DRAEGLOTHS
Draegloths are half-fiend terrors that are ritually created by
drow priestesses who test their devotion to Lolth by mating with
summoned demons. Only once in a great while does this coupling
produce a child, and the birth of a draegloth is seen as an omen of
the goddess's favor, often sparking wars, assassinations, and other
intrigues. Draegloths are genderless, sexless creatures incapable of
procreation. Most draegloths are incredibly loyal to the priestess
that bore them, serving them as enforcers, bodyguards, and occasionally
lovers. When a draegloth's mother dies or the house
it serves is destroyed, it is often left to wander the Underdark,
becoming a scourge wherever it goes.
Draegloths are cruel creatures known for their great strength
and stealth. They hunt the tunnels of the Underdark for food and
the opportunity to spread evil. A lone draegloth can terrorize an
entire village of deep gnomes or grimlocks, and it will usually
move on before a concerted effort to slay it can be put together.
Draegloths rarely venture out of the Underdark, knowing that
their natural advantages would be neutralized in the world above,
and that their unique ancestry would make them targets for
heroes and villains alike.
Racial History: The point of origin of the draegloth race is unknown. Many of
the historically dominant drow houses have their own legends,
each of which claims that the house was the first to receive Lolth's
blessing. Of course, the veracity of such claims is questionable at
best, and they have been responsible for more than one conflict
between matron mothers. Draegloths have been around long
enough that no one can say that any of these claims are invalid,
but House Baenre of Menzoberranzan was likely the first beneficiary
of a draegloth servant. This theory probably holds more
truth than others; a draegloth loyal to House Baenre is known to
have sheltered its leaders during the strife that eventually made
them the undisputed rulers of Menzoberranzan.
For thousands of years, draegloths were extremely rare, appearing
infrequently in a few drow enclaves across the Underdark.
Starting around two thousand years ago, draegloth sightings
became more and more frequent, even being reported far from
the nearest drow enclave. Such reports were often dismissed
as the frightened ramblings of Underdark travelers, but it was
true - a small number of draegloths had broken free of their
dependence on the drow, who were, of course, unconcerned by
this development. After all, free-roaming draegloths had been
present in their cities for some time, having been set loose as
wars and internal conflicts saw their matron mothers and houses
destroyed. This oversight would prove to be costly to the drow
enclave of Ir'Sylin.
The drow of Ir'Sylin thought nothing of rumors that a
draegloth had been terrorizing a nearby settlement of duergar.
Refugees from the dwarf enclave told of a rampaging, fourarmed
demon that dragged bodies away to be eaten. When this
lone draegloth appeared at the edge of Ir'Sylin, the lizard riders
guarding the city greeted it with a cautious deference, for even
a free draegloth is Lolth's child. The draegloth did not attack
immediately, instead biding its time until the enclave's ruling
matron mother demanded an audience. There, the draegloth
sprung his trap; within seconds, the matron's elite guard had
been torn apart, and the rogue draegloth's slavering jaws were
inches from her throat. A teleport contingency saved her life
and preserved the tale of Ir'Sylin; all the other members of the
enclave were either slaughtered in their homes or hunted down
in the following weeks.
Since that time, the drow have attempted to maintain tighter
controls on draegloths who are without a house. They are not
allowed to live in drow cities without a house
affiliation or the sponsorship of a powerful
noble. Rogue draegloths find themselves
watched at all times - even if they do have a
sponsorship - and some seek out new matron
mothers to pledge themselves to in order
to avoid this suspicion. There has been at
least one case of falsifying the birth of a
draegloth in order to legitimize a house's
claim to Lolth's blessing. Such deceptions
were considered blasphemous before Lolth's
disappearance, but now they have an
almost cultlike effect on those who wish
to believe that the Spider Queen has
returned to their house.
Since their goddess's disappearance,
draegloths have become more independent,
many no longer serving the
matron mothers without demanding
equal status. More and more have
gone wandering the Underdark in
search of adventure and a means
to either restore Lolth to her
former glory, or, barring that,
to increase their demonic
sires' power on the Material
Plane. As a result, demon cults
have found themselves with
unexpected allies, and draegloths
are starting to form their own
cults to elevate their fathers'
names. Draegloths rarely work
together, but they are not above
working with others to achieve their goals.
