose from several new races, a number of new character kits, and the magical Legacies granted by the Red Curse. This chapter details the PC races available for natives of the Savage Coast and provides notes regarding characters from nearby lands.

Character Races

First, some definitions are in order. The traditional definition of humanoid includes only goblins and their relatives kobolds, orcs, hobgoblins, gnolls, and ogres. The preferred definition, however, describes a humanoid as any intelligent being with one head, two arms, and at least two legs.

Alternately in the SAVAGE COAST setting, kobolds, goblins, orcs, hobgoblins, gnolls, ogres, and their close relatives are referred to as "goblinoids." Elves, half-elves, halflings, dwarves, and gnomes are referred to collectively as "demihumans." Other player character races lupins, rakastas, tortles, and lizard kin (shazaks, caymas, and gurrash) are known as "near-humans." Araneas are called "unhumans." All of these categories goblinoids, demihumans, near-humans, and unhumans fall under the general heading "humanoids."

The Savage Coast is a racially mixed area; members of most races are fairly common, or at least known, and have their own civilisations and settlements. As a consequence, most people do not find it especially notable to see a lupin walk down the street, though a cayma or gurrash might raise a few eyebrows. Members of most other races are considered normal people, and thus do not usually draw any special attention, positive or negative.

This is not to say that the Savage Coast is entirely free from prejudice. Indeed, many of the area's wars are related to racial prejudice and conflict: Lupins and rakastas have border conflicts, rakastas generally dislike shazaks, and gurrash hate them. However, a lupin would not find it unusual to meet a rakasta on the road, and the two might even cooperate if necessary. How a particular member of a race is treated depends largely on the individual and the circumstances.

Following are brief descriptions of the character races available in a SAVAGE COAST campaign. Classes available to each race are covered under "Choosing a Character Class" subsection later in this chapter. Kits are covered in detail in the "Character Kits" chapter.

Standard Character Races

Most of the standard character races are available on the Savage Coast, with the exception of gnomes. Dwarves and elves also have an expanded choice of character classes in this setting. The most important alteration is that demihuman races do not have their own cultures on the Savage Coast. For instance, while elves do live along the coast, they have no distinctly "elven" culture. The demihumans who live in the area are integrated into other cultures. In areas where human culture is dominant, it often has elements of demihuman culture. One consequence of this absorption of the demihuman races is that their languages are extremely rare; demihuman characters may not know their traditional tongue.

Note that because of the Red Curse, most humans and demihumans native to the Savage Coast have a reddish cast to their skin. This varies by region, so red skin is common and somewhat dark in the Savage Baronies, while it is progressively less common and lighter in hue in countries farther west.

The various cultures and the appearance of their people are described in the cultural sections earlier in this book.

Humans

There are no special adjustments for human characters in this campaign setting. Most humans of the Savage Coast live in the Savage Baronies, Robrenn, and Eusdria. Some live in Herath as well. It is also possible to play a human from Hule, the City-States, or other areas outside the Savage Coast, but characters from those places are described only briefly in this handbook.

Dwarves

Dwarves are fairly common in Eusdria and Cimarron, but they also live in Robrenn, Renardy, Bellayne, and Herath. The dwarves conform to the cultural norms of the areas they dwell in. Physically, Eusdrian dwarves are similar to mountain dwarves; all others resemble hill dwarves.

Eusdrian dwarves can be bards if they take the Skald kit, but they are limited to 12th-level advancement. Dwarf Skalds are also limited by the demi-bard restrictions as detailed in the Complete Bard's Handbook. Most importantly, they cannot cast spells, but they can learn to resist spells. If a dwarf Skald finds a spell and succeeds on a "chance to learn spells" roll, the character can later resist the effects of that spell by successfully passing another "chance to learn spells" roll when it is cast. The number of spells the character can resist is limited both by Intelligence (per the "Maximum Number of Spells per Level" rule) and the bard's spell progression. Thus, a 2nd-level dwarf Skald can attempt to resist one 1st-level spell per day, provided the character has "learned" the spell previously.

Elves

Like dwarves, elves have no culture of their own on the Savage Coast. They are common in Robrenn, Eusdria, Bellayne, Renardy, and Herath, and they make up the majority of the population of Torreón.

Elves conform to the cultural norms of the states in which they live, even in regard to allowed character classes. An elf born and raised in Robrenn can be a druid but can advance only to 13th level. Even if the DM allows characters with high scores in their prime requisite abilities to exceed normal level limits, an elf can never be a 14th- or 15th-level druid in the druid hierarchy. Instead, the elf retains the abilities of a 13th-level druid until earning enough experience to reach 16th level, at which point the character becomes a hierophant druid.

