Burning Sands - Races
Burning Sands - Races
Burning Sands - Races
Campaign
Character Races
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Aarakocra
A race of intelligent, birdlike
creatures living in the
deepest deserts of Athas, the
rare Athasian aarakocra
spends its time soaring on
thermals in search of food.
Athasian aarakocra are high on the food chain and have no natural enemies other than drakes. Unless
evil, Aarakocra usually leave their own territory only to hunt the silt drake and return as soon as
possible when the hunt is over. Aarakocra eggs and hatchlings are sought after by wealthy land owners
who wish to use the creatures as scouts and sentries. Tribes that have had eggs or hatchlings stolen have
long memories and sometimes take revenge against the thief at a later date. Captive Aarakocra join any
tribe they come in contact with.
In combat, Aarakocra favour hovering out of reach of their enemies and peppering them with javelins.
If an Aarakocra character is carrying less than half of their weight/encumbrance limit, they can freely fly and
hover for one Quarter Day for one WP. While hovering, they cannot be attacked in Melee (except by other
flyers) but ranged attacks against them gain +1 die. If encumbrance is between half and maximum, an
Aarakocra character cannot hover but can fly in short hops, taking off and landing anywhere within Short range
as a Fast Action for one WP. This can move the character from Short range directly into Arms Reach, and/or
can be used instead of dropping prone when dodging (but they must move away). Finally, Aarakocra characters
can always spend one WP to glide downwards and avoid falling damage, even if over-encumbered.
Dray
Dray first appeared out of the desert
centuries ago. Although many people
believe them to be related in some way to
The Dragon, there is no actual evidence of
that. However, it is undeniable that the
Dray are a strong, resilient race of
dragonlike humanoids known as
mercenaries, sorcerers, and slave traders, as
well as for their calculating (and sometimes
duplicitous) ways.
Dray live by a brutally pragmatic philosophy. They tend to be avaricious, sly, and amoral, although
they carefully observe the exact wording of any deal or bargain they strike, since its good business to
have a reputation for living up to agreements.
Dray have reptilian skin and thick scales which are naturally resistant to heat. Dray cannot suffer heatstroke,
and can spend one WP to ignore any form of Fire damage (except from Drakes or Dragons). Your scales and
natural armor make you extremely tough – you can spend WP to reduce damage from any physical attack on a
one-for-one basis. Finally, when making a water check, reduce water only on a 1-2 (instead of 1-3).
Dwarf
Dwarves are short but extremely
powerful. Athasian dwarves average 4.5
to 5 feet in height and tend to have a very
large muscle mass—a full grown dwarf
weighs in the neighbourhood of 200
pounds. Lives of hard work in the hot sun
leave them with a rich tan and rugged,
calloused hands and feet. Dwarves can
live up to 250 years. A dwarf's chief love
is toil. A dwarf is never happier than
when there is a cause to work or fight for,
something he can approach with stoic
singlemindedness for weeks, months,
years, or even decades at a time. Once a
dwarf's mind is committed to a certain
task, he'll only set it aside after a great
deal of grumbling and coercion. The
fulfilment he achieves upon completion
of a lengthy, difficult task is what he
strives for. The task to which a dwarf is
presently committed is referred to as his
focus.
By nature, dwarves are nonmagical and never use sorcery (this restriction does not apply to druid or
cleric spells or psionics). An Athasian dwarf takes notice of other beings based upon his focus. If the
other being is also actively committed to the dwarf's focus, the dwarf will consider him a sensible and
dependable companion. If, however, the other being is vehemently opposed to the dwarf's focus, the
two will be irrevocably at odds until one or the other is dead. There is very little room for compromise
in the mind of a dwarf.
Dwarves have no lands of their own and live among the other folk of Athas. They reside both in cities
and in the countryside, and they tend to be builders and farmers instead of nomads or raiders. Despite
the current absence of dwarven cities or strongholds, dwarves have a rich cultural history passed down
from generation to generation in great sagas and secret traditions. Long ago, dwarven cities were the
marvel of the world, and the dwarves keep the tales of their past glories and bitter defeats alive across
the centuries.
A dwarf is never happier or more efficient than when he is pursuing his Focus. You can push a die roll multiple
times by spending Willpower Points. Every point spent allows you to push the roll one more time. If the roll
directly works towards your Focus, you can also spend WP to reroll one die showing a “1” per WP spent.