This is especially true for the younger members of the race, in
whom Lolth's grip never firmly took hold.
Outlook: Draegloths are sly and cunning creatures with a penchant for
wild rages that end in the deaths of those around them. They
are excellent advisors, because their minds are seemingly created
for understanding the many threads of drow intrigues,
and their innate savagery allows for a plethora of options in
dealing with any enemies. They can be patient listeners when
around those they respect, and Lolth has given them the
ability to meditate and pray for hours while searching for a
solution. Their unique combination of patience, cunning, and
ruthlessness makes them among the most feared hunters in
the Underdark.
Draegloths see all creatures in the world other than drow and
other Lolth-blessed beings as cattle or puppets. They have no
problem with killing other sentient beings for food or pleasure.
This does not mean that they cannot respect another being for her
status or power, and draegloths make excellent
companions and servants to the matron mothers
who bore them. But outside of this well-defined
religious and social role, selfless acts on behalf
of another are outside the draegloths' realm of
comprehension.
The only thing that outshines a draegloth's
loathing for other creatures is its faith.
Worship of Lolth (or more recently
Vhaeraun) drives a draegloth's existence,
and many become clerics
devoted to her. They act as bodyguards
and advisors to the matron
mothers out of respect for Lolth,
and even now that she has disappeared,
most draegloths continue
to worship her with their customary fervor.
However, some draegloths have lost faith
in the Spider Queen and now look to their
demonic sires for guidance. For other denizens
of the Underdark, these are the most dangerous
draegloths, because while their faithful cousins
war with the drow and search for signs of
Lolth, those who have left her are organizing
demon-worshiping humanoids around them.
Such draegloths have started interacting
with more weak-minded humanoids
recently, rather than hunting them as
they once would have, in order to gain
power and reach for their new organizations.
Grimlocks are their favorite recruits,
thanks to those creatures' barbaric ferocity and
willingness to follow a strong leader in exchange
for the ability to thrive in the dangerous Underdark
environment.
Personality: Draegloths are possibly the most purely evil race in all of Toril.
They are born from the confluence of two great evils into a world
where vileness is normal and goodness is as absent as the light
of the sun. Members of this race enjoy inflicting great cruelty
on others, and they learn how to do so from their mothers,
who nurture this trait with great relish and care. Draegloths
are known for their lack of appreciation of beauty. Unlike most
other races, they do not have any aesthetic sense, they do not
appreciate art in any form, and they are not swayed by attractive
members of their own race or others. It is whispered that the
only time a draegloth feels peace is when it is committing acts
of evil and depravity.
Physical Description: Draegloths resemble impressively large drow, with black skin, a
long white mane, and glowering red eyes. They stand between
7-1/2 and 8 feet tall and weigh between 300 and 375 pounds.
Their legs have two joints, making them extremely quick and
agile, and their bodies are framed with thick, powerful muscles.
A draegloth's face is elongated and skeletal. It has four arms, two
of which are normal-looking drow arms that appear undersized
compared to its body and are often used for spellcasting. The
other two arms are long and powerful extremities, ending
in wicked claws and with hands hanging low, much like an
ape's. Draegloths do not feel the need to wear clothing, since
each individual's body is covered with a fine coat of white fur.
Draegloths are born fully developed and live to be about 300
years old, although the savage life of the Underdark robs most
of their full lifespan.
Relations: Most draegloths spend their lives around drow, who either revere
them, fear them, or both. For their part, the half-demons enjoy
their special place in the drow community, and might act arrogantly
toward what they often see as the lesser half of their
lineage. They regard the rest of the Underdark races as little more
than animals, there only to please them or provide them with
food and treasure. The draegloths have exhibited a particularly
strong antipathy toward gloamings, who
return the emotion with equal intensity. Some arcanists who are
familiar with both races have suggested that the feud originates
amongst the demons who spawned the races, but to date no one
has corroborated such claims.
On the rare occasion that a draegloth leaves its Underdark
habitat, it finds none of the surface races to be palatable companions.
These draegloths often live in surface caverns, only leaving
at night, while others find drow communities such as those in
the forest of Cormanthor in which to live.