Elves can be bards on the Savage Coast if they take an appropriate kit, but they are restricted in level as described in that kit. An elf from Robrenn can be a Peasant or Noble bard (level limit 13), while one from Bellayne can be a Herald (level limit 6).

Physically, most elves of the Savage Coast look like high elves, but those in Eusdria are similar to grey elves.

Half-Elves

Half-elves are common in Eusdria and Torreón, and some are also found in Robrenn and Herath. Their racial adjustments and restrictions are those detailed in the basic game rules. In this campaign, half-elves use kits appropriate to the lands in which they live.

Along the Savage Coast, half-elves breed true. That is, the offspring of two half-elves is always a half-elf, as is the offspring of a half-elf and a human or a half-elf and an elf. Some people on the Savage Coast use the term "demi-elf" to refer to those who have at least one half-elven parent. A person who has one elven parent and one human parent is still correctly known as a half-elf.

Halflings

Like other demihumans on the Savage Coast, halflings conform to the cultures in which they live, having no unique culture of their own. Though most common in Cimarron, halflings are also found in Robrenn and Eusdria, but rarely in Renardy, Bellayne, and Herath. Hairfeets are the most common halflings, though stouts are found in Cimarron and Eusdria, and tallfellows in Robrenn, Eusdria, and Bellayne. Like half-elves, halfling characters use those kits available in their homeland. They have no special adjustments in this campaign setting, except for the fact that halflings from the Savage Coast cannot become Heralds.

Gnomes

There are no gnomes native to the Savage Coast. Player character gnomes must be imported from other regions and should adhere to the rules governing those places.

New Character Races

There are seven new player character races in this campaign setting: lupins, rakastas, tortles, araneas, and three varieties of lizard kin (gurrash, caymas, and shazaks). If the DM approves, it may also be possible to play some sort of goblinoid.

Like the races presented in the PHB, the new player character races presented in this source have special abilities. Each race is listed individually.

Lupins

Lupins are furred humanoids with doglike heads. Descended from a nomadic culture, they now make up the vast majority of the population of Renardy. Some lupins even live in Herath and the Savage Baronies, but elsewhere they are rare.

Lupins culture mimics that of the Savage Baronies, so there are a wide range of character classes and kits available to them.

Lupins have infravision with a range of 60 feet. They also have excellent senses of smell and hearing, as well as special instincts, which give them six special abilities: detecting lycanthropes, detecting invisible or ethereal beings, blind-fighting, tracking, recognising odours, and detecting noises.

A lupin has a 99% chance to recognise a werewolf in any of its forms and a 15% chance to recognise other lupins in unusual forms.

When confronted with invisible creatures, a lupin receives a +4 bonus to any saving throws made for detection (as explained under "Invisibility" in Chapter 13 of the DMG). A lupin automatically gets a saving throw (with the bonus) when an invisible creature approaches within 10 feet and for every round the invisible being remains that near. The lupin does not automatically know where the invisible creature is, just that it is nearby; locating it requires other clues. A lupin can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. The lupin recognises the difference between ethereal things and simply invisible ones but gains no special attack or defence capabilities against ethereal beings.

Lupin characters automatically gain the blind-fighting proficiency without spending Non-weapon proficiency slots. They also have the tracking ability with a score equal to half their Wisdom (rounded up). A lupin character who spends slots to take the tracking proficiency gains the ability at full Wisdom rating like rangers of other races, and Lupin rangers have the ability at a rating equal to their Wisdom score +6.

Lupins can recognise 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 to recognise a particular individual by smell. Perfumes or strong odours in the area can give the lupin a -1 to -4 penalty to this ability, depending on the strength of the odours.

A normal lupin has a 35% chance to detect noise as thieves do (see Table 11.2). This chance increases by 2% per level after the first. Lupin thieves begin at 35% as well (which is the normal 15% of thieves, plus an initial 20% racial bonus), also gaining the bonus of 2% per level. They can then improve upon this ability by adding percentage points from the 30 points per level that thieves receive.

Because of their acute senses, lupins receive a -2 penalty on their saving throws against attacks based on odour (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 Type J poison (a failed saving throw indicates death, while success indicates a loss of 20 hit points). 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 Type P poison (a failed saving throw causes a 50% drop in all ability scores for 1d3 days).

