I had written up the 'usual suspects' for fantasy races some time ago, arguing that these are sometimes one-offs in many sword and sorcery movies of the 70s and 80s. While I cut out goblins, kobolds and orcs from the list I did keep ogres and trolls, leaning on trolls in the more John Bauer sense than the D&D/Three Hearts and Three Lions version. I had to rename three canine races because I do not want to be chased down by the game's creator, so some names have been changed, yet I am sure you know the game. I will be using these in my Barbarians of Legend game.
New races for Barbarians of Lemuria/LegendThis guide adapts the iconic player races from an unnamed fantasy rpg to the simple, heroic system of Barbarians of Lemuria or Legend. Instead of complex racial modifiers, this conversion uses Heritage Talents, which are simple, flavorful abilities that represent a character's ancestry and culture. A player can take one of these talents at character creation, either as a free choice (blending with existing BoL material) or by taking the Creature career (in either case at least two of the creatures careers are suggested).
Elves: are long-lived, magical, and graceful beings who have a deep connection to the natural world. They are masters of the bow and arcane arts, often living in hidden forests and ancient cities. Mysterious and aloof, they can be difficult to convince due to their arrogance.
- Heritage Talent: Elven Grace
- You gain a +1 bonus to all rolls made with bows or related to a magic Sorcery check. This reflects their natural affinity for the arcane and their mastery of the bow.
- In a pinch, you can cast a simple "Arcane Bolt" spell once per day. It costs no Sorcery Points and deals 1d4 Lifepoints of damage, but it requires a Mind check (difficulty 12).
- Common Careers: Hunter, Sorcerer, Minstrel, Scholar.
Dwarves: are a stout, sturdy, and stubborn people who live high in the mountains. They are unparalleled masters of stone and metal, with a fierce loyalty to their clan and a love for fine craftsmanship. These dwarves are also fiercely loyal.
- Heritage Talent: Mountain's Heart
- You gain a +1 bonus to all rolls related to Brawn checks, such as feats of strength or resisting poisons and fatigue.
- You also have the innate ability to "Sense Stone", allowing you to make a Perception check (difficulty 10) to detect hidden passages, unstable rock, or the presence of precious metals or water while underground.
- Common Careers: Barbarian, Blacksmith, Thief, Mercenary.
Halflings: are small, agile, and surprisingly resilient people who are often mistaken for children. They have an uncanny knack for slipping into places unnoticed and a love for good food and comfortable living.
- Heritage Talent: Small & Nimble
- You gain a +1 bonus to all rolls related to stealth, dodging, and agility. Your small size makes you a difficult target to hit.
- You can also throw stones or other small objects with great accuracy. You gain a +1 bonus to any attack roll with a thrown stone or sling.
- Common Careers: Thief, Farmer, Cook, Hunter.
Gnomes: are a clever and cunning race, renowned for their deep connection to Nature and a love for all things magical. They are often reclusive, living in secluded burrows where they study magic and keep deep secrets of the forest and hills they live in.
- Heritage Talent: Ingenious Mind
- You gain a +1 bonus to all rolls related to deciphering magical writing. You have an eye for detail and an aptitude for complex magic.
- Once per day, you can make a Mind check (difficulty 12) to "Magically Alter" a simple object, causing it to do something minor and unexpected, like a door unlocking or a lantern flickering on.
- Common Careers: Druid (good), Thief, Sorcerer, Scholar.
Ogres: are large, powerful humanoids with a bad reputation for being dim-witted and brutish. However, many are simply misunderstood. They are incredibly strong and resilient, making them fearsome warriors. Ogres often have a knack with animals.
- Heritage Talent: Titanic Strength
- You gain a +1 bonus to all rolls related to combat damage, melee attacks, and breaking objects. Your great size and strength are your greatest assets.
- Due to your size and intimidating appearance, you gain a +1 bonus to all rolls related to Intimidation.
- Common Careers: Barbarian, Mercenary, Beastmaster, Gladiator.
Wolfal: are proud, wolf-like humanoids with a strong sense of honor and an affinity for hunting and the wild. They are fierce warriors and skilled trackers who live in close-knit packs. Wolfal are excellent tacticians and strategists.
- Heritage Talent: Wild Hunter
- You gain a +1 bonus to all rolls related to tracking, stealth, and perception. Your keen senses make it nearly impossible to surprise you.
- You can make a Brawn check (difficulty 10) to let out a "War Howl", which gives you and all allies within 30 feet a +1 bonus to damage for the next combat round.
- Common Careers: Mercenary, Hunter, Woodsman, Scout.
Coyolet: are coyote-humanoids, known for their powerful jaws, keen senses, and also for being mean-spirited, shiftless and lazy. They are hunters and warriors, being reluctant allies to the empire the wolfal have built and a powerful sense of smell.
- Heritage Talent: Primal Senses
- You gain a +1 bonus to all rolls related to tracking and perception, especially those involving scent.
- You have a natural bite attack that deals 1d4 damage. Once per day, you can use a powerful bite that deals 2d4 damage on a successful roll.
- Common Careers: Mercenary, Hunter, Thief, Beggar.
Foxxar: are a proud, fox-humanoid race, known gentle philosophers who are fiercely protective. They are determined, silent hunters who prefer to fight with a combination of speed and precision.
- Heritage Talent: Fox Nimbleness
- You gain a +1 bonus to all rolls related to stealth, keen senses and balancing.
- You have a natural bite that deal 1d3 damage. Once per day, you can make a powerful bite attack that deals 2d63 damage on a successful roll.
- Common Careers: Thief, Hunter, Sorcerer, Scholar.
Changelings: are a mysterious race of shapeshifters who can alter their appearance to mimic other humanoids. They are reclusive and secretive, often living on the fringes of society or blending in with others to hide their true nature.
- Heritage Talent: Shifting Form
- You can change your physical appearance to look like any other humanoid race. This change takes one full round to complete. You gain a +2 bonus to all rolls related to disguise and social deception.
- Weakness- to counter such a strong ability, all changelings have an extra flaw, the inability to consume salt, or an allergy to alcohol, others cannot handle items made of cold iron-take 1d4 Lifepoints of damage if exposed to a flaw and make a Mind check (difficulty 10) to maintain their current form or revert to natural form.
Trolls: are reclusive, monstrous humanoids with a reputation for being dangerous and difficult to kill or to do business with. They are often solitary and live in the wild places of the world, yet some come to the edges of society to barter or trade. Their magic is usually obvious and often dreadful or macabre.
- Heritage Talent: Regenerating Flesh
- You are difficult to kill. When you take damage, you can make a Brawn check (difficulty 15). If you succeed, you only take half the damage. This ability cannot be used against fire or acid damage.
- Once per day, you can make a Brawn check (difficulty 15) to "Instinctive Rage", giving you a +1 bonus to all combat rolls for one combat round.
- Common Careers: Priest, Mercenary, Merchant, Sorcerer.
Last edited by Warlord of Lemuria (8/11/2025 10:52 am)