Alignment: Draegloths are creatures of pure evil, no matter which side of
the family each individual favors; they desire to be nothing
more than they are. They favor the chaotic alignment of both
parents as well, although their devotion to their mothers often
drives them to orderly behavior in their service. Draegloths who
remain without the guiding force of a matron mother for a long
period of time are likely to abandon their house and wander the
Underdark alone.
Draegloth Lands: Draegloths are found primarily in the drow cities scattered
throughout the Underdark. They tend to stick close to their
creators unless their house is destroyed or weakened so badly
that it becomes dangerous to remain. At that point, they venture
off to find new areas to exploit and new victims for their
depraved minds. Some of these draegloths might remain in the
city, having built up their own independent power bases while
serving their matrons.
While some displaced draegloths are content to wander the
dark tunnels beneath the surface of Faerûn, others decide to see
what lies above. Some are drawn by rumors of drow encampments
on the surface, while others leave in order to avoid being hunted
by their numerous enemies.
Religion: Draegloths are very devoted to Lolth, the deity whose blessing
brings them into existence. They have been as distraught as the
matron mothers over Lolth's recent disappearance, and the vast
majority of draegloths remain devoted to her cause. Some draegloths
have wavered in their faith, however, and find themselves
drawn to one of the other deities of the Dark Seldarine; Vhaeraun
has gained a few powerful followers this way, and he is actively
recruiting them into his forces. Selvetarm accepts draegloths
into his worship, but only temporarily, since he plans to return
them to Lolth should she ever regain her power. The recruitment
of the draegloths into Vhaeraun's service is said to have been a
warning to Selvetarm that the Masked Lord was actively working
to supplant Lolth's rule of the drow gods.
Language: Draegloths speak the languages of the Underdark drow, as well
as the Abyssal tongue of their sires.
Adventurers: Draegloth adventurers are most often on a mission directed by
their matron mothers, or have been turned loose to wreak havoc
on their house rivals. Individual draegloths adventure to find a
way to get closer to their demonic sires, or to cause misery and
destruction to anyone who comes across them. Their chaotic
nature makes it difficult for them to stay in one place without a
clear goal, and they enjoy taking the treasure and lives of others
more than they care about enriching themselves.
DRAEGLOTH RACIAL TRAITS
-
+12 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence.
-
Outsider (Native): Draegloths are outsiders who are native to
the Material Plane. Unlike true outsiders, native outsiders
need to eat and sleep.
-
Large: As Large creatures, draegloths take a -1 penalty
to Armor Class and a -1 penalty on all attack rolls. They
also have a reach of 10 feet.
-
Draegloth base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Draegloths are immune to poison and magic sleep spells and
effects.
-
+2 racial bonus on saves against
enchantment spells and effects.
-
Spell-Like Abilities: 4/day - darkness; 1/day - dancing lights, desecrate, faerie fire, and
unholy blight. A draegloth can use these spell-like
abilities as a 6th-level sorcerer.
-
Resistances (Ex): Draegloths have
acid, cold, electricity, and fire resistance 10.
-
Natural Attacks: A Draegloth can attack with 2 claws and a
bite. The claws deal 1d6 points of damage plus Strength bonus, and the bite is a secondary
attack (-5 penalty on the attack roll, and half Strength
bonus on the damage roll) that deals 1d8 points of damage. A
draegloth can attack with a weapon at his normal attack bonus,
and make a bite and two claw attacks as secondary attacks.
-
Multiple Limbs: Draegloths have four arms, and thus can
take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Draegloths
can also take the Multiattack feat. (These are not bonus feats.)
-
Racial Hit Dice: A draegloth begins with six levels
of outsider, which provide 6d8 Hit Dice, a
base attack bonus of +6, and base saving throw bonuses
of Fort +5, Ref +5, and Will +5.
-
Racial Skills: A draegloth's outsider
levels give it skill points equal to 9 × (8 + Int modifier).
Its class skills are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump
(Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int),
Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex),
Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).
-
Racial Feats: A draegloth's outsider
levels give it three feats.
-
Draegloths have +5 natural armor due to
their tough, thick skin.
-
Automatic Languages: Abyssal, Elven, Undercommon. Bonus
Languages: Aquan, Common, Draconic, Drow Sign Language,
Gnome, Goblin, Kuo-toan.