Rakastas

Rakastas are feline humanoids. Bellayne is populated mostly by rakastas, split between the settled town dwellers and the nomads who carry on rakastan ancient traditions. Rakastan culture is unique, somewhat mystical, and concerned primarily with battle and honour. Some members of this race dwell in Herath, but they are rare in other states.

Rakastas have excellent balance and reflexes, taking only half damage from any fall. They have infravision with a range of 60 feet. Also, they have excellent hearing and some special instincts. Together, these give rakastas three special abilities: detecting invisible or ethereal beings, blind-fighting, and detecting noise.

When confronted with invisible creatures, a rakasta receives a +4 bonus to any saving throws made for detection (as explained under "Invisibility" in Chapter 13 of the DMG). A rakasta automatically gets a saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The rakasta does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Rakastas 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 recognise the difference between things ethereal and those simply invisible but gain no special attack or defence capabilities against ethereal beings.

Rakasta characters automatically gain the blind-fighting proficiency without spending Non-weapon proficiency slots. A normal rakasta also has a 20% chance to hear noise like a thief. Rakasta thieves can further improve upon this ability, just as thieves of other races can improve on their base scores (for thieving skill adjustments, see Table 11.2). Note that the rakastan racial bonus is already added into this base; rakasta thieves do not receive an additional 5% bonus. See "Listening" in Chapter 15 of the DMG for more information.

Because of their keen senses, rakastas receive a -1 penalty on their saving throws against attacks based on sound (such as a banshee's wail or a harpy's song).

Tortles

Tortles are bipedal turtles, standing about the same height as humans. They have inhabited the lands of the Savage Coast for thousands of years. Tortles have no real government; they live in small family dwellings, often within the borders of some other race's state. The creatures are generally peaceful, scholarly farmers, but they will defend their homes.

Tortles have infravision with a range of 60 feet and can see underwater within this range as well. The creatures automatically gain the swimming Non-weapon proficiency, but they are clumsy swimmers. Their natural buoyancy keeps them afloat while they paddle along (even across bogs, quicksand, and mud). Tortles can hold their breath underwater for 10 turns.

Tortles do not wear armour but can retreat into their shells for protection. With some effort, they can bend and twist to pull their limbs and head into the shell, but they can take no other actions in the same round. When fully withdrawn, a tortle cannot move or attack but becomes AC 1 and gains a +4 bonus to all saving throws, even against mental attacks (because the tortle gains the benefit of its shell and marshals all its inner strength for defence). A withdrawn tortle can hear and smell but cannot see outside of its shell, making it immune to gaze attacks and other attacks that require a victim to see.

Lizard Kin

There are three kinds of lizard kin on the Savage Coast: the shazaks, who are much like the lizard men described in the MONSTROUS MANUAL tome; the frenetic caymas, who stand only a foot tall; and the barbaric gurrash, who stand about eight feet tall. (For more information on the lizard kin, see the "Shazak, Ator, and Cay" chapter earlier in this book.)

Each race has its own nation, located in or near the Bayou. The shazaks are peaceful primitives who build communal dwellings in the forests north of Herath. The caymas are curious and energetic; they are inventive but impractical architects who build mazelike towns north of the Bayou. The gurrash are a powerful and dangerous folk, also known as gator men, who live in the Bayou itself.

All lizard kin have a few abilities in common. Each has a 20% chance to remain undetected in a swamp environment (or an additional +20% bonus to the hiding in shadows score if the character is a thief as described in Table 11.2). All have infravision: shazaks to 60', caymas to 90', and gurrash to 120'.

Shazaks, gurrash, and caymas all gain the swimming proficiency automatically. A shazak or cayma can hold his or her breath for twice the normal length of time (a number of rounds equal to 2/3 the character's Constitution score). A gurrash can hold his or her breath for three times the normal length of time (a number of rounds equal to his or her Constitution score).

Araneas

Araneas are arachnid mages thought by most to be extinct. Those who still exist are usually found in Herath, as explained in the "Herath" chapter of this book.

In spider form, araneas have AC 7 and never wear armour. In humanoid or demispider form, they have the base AC of the emulated race. Araneas have infravision with a range of 60 feet. They can take a proficiency in animal handling and animal training for spiders, the ability being applied to spiders with an Intelligence of 1 or more. Because of their other abilities and their involvement with the creation of the Red Curse, araneas do not receive an initial Legacy. However, when they reach maturity, they must wear cinnabryl or suffer the detrimental effects of a randomly chosen power. An aranea can gain Legacies by becoming an Inheritor.

