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## CHAPTER 2: RACES
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VISIT TO ONE OF THE GREAT CITIES IN THE worlds of DUNGEONS & DRAGONS Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelming the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.
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@ -52,7 +52,7 @@ By virtue of your race, your character can speak, read, and write certain langua
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Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.
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# DWARF
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@ -98,7 +98,7 @@ Dwarves get along passably well with most other races. "The difference between a
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>Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."
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## Dwarf Names
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@ -158,7 +158,7 @@ In cities deep in the Underdark live the duergar, or gray dwarves. These vicious
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# ELF
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```
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"I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED," Goldmoon said softly. The day's march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost.
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@ -242,7 +242,7 @@ Subrace. Ancient divides among the elven people resulted in three main subraces:
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## HIGH ELF
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As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvenesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
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@ -292,7 +292,7 @@ Yet one drow, at least, broke the mold. In the world of the Forgotten Realms, Dr
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Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.
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## DARK ELF (DROW)
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@ -310,11 +310,11 @@ Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you c
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Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
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# HALFLING
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```
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REGIS THE HALFLING, THE ONLY ONE OF HIS KIND FOR hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely creting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up aboard him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon.
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@ -412,7 +412,7 @@ Ability Score Increase. Your Constitution score increases by 1.
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Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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# HUMAN
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@ -426,7 +426,7 @@ In the reckonings of most worlds, humans are the youngest of the common races, l
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With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
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## VARIETY IN ALL THINGS
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@ -539,7 +539,7 @@ Skills. You gain proficiency in one skill of your choice. Feat. You gain one fea
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# DRAGONBORN
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HER FATHER STOOD ON THE FIRST OF THE THREE STAIRS that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.
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@ -643,11 +643,11 @@ After you use your breath weapon, you can't use it again until you complete a sh
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Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
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## GNOME
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SKINNY AND FLAXEN-HAIRED, HIS SKIN walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents cped with the resulting awkwardness as best they could.
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@ -683,7 +683,7 @@ Gnomes love names, and most have half a dozen or so. A gnome's mother, father, c
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## DEEP Gnomes
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A third subrace of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the druw, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.
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@ -749,11 +749,11 @@ Fire Starter. The device produces a miniature flame, which you can use to light
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Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
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## HALF-ELF
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FLINT SQUINTED INTO THE SETTING SUN. HE THOUGHT he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man's walk was marked by an easy grace-an elish grace, Flint would have said; yet the man's body had the thickness and tight muscles of a human, while the facial hair was definitely humankind's. All the dwarf could see of the man's face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard no elf, but . . .
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@ -799,11 +799,11 @@ Skill Versatility. You gain proficiency in two skills of your choice.
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Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
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# Half-Orc
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THE WARCHIEF MHURREN ROUSED HIMSELF FROM HIS sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick-well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him. and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior-provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Halforc who were weaker than their orc comrades didn't last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar.
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@ -865,7 +865,7 @@ Your half-orc character has certain traits deriving from your orc ancestry.
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# TIEFLING
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"BUT YOU DO SEE THE WAY PEOPLE LOOK AT YOU, devil's child."
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@ -933,4 +933,4 @@ Once you reach 3rd level, you can cast the hellish rebuke spell once per day as
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Languages. You can speak, read, and write Common and Infernal.
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@ -12,8 +12,8 @@ docling --to md --pipeline vlm --vlm-model granite_docling_vllm --image-export-m
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## Index
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[Introduction](Introduction.md)
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### Chapter 1 - Characters
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[Chapter-1](ByChapter/Chapter1/Chapter1.md)
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[Chapter-1](Chapter1.md)
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### Chapter 2 - Races
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[Chapter-2](ByChapter/Chapter2/Chapter2.md)
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[Chapter-2](Chapter2.md)
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