-
Favored Class: Cleric. A multiclass draegloth's cleric class does
not count when determining whether he takes an experience
point penalty.
-
Level Adjustment: +4.
EXTAMINAARS
The extaminaars are the snake-blooded members of the human
noble House Extaminos, which has ruled the city of Hlondeth
for more than eight hundred years. During the last century, the
extaminaars have gone beyond Hlondeth to set up operations in
other cities across Faerûn. They operate from the sewers and the
shadows, hatching schemes to increase the power of their house
and finding victims on which to perform their vile grafting and
breeding experiments.
Extaminaars make excellent rogues, because they are known
for their guile and wicked ability to strike from the shadows.
Others often try to enlist extaminaars into their organizations
because of their skills as crime bosses, interrogators, and information
brokers. Still, most extaminaars have proven exceedingly
loyal to their noble house.
Racial History: The extaminaars are the descendants of a
human noble house that began consorting with a nearby yuan-ti
tribe after finding an ancient tome detailing the rituals of the
goddess Varae. The tribe of snake people had moved to Turmish,
by way of Chondath, after surviving a rift in the leadership of
House Se'Sehen, the dominant yuan-ti tribe of the Black Jungles.
As the yuan-ti mingled more frequently with the humans of
House Extaminos, the two groups' blood began to mix. The end
result of decades of such mixing was the introduction of many
powerful yuan-ti into the membership of the house, both through
birth as well as those sent in to oversee the construction of the
Cathedral of Emerald Scales and the spreading of Varae's worship
throughout the city.
Once those of the yuan-ti bloodline came of age within
House Extaminos, it did not take long before they completely
dominated it. Yuan-ti rulers acted as bridges between the
yuan-ti tribe and the house, until the two were virtually
indistinguishable. Now, a yuan-ti halfblood named Dediana
Extaminos openly rules Hlondeth, known as the City of
Serpents. The yuan-ti have maintained their rule of Hlondeth
using subtle tactics - or a show of strength when necessary - to
dissuade restless Turmish and Chondathan leaders from attempting
to take the city for their own. From time to time
a human noble has claimed leadership of the house, but
only those with the blessing of the yuan-ti (and who
fervently worship Varae) have survived.
Although Dediana and her predecessors have
successfully kept aggressors at bay throughout
the years, recently the yuan-ti began to
recognize the need for more loyal troops
and agents to protect their interests.
They were forced to admit that not
all of the citizens of Hlondeth were
comfortable being ruled by "snakes,"
even if the yuan-ti knew themselves
to be superior beings. Their solution
was to turn their breeding experiments
toward a quickly produced humanoid
with loyalties to the yuan-ti tribe. The
new race, called the extaminaars, was
to bridge the gap between humanity
and the yuan-ti, to be the public face
of House Extaminos in Hlondeth and
across the continent.
Extaminaars are hatched in clutches of watermelon-sized
eggs, making it possible to fertilize and
care for dozens at a time. Although they grow into
humanoid beings, their infant form is more of a
hybrid - armless, scaled, and with undefined facial
features. Their lack of arms during infancy is often cited
as the reason that so many extaminaars have a fondness
for incredibly long serpent-arm grafts.
Once the first generation of extaminaars was ready, the
leaders of House Extaminos decided to send many of them
out into Faerûn, in order to keep pace with the spying and
resource gathering of the other great houses. The extaminaars
were excellent choices for this role, since they could gain direct
access to many of the same places as the purebloods with even
less need for disguise. They set up secret bases in which they
carried out their gruesome and evil experiments, and they
recruited local tribes of humanoids and rogues from the cities
to assist them in their vile deeds.
Now, the second generation of extaminaars has fully
matured, and the next ruler of House Extaminos is said to
be among them. The yuan-ti are sending these newly formed
servants into the world on less specific missions than the first
wave. Some are being sent to reinforce cells whose leaders have
either been destroyed or are ineffective, but most are simply
seeking ways to help the clan in general. They search for artifacts
to enhance the grafting process, new magic rituals and spells
for the breeding pits, and allies in far-flung regions of Faerûn
that share the yuan-ti goal of world domination - if not the
same idea of who will rule it afterward.