Araneas change shapes with ease. The ability is automatic, learned within a few weeks after birth, and is not limited in duration or number of uses per day. However, in trying to maintain secrecy, an aranea will never assume spider or demispider form among non-araneas. It takes one round to change from humanoid to demispider, demispider to spider, or vice versa. Thus, changing from spider to humanoid or the reverse takes a minimum of two rounds.

The demispider form is merely a transitional phase for araneas and cannot be held for more than two rounds per level. This form has no special abilities or bonuses. The physical appearance of an aranea in demispider form is vaguely humanoid with an extra pair of eyes set in the temples, one extra joint on each finger, spinnerets in the palms of the hands, and small fangs. This manifestation is similar to the Affliction caused by a Webcasting Legacy. Still, they never risk taking demispider form around non-araneas. This combination of humanoid and arachnoid characteristics contains a link they would rather not reveal.

An aranea in humanoid form is effectively a member of the race emulated and has any special abilities of that race. For instance, an aranea in lupin form has excellent senses of smell and hearing. In all cases, though, the aranea follows the character class and level restrictions for araneas.

In essence, an aranea has two real identities. The creature's true race cannot be determined unless someone actually watches the change into spider form or has some way to read the character's mind (or possesses some other extraordinary means). Even a true seeing spell is generally useless because it allows the recipient "to see all things as they actually are," and araneas of the Savage Coast actually have dual "true" forms. If a true seeing spell is used on an aranea in demispider form, it reveals the last true form held. Note that the identify species spell described in the "Magic" chapter was invented by the araneas, so it is useless against them. Araneas use the spell to ferret out spies and insure the security of special meetings.

Though their shapechanging ability was originally gained through arcane means, neither true form is magical. Therefore, a dispel magic spell cast on an aranea in humanoid form does not cause it to revert to spider form. If cast on an aranea in demispider form, dispel magic can (if a successful roll is made, using the aranea's level or Hit Dice as the value for the opposing caster) cause the aranea to change into the last true form held.

The shapechanging ability gives araneas partial immunity to polymorph spells; as with lycanthropes and doppelgangers, they can resume their normal form after being affected by the spell for one round. Unfortunately for them, araneas are easier to hit and take extra damage from weapons enchanted with bonuses against shapechangers (such as a sword +1, +3 vs. lycanthropes and shapechangers). Shapechanging does not heal wounds an aranea has taken. When killed, an aranea stays in the form held just before death.

Goblinoids

There are no kobolds native to the Savage Coast; however, if the DM allows it goblins, orcs, hobgoblins, gnolls, and ogres can be played as PCs, using the rules in the Complete Book of Humanoids. Members of those races should use the kits recommended for them in the "Character Kits" chapter and the cultures described in the "Other Places" chapter.

Table 11.1: RACIAL CLASS AND LEVEL LIMITS

 

Fighter

Paladin

Ranger

Wizard1

Cleric

Druid

Thief

Bard

Aranea

6

--

--

U

9

12

12

--

Cayma2

8

--

--

12

8

--

14

--

Gurrash2

15

--

--

6

7

--

9

--

Lupin

13

--

U

12

15

13

13

9

Rakasta

15

--

11

15

12

13

15

U

Shazak2

12

--

--

7

10

--

11

8

Tortle

11

--

--

9

15

--

9

9

A number indicates the maximum level attainable by a given race in a given class; "U" indicates unlimited advancement; and "--" indicates that members of that race cannot advance in that class.

1. This entry covers all wizard classes; some races are restricted from certain wizard classes. For a list of wizard classes available to each race, see Table 11.5. Level limits are the same for all wizards of the same race, regardless of specific class.

2. These races are relatively primitive and have not developed extremely specialised professions. Therefore, they are more limited in classes.

Table 11.2: THIEVING SKILL RACIAL ADJUSTMENTS

Race

PP

OL

F/RT

MS

HS

DN

CW

RL

Aranea

--

--

--

+10%

+5%

--

+5%1

+10%

Cayma

-10%

+10%

+5%

+10%

+10%2

--

--

--

Gurrash

-5%

-10%

--

+5%

+5%2

+10%

--

-10%

Lupin

--

--

+5%

--

--

+20%3

-5%

--

Rakasta

--

--

--

+5%

+5%

+5%

+5%

--

Shazak

-5%

-5%

--

+5%

+5%2

+5%

-5%

-5%

Tortle

--

--

--

-5%

-5%

--

-20%

--

1. An aranea in arachnid form has a 50% bonus.

2. This becomes a 20% bonus when in a swamp environment.

3. This is the lupin's bonus at 1st level; the bonus increases by 2% per level thereafter.

Table 11.3: RACIAL ABILITY REQUIREMENTS

 

