Playable Races
The four clans of The Skeld represent the hardy survivors who have adapted to desert life over countless generations.
Dwarf
Desert dwarves became especially adept at crafting tools and traps and are nearly unmatched in close quarters combat.
- +2 Grapple
- +2 Craft (Tools)
- +2 Craft (Traps)
- Stout: Start with +2 HP. Roll hit point gains with advantage
- Desert Endurance: Can go 4 days without water
- Languages: Orc, Dwarvish, Goblin
- Size: Medium
- Speed: 30 ft
Goliath
Born from dense mountain stone which protects their joints with natural armor, goliaths adapted to surviving in The Skeld are as formidable as desert lions.
- +1 natural AC
- +1 Damage to Strength-based attacks
- Giant Kin: Double carry weight, counts as two medium creatures for restraining attempts (except against other goliaths)
- Desert Endurance: Can go 7 days without water
- Languages: Orc, Giant
- Size: Medium
- Speed: 30 ft
Halfling
Versatile desert halflings have a unique perspective from their size as much as from their curious nature and inexplicable knack for narrowly avoiding misfortune.
- +1 Psionics
- +2 to two skills of your choice
- +2 Grapple escape and grapple evade
- Desert Endurance: Can go 3 days without water
- Halfling Luck: One chance per check to reroll a natural 1
- Languages: Orc, Halfling
- Size: Small
- Speed: 30 ft
Orc
Strong, smart, and resilient, orcs are the most common race in The Skeld and in the world as you know it. Desert orcs were able to survive and even thrive due to their strong family bonds and ability to organize.
- +1 attribute of your choice
- +1 AP (Action Points)
- Desert Endurance: Can go 3 days without water
- Orcish Resilience: Once per long rest, if dropped to zero HP you drop to 1 HP instead
- Languages: Orc, plus one language your parent knew
- Size: Medium
- Speed: 30 ft
Cultural Notes
Orc Stone Singers tell ancient tales of discovery, conquest, and romance. One popular children's tale involves an orc chief who went on many quests to win a queen's heart, including crushing a weak tribe of "hairy pink raiders" with silly names like "Lord Peter" and "Sir Robert"—always bringing fits of giggles to young audiences.
Racial Adaptations
At level 1, choose 2 Adaptations that represent how your character has adapted to desert life. These genetic expressions only manifest when you reach maturity (level 1).
Clan Membership
Your clan membership determines your extended family, social connections, and starting reputation within The Skeld. Your first characters in the campaign will belong to a clan - even if their clan is all dead, is unknown to them, or if the character plans to leave the clan later. They are your sponsors in the trials.
You can create your own clan (alone or with other players) or I can choose one for you. The clans are an opportunity for roleplay and adventure hooks and also can help build a back story and connections to some helpful NPCs of your design. Your clan may occasionally ask you to do things, and may not always offer rewards.
The clan quests & roleplay is optional, but the more you do to help your clan, the more help you will receive in your turn. Upgrade your clan to receive better resources and access to trainers.
Clans also are useful because if your character dies, their belongings go to the clan, and you can play a new character as someone from the clan to continue their quest.