The success and rapid breeding of the extaminaars has led
other houses to begin growing their own hybrids, although
the first of these clutches is just now coming to maturity. As
rumors of this extensive breeding program spread
to Hlondeth, the Extaminos realized the need to
"brand" their own extaminaars to prevent "doppelgangers"
from infiltrating their house.
The third clutch is being bred with a
distinctive pattern of scales on their
backs, a diamond-shaped collection
of brown markings. Each house
imparts a unique pattern of scales
to its extaminaars, ensuring that
they will never be mistaken for
those from another group.
Outlook: From birth, extaminaars
are raised to venerate Varae above all
other gods, and to put the concerns of
their house above all else. The trainers
have a difficult job - they must teach
the growing extaminaars enough
self-reliance to lead independent cells
in far-flung regions while keeping them
strictly under the doctrine of the tribe
and its goddess.
The race as a whole is not extremely
perceptive, but individuals offset this natural
weakness by surrounding themselves with
those who can provide them with the information
they need. They tend to be very dogmatic
toward the yuan-ti view of the world as well as
the superiority of their house and the goddess
Varae. They lord their superiority over their victims, mocking
and proselytizing to bound captives as they begin the rituals
necessary to graft flesh.
Extaminaars often believe that their only purpose is to
elevate their house, even to the exclusion of the greater yuanti
goals or their religious obligations. They maintain regular
communication with their superiors in Hlondeth, constantly
updating them on the success of their experiments and passing
along information that might be useful to the tribe. They are
very cautious about their operations, only revealing what is
necessary to their underlings and killing anyone who gets too
close to discovering their true identity.
An extaminaar agent never gets too tied up in his work
to ignore opportunities for adventure. Although devoted to
their tribe, roaming extaminaars enjoy their freedom, and
will sometimes abandon their lairs for months at a time. A
life of adventure often follows, as events conspire to keep the
extaminaar away for longer than anticipated. Sometimes a newly
dispatched spy never even makes it to his post, either through
chance adventure or the realization that he can be free forever
from a tribe whose ideals he does not share. The latter case is
rare, however - extaminaars are bred for loyalty as well as for
ruthless cunning and deception.
Personality: Extaminaars are scheming, cruel beings who
will stop at nothing to further the goals of their noble house.
They enjoy experimenting on "lesser beings" in their quest
to find new and better creatures. They value flesh above all
other forms of currency, leading them to often deal in slaves.
Extaminaars who take root in cities outside of Hlondeth are
famously patient, sometimes lying low for months if their
lair or plans are in danger of being discovered. One of these
snake-blooded nobles would rather talk his way out a situation
than fight, especially if doing so gives his companions time to
flank their enemies.
Physical Description: Extaminaars typically stand from 5
feet to 6 1/2 feet tall; because they are extremely skinny, they
often appear to be taller than they actually are. Those who
possess the very long serpent-arm graft so commonly found
in House Extaminos appear to have more girth than normal,
because they keep their arms wound around their torsos and
their necks hidden underneath expansive robes. Extaminaars
weigh less than humans of equal size because their bones are
less dense; the weight of individuals usually falls between 100
and 180 pounds. An extaminaar has pale skin with either a
yellow or green tinge, and often has brown spots in clusters
near his neck and lower back. Extaminaars prefer to grow their
hair long and use secretions from glands in the scalp to keep it
plastered back. They wear only light clothing unless they are
concealing long serpent-arms or other grafts that would give
away their true nature. Extaminaars typically live to between
60 and 80 years of age.
Relations: Despite their strange appearance, hidden lairs,
and evil goals, extaminaars are social creatures. They prefer
to work with small, reptilian beings such as kobolds when
they need minions, and nagas or young dragons when they
are looking for a more serious partner in crime. Of course, an
extaminaar has the same prejudices as his yuan-ti ancestors
toward these creatures, considering himself above all other
life forms. The yuan-ti, however, consider extaminaars to be
one of the lowest forms of related races, and would never work
for one (although they will certainly use an extaminaar to
further their goals).