Str

Dex

Con

Int

Wis

Cha

Aranea

3/18

8/18

3/16

12/18

3/18

3/18

Cayma

3/13

8/18

3/18

3/16

3/16

3/18

Gurrash

10/18

3/18

8/18

3/12

3/18

3/16

Lupin

8/18

3/18

8/18

3/18

3/18

3/18

Rakasta

9/18

8/18

3/18

3/18

3/18

3/18

Shazak

8/18

3/18

6/18

3/17

3/18

3/16

Tortle

6/18

3/18

6/18

3/18

3/18

3/18

Table 11.4: RACIAL ABILITY ADJUSTMENTS

Aranea

+2 Dex, +2 Int, -2 Str, -2 Con

Cayma

+2 Dex, -1 Str, -1 Wis

Gurrash

+2 Str, +2 Con, -2 Wis, -2 Cha

Lupin

+1 Str, +1 Con, -1 Int, -1 Wis

Rakasta

+2 Dex, -2 Wis

Shazak

+1 Str, -1 Wis

Tortle

+1 Wis, +1 Con, -2 Dex

Creating a Character

Creating a character for the Savage Coast is much like making a character for any setting as outlined in the PHB, with more options for character race. In addition, the use of kits is strongly encouraged to help define the character's cultural background, and almost every character gains a magical Legacy due to the Red Curse. Kits are covered later in the "Character Kits" chapter; see "The Curse and the Legacies" chapter for rules about the Red Curse.

Though details may vary according to the wishes of the DM, when creating a character, ability scores should be determined first then character race, class, and kit. Next, the character's Legacy should be determined, followed by other details such as hit points, Armour Class, weapon and Non-weapon proficiencies, equipment, and background.

Characters created for other campaign settings can also be transported to the Savage Coast. Simply create the characters with the rules of the alternate setting. When the characters arrive on the Savage Coast, they will suffer from the effects of the Red Curse within a matter of days.

Generating Ability Scores

Nonhuman player characters must meet certain minimum and maximum requirements for their ability scores. For new PC races described in this campaign setting, racial minimums and maximums are listed in Table 11.3: Racial Ability Requirements. Next, characters of these races receive mandatory ability adjustments, as identified in Table 11.4: Racial Ability Adjustments. Note that these adjustments may raise a score to 19 or lower it to 2, as explained in the PHB.

Choosing a Character Class

All standard character classes from the PHB are available in a Savage Coast campaign, with the exception of gnomes. Other than some kit limitations found in the next chapter, no changes were made to basic character classes. No new character classes are given here, although "The Campaign" chapter holds a few guidelines for creating or adapting specialty priests.

Members of races presented here cannot advance in every class, and they have limited advancement in most classes. Class and level limits are detailed in Table 11.1. Note that individuals of some races are very limited in the choices of kits available to them.

Races detailed in the PHB and the DMG have the usual class and level restrictions, with a few exceptions detailed under "Standard Character Races," above. The optional rule for exceeding level limits (as explained in Chapter 2 of the DMG) can be used if desired, but lupins and rakastas can never rise to greater than 13th level as druids.

Members of the new races are restricted to certain wizard classes. The wizard entry on Table 11.1 is general; details on wizard classes available to each race are found in Table 11.5. Elementalists and wild mages are described in the Tome of Magic, all others are in the PHB and The Complete Wizard's Handbook.

All new character races described in this book have some members who are rogues. However, some are more suited to the profession than others. Table 11.2 gives the thieving skill adjustments for the races described here. These adjustments are also applied to ranger and bard skills of the same names.

Table 11.5: WIZARD RACIAL REQUIREMENTS

Aranea

Any

Cayma

Mage

Gurrash

Mage

Lupin

Mage, diviner, abjurer, invoker, necromancer

Rakasta

Mage, conjurer, enchanter, illusionist, transmuter

Shazak

Mage

Tortle

Mage, abjurer, conjurer, diviner, water elementalist

Table 11.6: MULTI-CLASS COMBINATIONS

Aranea

Cayma

Mage/Fighter

Fighter/Thief

Mage/Cleric

 

Mage/Thief

Shazak

Fighter/Thief

 

Gurrash

 

Fighter/Cleric

Tortle

Fighter/Thief

Fighter/Cleric

Humans, rakastas, lupins, and some araneas can be dual-class characters; dual-class options follow standard guidelines. All allowed multi-class combinations for new races are listed in Table 11.6. Races able to have multi-class mages can also have multi-class combinations with all other wizard classes available to that race. For example, an aranea could be a fighter/transmuter.

