Homebrew Freelander Species Details
We lit the fire, it is true. And when naught but the forest was there to put it out, we spent centuries sifting around in the embers trying to reclaim what we ourselves destroyed. Be it the slavers who enshackle the free to serve in their own impirial facimiles of what once was, or the remants of oligarchy who hoplessly clinging to the last droplets of their power, believing themselves to be demigods worthy of reincarnation, we attempt to cheat the hands of fate by haphazardly attempting to replace them with our own. Even this city of Centurion, I admit, is in its own right an attempt at reclaiming the superficial splendor of the world that now lies dead amongst us; and though my people may not see the futility in this process, our children do.
These "Freelanders," as they call themselves, have taught me a valuable lesson. They do not waste time sifting through the ashes, no; they rise above them. They see the rubble around them not as crushed dreams and broken promises, but for what it is - stone and metal with which to forge their own lives with. They are not burdened by the trivialities of tradition or split apart by cursory divirgences, for though they are all different, they are also all the same.
In the aftermath of the Great Fall, the populations of the Dwarvish, Human, and Elven empires scattered across the landscape, fearing for their lives as their once-bustling cities now belonged to the vengeful Orcish hordes. In this dark age, social walls between the three species crumbled, and as such, a new generation of individuals exhibiting heritage from all three species began to emerge. A new people altogether, this group elected to name themselves after the very land they called home: Freelanders. Manifesting traits from all three prominent species of Humans, Dwarves, and Elves, Freelanders are wholistically fluid people. They can lend themselves well to any talent or trade and just as easily move to something altogether different. Because of this, Freelanders hold their independence and self-reliance to the highest virtue, which can be both a blessing and a curse depending on what needs to be done.
Of Many Shades and Shapes
Because Freelanders genetically pull from Humans, Dwarves, and Elves, an individual can appear any number of ways. If their family lineage mostly consists of Elves, the individual can range from under 6 feet to even 7 feet tall, weighing about 160 to 220 pounds depending on their height. Their ears may be slightly longer than others, and their hair may be of fine quality or even a bit fluffy like their Elven ancestors. If their family lineage mostly consists of Dwarves, the individual can range from a little above 4 feet to about 5 feet tall, weighing anywhere from 80 pounds to 200 pounds. Not all individuals with heavy Dwarvish ancestry exhibit stocky builds or excessive hair growth like their predecessors; however, they all do have a high chance of developing sharp, interlocking teeth much like the Dwarves had. And if their family lineage consists mostly of Humans, they reach a respectable medium between the two previously mentioned extremes, with an average height of around 5 feet to 6 feet tall and weighing around 125 pounds to 250 pounds. All Freelanders possess pointed ears, though they never reach the exaggerated length of the Elves'. Possible Freelandic skin and hair colors cover the entire range of human pigmentation and quality, though in some cases individuals have been known to produce pure white hair like the Elves'.
Land of the Free
Freelanders have come to make Freeland their own, spreading across the whole of the continent and settling down bit by bit. There have been a few grounded institutions set up by Freelanders, but with how dangerous the wilds of Freeland are, no city as of yet has managed to conquer much outside their constructed boundaries. This means that, outside city walls, there is no law of the land, making the wilds a preferable alternative to those who refuse to be governed. Many perish, of course - there is a reason all Freelandic territories are bordered with physical walls - but the few that do manage to survive in the wilds usually come to create their own institutions, thus further taming the harsh landscape of Freeland. Some may come to realize the value of a government and model their communities after the societies that have already been established; a few, however, may follow a significantly darker path. The more lurid individuals which set out on their own may become slavers, kidnapping unwary folks to toil endlessly in their plantations and work camps. These slave institutions are sometimes created solely for the benefit of the founder, a home where they need not work to see food on their plate, but most come to do business with established communities and cities.
Outside of their homeland, Freelanders are rarely seen. Part of this has to do with the oceans around Freeland being host to an absurd number of ship-smashing storms and monstrous waves (which some believe to be caused by a curse due to how abruptly the storms arrived), though it chiefly has to do with most Freelanders' desire to conquer their own homeland first before traveling to new and exotic locations.
GIVE ME LIBERTY OR GIVE ME DEATH
As Freelanders heavily value their independence, not all are at ease with the institution of slavery. Some cities, such as Centurion and Ewetop, have set policies in place which make it illegal for any citizen to do business with or recieve materials from a slaving enterprise, though these laws are, admittedly, difficult to enforce with some willing to do business far outside city walls.
There are a select few who believe these poorly enforced laws as far from satisfactory and thus take it upon themselves to liberate the enshackled, and even fewer still who choose to do so while enslaved themselves. Those who fail in their duty will most likely die, with many vigilante slaves to committing suicide before their angry masters can punish them for their mutiny.
Capable Hands
Just as Freelanders can take many shapes and sizes, so too can they hold any number of jobs and roles. Quick learners and observationalists, Freelanders are an incredibly fluid people talented in molding their abilities to their current situation.
Freelandic Names
Each city in Freeland has its own culture and tradition, and so each region as such has its own typical names. There are constants between them, of course, and some Freelandic parents may choose to name their children under old Dwarven, Elven, or Human names if they are of the few that wish to maintain their ancient heritage.
Freelander Traits
Your Freelander character has some qualities constant among all other Freelanders, but may see some extra Human, Dwarvish, or Elvish qualities depending on their ancestral leaning.Ability Score Increase
When determining your character’s ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Age
The average lifespan among Freelanders is about 250 years, where three human years is biologically one Freelander year.
Alignment
Freelanders heavily value their independence and individuality. Believing themselves to be a "melting pot," unconnected from the archetypes and customs of the old species that make up their ancestry, Freelanders are free to become whatever their environment necessitates rather than what tradition demands, and as such, the best and worst rank among them.
Size
Average height amongst Freelanders can vary between 4'0'' to 7'0'', depending on how heavily the individual leans into one of the three species that comprises them.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your Elvish and Dwarvish blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Ancestral Leaning
Freelanders are made up of Human, Dwarven, and Elven blood, though many tend to be disposed to one of the three species more than the other two. As such, Freelanders exhibit different characteristics, both perceptible and imperceptible, depending on whichever way their bloodline leans.
Adaptability
As a Freelander, you are especially adept at molding your skills to fit whatever role you desire. You may choose from one of three archetypal focuses to better suit your playstyle, and you may change between these focuses whenever you level up.
Languages
You can speak, read, and write Manspeak and one extra language of your choice.