Extaminaars rarely associate with the people of the community
they are in, since they see them as either food or living
subjects for their experiments. They have no favored targets - they
see all other beings as fit subjects for their grafting and breeding
programs. An extaminaar needing an outside contact within the
community might deign to work with a member of a lesser race,
but he will rarely reveal his true nature to his contact, and such
arrangements are often short-lived thanks to the extaminaar's
paranoia and desire to work in privacy.
Alignment: Extaminaars are evil to the core, although some
among them favor a more balanced and neutral approach to
their experiments. Still, the need for living test subjects and the
incredible pain their captives suffer through makes avoiding
the call of evil very difficult for all extaminaars but the most
strong-willed. Those who run House Extaminos and control the
city of Hlondeth favor lawfulness, and they expect the citizens
of that city to display complete deference to their rule. Those
extaminaars who venture to other lands tend to be more chaotic;
they find themselves often on the move and in the company of
an ever-changing cadre of minions and slaves.
Extaminaar Lands: The extaminaars were first created by
the union of a Turmish noble house with a tribe of yuan-ti living
in the Orsraun Mountains. To this day they are mostly concentrated
in those mountains, as well as in the city of Hlondeth,
which they control. Other extaminaars have moved to cities
across Faerûn in order to experiment and spy, awaiting the day
when the yuan-ti empire will stretch across the continent, and
indeed the world.
Extaminaars who travel to other cities tend to set up their
base of operations in sewer systems or damp caves (preferably
river caves or snake-infested limestone structures). Where this
is not possible, they sometimes take over buildings and then
dig large basements and cavern complexes underneath the
structures.
Religion: The nobles of House Extaminos first began intermingling
with the yuan-ti through their discovery of the rituals
of Varae, and they continue to worship her to this day. The rulers
of the noble house have built a wondrous and hideous temple
to Varae in Hlondeth called the Cathedral of Emerald Scales,
and all extaminaars sent out across the continent are blessed in
a blood ritual at the cathedral before they leave. Extaminaars
who find themselves in contact with other yuan-ti will often pay
lip service to Sseth in order to avoid conflict, but yuan-ti with a
rudimentary knowledge of House Extaminos and its traditions
can see through this ruse rather easily.
Clerics of Varae choose their domains from among Evil,
Scalykind, and Trickery. Varae's favored weapon is the sickle.
Language: Extaminaars speak yuan-ti and also learn some
functional skills in Turmic, the human language of their homeland.
All extaminaars have a working knowledge of Common
as well; those who travel extensively spend more time learning
the trade tongue than those who stay in Turmish. Those with
the aptitude to speak multiple languages often learn Draconic,
as well as the tongue of any land they settle in. These additional
language skills can aid an extaminaar when dealing with local
humanoids and operatives, and can help one maintain a cover
identity he has adopted.
Adventurers: Extaminaars might find themselves drawn to
adventure as they set out to stake a claim in one of Faerûn's
great cities. Establishing a secret testing ground can also lead
to its share of problems, including wiping out any indigenous
creatures and acquiring the means to outfit a lair with the
proper infrastructure. Most extaminaars do not seek out
adventure unless it has as its goal the elevation of their house
in some way.
EXTAMINAAR RACIAL TRAITS
-
-2 Strength, +2 Dexterity: Extaminaar are agile but not as
strong as other humanoids their size.
-
Medium: As a Medium creature, an extaminaar has no special
bonuses or penalties due to his size.
-
Extaminaar base land speed is 30 feet.
-
Low-Light Vision: An extaminaar can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish
color and detail under these conditions.
-
+2 racial bonus on Fortitude saves versus poison: Exterminaars
do not easily succumb to venom of any kind.
-
+4 racial bonus on Swim checks: Extaminaars are comfortable
in the water, and their light frames make it easier for them
to stay afloat.
-
+2 racial bonus on Escape Artist checks: Extaminaars can
wriggle their way out of sticky situations.
-
Spell-Like Abilities: At will - speak with animals (snakes only);
3/day - charm animal (snakes only). Extaminaar often fill
their lairs with poisonous snakes to dissuade interlopers.
-
Automatic Languages: Common, Turmic, and Yuan-ti. Bonus
Languages: Abyssal, Chondathan, and Draconic.
-
Favored Class: Rogue. A multiclass extaminaar's rogue class
does not count when determining whether he takes an experience
point penalty.