Choosing a Character Kit

Character kits help define characters. Kits are based on the cultures in the area and reflect certain standards and beliefs found there. Note that the culture a character is raised in is ultimately more important than the character's race. Thus, if an infant tortle were for some reason adopted by lupin peasants, the tortle might become a Local Hero fighter. Such instances are rare, however, and some kits are very restrictive about their memberships. For example, the Skald is very important to the culture of Eusdria, and it is unlikely that an Eusdrian Skald would teach the skill to an outsider, whether the outsider was a lupin, a tortle, or a human. Limits are more fully defined in the next chapter.

Since some characters are so restricted in their kit choice, multi-class characters in a SAVAGE COAST campaign are allowed to choose a single kit. These selections are detailed in both the "Character Kits" chapter of this book and in the previous cultural chapters.

Determining Legacies

Almost every character native to the cursed lands starts with one Legacy a magical, spell-like power. Those characters who choose the Inheritor kit start the game with two Legacies, and they gain more as they advance in level. Initial Legacies are determined by a character's homeland. Characters not native to the Savage Coast will gain a Legacy after spending several days in a cursed area. See "The Curse and the Legacies" chapter for more details.

Araneas do not receive an initial Legacy but can take the Inheritor kit to gain Legacies. Note that aranea characters can suffer from the detrimental side effects of the Red Curse even if they do not gain Legacies, so they must wear cinnabryl to protect themselves.

Determining Languages

If this setting is being used in the world of Mystara, the common language of the Savage Coast is a trade tongue similar to Thyatian, the common tongue of the lands east of the Serpent Peninsula. Known as "Slag" in other parts of the world because of the association with Slagovich Savage Coast common also contains words derived from the languages of the various non-human races of the region. However, the common tongue of the Savage Coast is sufficiently similar to the common language used in the rest of the world that characters who speak one should be able to rapidly pick up the nuances of the other, though they may have an accent for quite some time.

Besides common, several languages are native to the Savage Coast; many are non-human languages, while others are local human tongues. Not every civilisation on the Savage Coast speaks common; for example, the language is little used by lizard kin (cayma, shazak, and gurrash).

However, for convenience, it is suggested that every player character be given two languages when created: common and the character's native language. These would not cost proficiency slots from the character's total. This assumes that the player characters are exceptional, having learned the common language from a passing trader or some other such traveller. More importantly, it allows player characters to communicate easily with one another and with most other people they encounter. While playing a character who does not know common can be interesting for a while, it soon gets old if other player characters are constantly having to translate for the individual.

This should not prevent the DM from occasionally having the player characters meet a group of NPCs who do not speak common. If this happens, perhaps only one or two PCs is able to communicate readily; talking might even require magical or other special means.

Common is used by a majority of the people in the City-States, the Savage Baronies, Robrenn, Eusdria, Renardy, and Herath; it is known by traders and travellers in southern Hule, the northern settlements of Yavdlom, and Bellayne. The other people of the Savage Coast and surrounding areas seldom speak common. Even in the areas where the common tongue is widely used, many people often speak another language.

Local Languages

The local human languages of the Savage Coast include the following: Slagich (which is almost the same as the Traladaran tongue spoken elsewhere in the world), used by the peasants of the City-States; Verdan, spoken by commoners of Vilaverde and Texeiras; Espa, used by most people in the other Savage Baronies (except Cimmaron, where common dominates); Ranax, used by almost everyone in Robrenn; and Eusdrian (similar to the Antalian language used in other parts of the world), spoken by all Eusdrians. The neighbouring lands of Hule and Yavdlom have their own languages, Hulian and Yavi.

The lupins of Renardy have two native languages. Renardois (similar to the Glantrian tongue Sylaire, but related to Common, Espa, and Verdan) is spoken by all but the lowest classes in Renardy. The lupin racial language, known as Lupin, is still spoken by some of the more insular peasants of the nation. Both segments of the population view the other with some contempt, so they do not usually learn the language of the other group. A lupin character can choose either Renardois or Lupin as a native language but must spend a proficiency slot to learn the other.