Elf
The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is
very different culturally, the elves within them remain a race of long-limbed sprinters given to theft,
raiding, and warfare. An Athasian elf stands between 6.5 and 7.5 feet tall. They are slender, lean, and
generally in terrific physical condition. Their features are deeply etched into their weather-toughened
faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves
typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend
to prefer their native garb, designed to wrap the wearer against the brutality of the elements. Elves are
all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial
unity among the elves—an elf from outside the tribe is just as much a foe as a human, halfling, or thri-
kreen.
Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and
similar creatures for baggage or raw materials transport. It is dishonourable among elves to ride on an
animal unless wounded and near death—even pregnant women and old elves are expected to keep up
with the tribe or be left behind. While most elven tribes make their living through herding, some have
turned to commerce and others to raiding. Elves are masterful warriors, naturally skilled in the use of
their long bows and long swords. Elven infravision enables them to see up to 60 feet in darkness.
Elves can sprint long distances, and seldom tire when doing so. You can spend a WP point instead of making
an Endurance roll when performing a Forced March, although you will still become Sleepy if you do not Sleep
at all during a day. Elves are trained to be observant while running - if acting as the Pathfinder, an Elf can
spend one WP to add a D8 artefact die to their Survival roll to Lead the Way. Finally, you can dash short
distances very efficiently - by spending one WP you can move an extra zone during a fast action in combat.
Half-Elf
Elves and humans travel many of the
same roads on Athas—elven tribes have at
times encountered human mercenaries,
just as elven warriors have found gainful
employment in the armies of the city
states. The merchant class, too, is
overrun with traders of both races, so it is
not at all unusual for children of mixed
parentage to be born into the world—the
half-elves. A half-elf is generally tall,
between 6 and 6.5 feet tall, but meatier
than his elven counterparts. His facial
features are clearly more deeply defined
than those of a human, but based solely
on his countenance a half-elf can usually
pass for either an elf or a human. A half-
elf's life is typically hardened by the
intolerance of others. Neither fully
human nor fully elven, half-elves rarely
find acceptance with either race. Elves
are especially intolerant, at times driving mothers of half-elven infants from their camps into the
desert. Humans are more apt to accept half-elves as allies or partners, but seldom accept them into
their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form
communities of their own, so they remain outsiders, forever wandering from situation to situation
without a people, land, or village to call home. This enforced loneliness means that Half-Elven
characters spend a lot of time on inner-reflection and honing their magical or psionic abilities.
Half-elven infravision enables them to see up to 60 feet in darkness. Despite their self-reliance, when
faced with elves or humans, half-elves often find themselves looking for acceptance. For instance, when
among elves, a half-elf will go out of his way to prove just how elven he is, by running great distances
with them and observing other social and cultural rituals with the elves. These efforts, however, are
mostly lost on the elves and therefore serve no purpose. The half-elf's behaviour is seen by some as
slightly irrational, but only by those who are comfortably wrapped in the blankets of racial acceptance;
having none leaves half-elves out in the bitterest cold.
The dual heritage of the half-elves makes them particularly suited to channel their force of will to achieve feats
beyond the natural. Every time you spend one or more Willpower Points to activate a talent or use magic or
psionics, the first WP counts as two. If you spend two WP it counts as three, and so on. Note that this does
increase the risk of magic or psionic mishaps.
Halfling
Most halflings hail from the Forest Ridge, a mysterious and legendary jungle said to crown the Ringing
Mountains. Halflings live apart from other races, divided by their stature and odd customs, but no one
can deny their bravery and cunning. The savagery for which they are feared masks a deep and abiding
reverence for the natural world and an uncommon connection to the land’s spirits. Halflings live
throughout the Tyr Region – some as slaves, others as mercenaries, and still others as raiders.
Regardless, all halflings look to the Forest Ridge as their homeland.
The halflings are an ancient people; according to their myths, they are among the oldest in the world.
Once stewards of all the land, the halflings retreated when dark magic came to power, and they built a
civilization at the roof of the world. Over the ages, they have forgotten much of their learning, but they
remain a spiritual people, and their connections to the natural world are the strongest of any civilized
race in the Tyr Region. These connections make it hard for them to establish productive relationships
with other races. For example, halflings place little emphasis on the individual; each halfling is merely
part of the overall race, which itself is part of a much larger organism – the world. This view makes it
nearly impossible for halflings to deceive or betray one another.
Halflings are cannibalistic and see all creatures as potential sources of sustenance. After all, living
beings compete to survive, and halflings think nothing of eating their enemies, for doing so ensures
their own survival.
Halflings are notoriously hard to get a grip on, and they can easily evade even the most tenacious of pursuers.
You can spend Willpower Points in combat to avoid being hit by physical attacks. Every WP spent eliminates
one success that the attacker rolls.