KRINTH
For the past two thousand years, the City of Shade has existed
on the Plane of Shadow, kept in good condition by slaves
captured from that plane as well as from Faerûn. The Netherese
wizards who rule the city also trafficked with demonic
creatures made of the same tenebrous substance as the plane
itself. On occasion, these demons would force themselves on
the slaves; the offspring from these couplings are a unique
race known as the krinth.
Krinth are known for their physical endurance, their singlemindedness,
and their quick tempers. They make excellent
warriors and servants because of the first two traits, but the
third often means they are short-lived at both roles.
Racial History: The krinth came into being shortly after
the City of Shade found itself trapped on the Plane of Shadow.
The powerful Netherese arcanists of the floating city regularly
held congress with the shadowy fiends of the plane, and often
the demons demanded to know the secrets of human pleasure.
From these unions came a race of half-demon beings that came
to be called the krinth. These are the facts.
However, the krinth themselves do not ascribe to this rather
unflattering origin, instead insisting that they had always lived
in the shadow world and that they were offered as slaves to the
Netherese in return for treasure and knowledge of the Material
Plane and its magic. They point to colonies of krinth in the
Plane of Shadow as evidence for this theory, although in truth
these are simply escaped krinth who have managed to carve
out a niche for themselves in their dark home.
The first krinth were born of unions between Netherese
and demons. These krinth were unable to reproduce, making
them a rare occurrence and little more than an interesting
curiosity to both the shades and the demons who spawned them.
For a short time, the krinth even enjoyed an elevated status
within the city, where they were viewed as an expression of
the union between the realm of shadow and its new residents.
They were given well-appointed living quarters and allowed
to study under the best teachers and mages in the city. The
Shadovar secretly hoped that the krinth would somehow give
them the added knowledge and power needed to dominate the
plane and its denizens.
It did not take long before krinth began to pop up among the
slaves, however. This development led quickly to the reassignment
of all krinth as slaves of the royal family. Some krinth escaped
enslavement by appealing to those who had become close to them,
and even those who were enslaved were often given preferential
assignments. The rulers of Shade feared that abusing the krinth
could bring down the wrath of the shadow demons, although in
truth these demons cared little for their spawn.
For a reason unknown to them or their masters, the krinth
became fertile about one thousand years ago and started reproducing
among themselves. This quickly created two different
castes of krinth - the trueborn, or full krinth, and the halfbreed
demonspawn. The demonspawn, once having been favored by
the Shadovar, now found themselves outcasts in their own
community. The trueborn krinth treated the demonspawn with
cruelty and contempt, forming a deep division in the krinth
community that lasts to this day. The number of demonspawn
has dropped dramatically since Shade's return to Faerûn, but
plenty of demonspawn children remain within the city. Many
demonspawn krinth have turned informant, attempting to help
the Shadovar crush the growing krinth underground movement
before it can become a true threat.
The true story of the sudden fertility of the krinth reaches
all the way back to one of Faerûn's oldest struggles. The goddess
Shar, having been systematically defeated by her sister Selûne
at every turn, found herself looking elsewhere for ways to win
their eternal battle. She saw in the krinth an opportunity to
create a race of servants who could bridge the gap between
Faerûn and the Plane of Shadow. Shar is secretive and subtle,
and so she did not reveal herself to the krinth, instead choosing
to watch them develop from afar. She was disappointed that the
Netherese could not find their way back to Faerûn, however, and
largely gave up on the krinth until Shade's recent appearance
over Anauroch. Now she is once again interested in turning
the krinth to her.
For their part, the krinth have adjusted well to life as slaves
under the Shadovar. Their natural tendencies are to work hard
and play hard, so the erratic and often grueling schedules they
keep as slaves do not bother them. The number of krinth
quickly outstripped the royals' need for them, and so they
can now be found working for any number of patrons around
the city. They have steadily climbed back up to favored-slave
status, and they usually choose to keep the company of other
krinth rather than spend time with slaves
of other races.