Some crossover occurs between the languages of the human and lupin areas. Espa and Verdan have about a 50% similarity with common and with each other. Thus, a speaker of Espa understands about half the speech of someone speaking Verdan or common. The DM might allow a character who knows one of the three languages to acquire both the others with the expenditure of only one proficiency slot. Renardois has about a 25% similarity with Espa, Verdan, and common, so someone who speaks one or more of those three languages can understand about a quarter of what someone says in Renardois.

Demihuman languages are seldom used along the coast. Because the demihuman races are so fully integrated into other cultures of the region, their racial tongues are not considered native languages. Consequently, most demihumans must spend a proficiency slot to learn their racial tongue. Some elves and dwarves of the Montoya district in Narvaez still use the old tongues. Dengar, the language of dwarves, is also known and spoken by a few dwarves in the mountains of Eusdria. Hin, the language of the halflings, is all but forgotten on the Savage Coast.

Elvish is spoken by a few older elves, mainly in Robrenn, and is common among Torreón's upper classes, who consider elvish the language of diplomacy, etiquette, and romance. Both human and elven nobles of Torreón speak elvish, as do any who wish to impress those nobles.

The shazaks have their own language, called Shazak; it is nearly identical to the Malpheggi language used by the more civilised lizard folk in the rest of the world. Both the gurrash and the caymas speak their own dialects of Shazak. One proficiency slot spent on Shazak would enable a character to speak one dialect fluently and understand the basics of all three dialects, while two slots would allow complete fluency in all three.

There are also three related goblinoid languages: Yazakan, used by all the goblinoid races of the Yazak Steppes; Yazug, spoken by the orcs of the Dark Jungle; and Yaz, used by the goblinoids who live along the coast itself. Each of these has a 50% commonality with each of the other two. Again, if the DM allows, a character can learn all three languages by spending just two proficiency slots.

The other local languages of the Savage Coast are Rakastan, used in Bellayne; Herathan, the tongue of Herath; Tortle, the tortle language; and Risil, Jibar, and Nimmurian, used on the Orc's Head Peninsula.

Written Language

As for written languages, the Thyatian (common) script is the most popular on the Savage Coast. It is used for common, Espa, Verdan, Traladaran, Renardois, Ranax, Eusdrian, elvish, and dwarvish. While slight variations in script occur according to the language, such as accent marks and other pronunciation guides, the letters of common script are easily deciphered, even though the words they spell may not be. The commonality of languages applies to this written word as well; for example, someone who can read common can pick through about half of a text written in Verdan.

Hulean, Yavi, and Herathan have their own scripts. The tortle language is written in glyphs by learned folks; the Shazak language has a syllabary used by shazaks, some caymas, and a few gurrash wizards. Nimmurian writing is also a syllabary. Rakastan written language is composed of about 3,000 ideograms; it is used in Bellayne and by the rare literate inhabitant of the Yazak Steppes who uses it to write Yazakan. Lupin, Jibar, Yazug, and Yaz are only spoken languages; they have no written form.

Determining Armour Class

Some of the races presented for use as player characters have a natural Armour Class better than 10 before adding in any Dexterity bonus, magical items, or armour. This is generally due to some inherent toughness or ability to avoid damage.

For such characters, the Armour Class given in the following descriptions is used for front and back attacks. Dexterity bonuses or penalties to Armour Class apply as normal, as does the bonus for a shield.

Actual armour for these characters is treated differently more like barding for horses. If a character's armour provides protection less than or equal to the character's natural Armour Class, the individual receives a -1 bonus to Armour Class. Thus, suppose a tortle, with natural AC 3, wishes to wear leather armour. The standard Armour Class for leather armour is AC 8, worse than what the character would normally have, so wearing leather armour gives the tortle AC 2. On the other hand, if the character wears armour that provides better protection than normal, the armour's rating is used. For example, a tortle wearing full plate armour (specially made, of course) has an AC 1. These are before any bonuses for Dexterity or magic are added.

In many settings, it is difficult to find armour to fit non-human characters; this problem is not so pronounced on the Savage Coast. While it is difficult to find chain mail made for a shazak (because leather armour weighs less, is less expensive, and provides the same protection to the shazak), it is not difficult to find chain mail made for a rakasta, or plate mail made for a lupin. Moreover, armour is almost always made to order, so most armourers are able and willing to make unusually shaped armour or helmets. They often even have some needed pieces around, allowing them to quickly assemble an appropriate suit of armour. Still, characters might have unusual shapes or special requirements because of their Legacies.

