Lineages of Quartus
Quartus is home to many of the familiar races (called lineages here because neither race nor species really fits), and a few new ones. Each one has a selection of cultures, presented as sub-lineage choices. While there are many cross-overs (for example humans raised under dwarven culture), not all of those can be presented here due to space constraints. Feel free, within reason and with your DM’s permission, to mix and match.
Features marked with (+) are there for the touched lineages; those are the features replaced by the touched race’s primary feature. Lineages without such features cannot become touched.
A few notes are in order. Dawn of Hope takes a traditional approach toward player lineages. Each lineage grants ability score increases (aiming for either +2 to one and +1 to another or +1 to three separate ability scores). Each lineage has several “cultural sub-lineages”. These are primarily cultural rather than genetic, but some result in different normal appearances, usually for magical-historical reasons. Each entry also contains a “status” line with either Regional or Core. Regional lineages are only found in some small areas of Noefra and are unusual elsewhere. This is intended as a help for Game Masters and players to know how their lineage will be received in various areas. None of the lineages presented here are feared or hated (other than by particularly ignorant or bigoted individuals), but an Abandoned dwarf will, with their grey skin and large eyes, tend to draw attention and surprise in, say, Auringon.
Lineages included
The following lineages are presented, each with traits and features. Additionally, a method of creating “Touched” lineages, which feature a parent lineage and an influence such as celestial, fiendish, or elemental planar influence is presented. Instructions for creating hybrid lineages, mixing a parent base lineage with a sub-lineage/culture from a different lineage, is presented.
- Dragonborn. Fairly similar to stock, but changes in the details.
- Dwarf. Substantial differences in mechanics.
- Gwerin. High elves, the arcane types.
- Halflings. Further removed from the stereotypes.
- Humans. Now focused around being gregarious and divinely-oriented.
- Ihmisi. Wood elves. Smaller changes.
- Jazuu. Formerly goliaths. Substantial changes.
- Ophidian (new). Roughly somewhat like the various humanoid snake-folk, but with very different cultural background.
- Orc. Grey-skinned, not green. And not barbarians by default.
- Soulforged (new). Awakened constructs in two varieties, one metal and one wood. Searching for their place in society.
- Light-touched (new, Touched). A take on the aasimar.
- Fiend-touched (new, Touched). A take on the tiefling.
- Element-touched (new, Touched). A take on the genasi.
- Several example hybrid lineages (replacing the half-elf, half-orc, etc.)