Human
Humans are the predominant race
on Athas. An average human male
stands between 6 and 6.5 feet tall
and weighs 180 to 200 pounds. A
human female is somewhat smaller,
averaging between 5.5 and 6 feet in
height and weighing between 100
and 140 pounds. The colors of skin,
eyes, and hair vary widely. On
Athas, centuries of abusive magic
have not only scarred the
landscape—they've twisted the
essence of human appearance, as
well. Many humans in Dark Sun
look reasonably normal. Others,
however, have marked alterations
to their appearance. Their facial
features might be slightly bizarre; a
large chin or nose, pointed ears, no
facial hair, etc. Their coloration
might be subtly different, such as
coppery, golden brown, hues of
grey, or patchy. The differences
may be more physical, such as
webbed toes or fingers, longer or
shorter limbs, etc. You have broad
latitude in making up these
alterations to your form, if you
wish.
The children of humans and other races produce the so-called half-races: half-elves and muls. It is
important to note, however, that half-giants are a race born of a magical union in the distant past; half-
giants can only reproduce with one another (and also: ouch…)
Humans are generally tolerant of other races. They can easily adapt to situations involving elves or
dwarves, and even more exotic races such as half-giants and thri-kreen. Where other, less tolerant races
come into contact with one another, humans often serve as diplomatic buffers.
Humans are endlessly adaptive and are less stuck in their ways than the other races. If you spend a Willpower
Point when you are about to roll for a skill, you can roll for any skill of your choice to achieve the same result.
You must be able to explain and justify how you use the chosen skill to achieve the desired outcome.
Mul
A Mul (pronounced: mule) is an incredibly tough
crossbreed of a human and dwarf. They retain the
height and cunning of their human parent, plus the
durability and raw strength of their dwarven
heritage. Muls are usually the products of the slave
pits—owners recognize the muls' assets as
gladiators and laborers, and so order the births of as
many muls as can be managed within the ranks of
their slaves. Muls are born sterile—they cannot
perpetuate their kind. A full-grown mul stands 6 to
6.5 feet tall and weighs 240-300 pounds. They are
fair skinned, sometimes tending toward a copperish
coloration. Their dwarven ancestry gives them a
well-muscled frame and an incredible constitution
– mul laborers can perform heavy work for days at a
time without stopping. Muls have stern facial
features. They are unmistakably human in
appearance, though their ears are swept back and
slightly pointed. Most muls, whether male or
female, have no hair or beard.
Mul are incredibly tough, are very resilient when it comes to pain and punishment. When you are Broken by
any kind of damage, you can spend Willpower Points to immediately get back on your feet. For every point you
spend, you recover one point in the Broken attribute.
Thri-kreen
Thri-kreen are mantis-like humanoids that hunt in packs throughout the wastes of Athas. They have
adapted to the harsh climate and are experts at surviving with only scarce resources. Thri-kreen are
nimble, and many also have psionic abilities.
The insectoid thri-kreen have six limbs and are covered in tough, sandy-coloured chitinous plates.
Their lowest pair of limbs is used as legs, and their upper pair of limbs serves as arms. The middle set
of limbs is small but dexterous, and the thri-kreen use them for fine manipulation, leaving the heavy
work to the stronger upper arms. Both the middle and the upper pairs of limbs have three clawed fingers
and one opposable thumb. In combat, thri-kreen hold weapons or shields in their upper limbs, since
the middle pair lack strength and using both sets of limbs would be awkward and unwieldy.
Swift and athletic, thri-kreen are natural climbers and jumpers. Their wedge-shaped heads have large
compound eyes, two (mostly vestigial) antennae, and powerful mandibles. They can speak an accented
form of Common but prefer their own language, which is easier to pronounce with their mouth parts.
Thri-kreen minds, behaviour, and physiology often seem bizarre to members of other races. But despite
their fierce appearance, the insect-like humanoids can be loyal and courageous companions. Thri-kreen
have most of the same needs and morals as do other races; they simply prioritize those needs and morals
differently. Most important, thri-kreen judge others solely on physical and mental ability. The lazy
and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no
matter who demonstrates these qualities.
Thri-Kreen require less water to sustain them. When you roll a Water check, your water reduces on a 1-2
(instead of the usual 1-3). Your natural chitin gives you Rating 4 Armour and Rating 2 Helmet that do not
degrade, however you cannot wear any other armour. Finally, you have a poisonous bite - when making an
unarmed attack, you can poison your opponent if the attack is successful and any damage gets through his armor.
Your opponent is infected with Paralyzing Poison with potency equal to double the number of WP points spent.