The following races have base Armour Class 10: humans, all demihumans, all goblinoids except ogres (AC 5 base), lupins, and rakastas. Base Armour Classes for other races are shown on Table 11.7.

Table 11.7: NATURAL ARMOUR CLASS

Race

AC

Race

AC

Aranea

71

Cayma

7

Gurrash

5

Tortle

32

Shazak

5

 

 

1. This is for the arachnid form only. Otherwise, they have the AC of the emulated race.

2. Tortles have AC 1 when pulled entirely into their shells.

Assigning Other Characteristics

As for characters of standard races, the player and DM are free to determine such things as name, gender, appearance, and so forth. The information given in the previous cultural chapters should be taken into consideration when determining a character's background. For those who prefer to randomly determine height, weight, starting age, and life span, the relevant information is given in Tables 11.8, 11.9, and 11.10.

Table 11.8: AVERAGE HEIGHT AND WEIGHT

 

Height in Inches

Weight in Pounds

Race

Base1

Modifier

Base1

Modifier

Aranea2

44/44

1d10

varies

varies

Cayma

12/12

1d6

6/6

1d4

Gurrash

84/84

2d12

275/275

3d20

Lupin

60/58

2d12

150/140

6d6

Rakasta

58/56

4d6

140/125

8d6

Shazak

66/66

3d6

200/200

5d10

Tortle

62/62

3d6

500/500

5d20

1. Base numbers are listed male/female.

2. The height and weight for the aranea's humanoid form should be derived as is standard for the humanoid race emulated. The height figures given are for the aranea's length in arachnid form; the weight of the aranea's arachnid form is the same as for the humanoid form.

Table 11.9: AGE

 

Starting Age

Max. Age Range

Race

Base

Variable

(Base + Variable)

Aranea1

15

4d4

200+2d100

Cayma

6

1d4

60+2d10

Gurrash

10

1d4

72+3d6

Lupin

15

1d6

90+2d10

Rakasta

15

1d4

90+2d8

Shazak

15

1d4

150+5d10

Tortle

20

2d4

50+2d100

1. An aranea may need to be "sent to live with relatives" to cover a faster maturation rate than the race being emulated.

Table 11.10: AGING EFFECTS

 

Middle Age1

Old Age2

Venerable3

Race

(1/2 Base Max.)

(2/3 Base Max.)

(Base Max.)

Aranea4

100

133

200

Cayma

30

40

60

Gurrash

36

48

72

Lupin

45

60

90

Rakasta

45

60

90

Shazak

75

100

150

Tortle

50

66

100

1. -1 Str, -1 Con; +1 Int, +1 Wis

2. -2 Str, -2 Dex, -1 Con; +1 Wis

3. -1 Str, -1 Dex, -1 Con; +1 Int, +1 Wis

4. An aranea character's appearance changes little before reaching venerable age, though the aranea's humanoid form appears to age as the character chooses. Old aranea with a humanoid form of a short-lived race generally try to lead others to assume they have used magic to extend their lifespans, or move to another area before suspicions are aroused.

Natural Weapons

Many of the PC races of the Savage Coast have natural attack forms. Table 11.11 gives the speed factors of these attacks and indicates their type (piercing, slashing, or bludgeoning). Speed factors are determined by the difficulty of using the attack form and by how comfortable members of that race are with it. Note that damage per attack is the same regardless of opponent's size. Refer to the "Proficiencies" chapter of this section for information on weapon proficiencies and natural weapons.

Table 11.11: NATURAL ATTACK FORMS

Attack

Type

Speed Factor

Damage

aranea, bite

P

2

Special

aranea, web-casting

**

6

Special

cayma, bite

S

2

1d3

gurrash, bite

S

2

2d4

gurrash, tail slap

B

4

1d8

gurrash, drowning

**

1***

Special

lupin, bite

S

3

1d4

rakasta, bite

S

2

1d4

rakasta, claws

S

1

1d2*

rakasta, rear claws

S

3

1d3*

shazak, bite

S

3

1d6

shazak, claws

S

1

1d2*

tortle, bite

S

3

1d6

tortle, claws

S

2

1d4*

Punch

**

0***

Special

Wrestle

**

0***

Special

Overbear

**

0***

Special

Martial arts

**

0***

Special

* This is damage per claw; claw hits are rolled individually.

** This type of attack is special; see the description of the attack (in the "Proficiencies" chapter or in Chapter 9 of the PHB or DMG) for details.

*** Though this speed factor indicates a quick attack, if these attack forms are used against a target wielding a weapon, they always take place after attacks made by the target with a weapon.