Since the city's return to Faerûn,
the krinth have been restless. Shar has
sent agents to infiltrate the city, and
to whisper thoughts of freedom and
promises of her rewards into the ears of
eager krinth. With the number of
krinth who have escaped the city
rising steadily, under the influence
of Shar as well as their
own desire for freedom, the
Shadovar have tightened the
reins on the City of Shade. The
krinth are still alien to every
culture in Faerûn, and even in
places where they have proven
their value, they still arouse
curiosity and suspicion.
Outlook: Krinth are not
philosophers. Their natural
inclination is to only
think about what they
are doing at the moment,
and perhaps what they
will be doing afterward.
On the Plane of Shadow
this outlook helped them
immensely, allowing them
to thrive even under the yoke of their Shadovar masters. It
also means that they have difficulty with long-term planning
of any kind, and function best when matters of strategy are
left to others.
Now that they have reached Faerûn, the krinth find that
they have more opportunities open to them than ever before.
Some krinth have seen the beauty of the forests and caverns of
Faerûn and wish to live there, rather than in the city above the
desert. This desire led to many escape attempts during the early
Shadovar excavation projects, and the shades have since put tight
controls on any krinth that leave the city. Some krinth are finally
awakening to the reality of their slavery, and it is frustrating to
them that they cannot leave the City of Shade to explore this
new world around them. While there is nothing close to a full
insurrection brewing, a burgeoning underground movement
helps krinth escape into the world at large, and fights for krinth
interests within the city.
Krinth mature more quickly than the Shadovar. To the
Shadovar, this simply means that their slaves can take on more
responsibilities at an earlier age. This trait does give the krinth
some insight into the true nature of those around them, since
people act much differently around children than they do around
adults. Krinth children excel at sports, and spend most of their
free time playing and inventing new games. They do not
experiment with different interests as the children of
other races do, because the krinth mind does not
worry about finding and pursing its passion.
Occasionally a krinth will show some
artistic talent or skill with mathematics
or spellcraft, although the Shadovar
generally frown upon such diversions.
The only way a krinth in the City
of Shade is likely to learn magic or art is
through a clandestine teacher, or perhaps
with the encouragement of the krinth
underground, who seek to develop a
loyal cadre of mages for the time
when they attempt to break free
from the yoke of slavery.
Like their children, krinth adults
prefer rigorous activity in their
leisure time, often playing sports
or training in combat. During the
rare holidays in which they have
more than one day off at a time,
krinth stay up all night long
drinking large quantities of
beer, wine, and other festive
libations. Aside from the rift
between demonspawn and
trueborns, krinth treat one
another and others with
respect. Even though many
are now longing for freedom,
they do not actively hate the Shadovar who rule them.
Personality: Krinth are seen as dour and humorless by most
other races. When they are working at a task, they rarely allow
themselves to become distracted from it. The krinth are said to
work as hard at leisure as they do at laboring, drinking copious
amounts of alcohol, enjoying food to gluttonous proportions,
playing games of chance, and taking physical pleasures as often
as possible. Members of this race work hard and play hard,
and they never seem to rest.
Physical Description: A krinth appear similar to an average
specimen of the nonfiendish half of their bloodline. Krinth
are generally born to human, orc, or dwarf parents - the most
common slave races in the City of Shade. Krinth with dwarf
ancestry are shorter and more stout than those of human or orc
ancestry, but they are not as short as true dwarves. Krinth range
anywhere between 5 and 7 feet tall and usually weigh between
150 and 250 pounds. All krinth, regardless of their ancestry, have
straight black hair, black eyes, and dusky gray skin. Krinth reach
adulthood at age 20 and live between 100 and 125 years.
Relations: Although the krinth are slaves in the City of
Shade, they still occupy a higher social stratum than the other
humanoid slaves of the city. The Shadovar generally give them
better positions and treat them with less cruelty than their other
slaves. Since krinth are related to the shadow demons of their
adopted home plane, some Shadovar fear that mistreating them
would risk making enemies of the demons and their offspring.
The krinth regard the city's other slave races as beneath
them. They often treat their fellow slaves with more contempt
than their owners do, and their violent tempers often cost them
dearly when they take the life of, or disable, another slave. Krinth
who have escaped the City of Shade and made their way onto
the continent usually maintain this haughty attitude, although
they realize that they must soften it somewhat if they are to get
along. Most escaped krinth become mercenaries and seek to join
a larger organization. Several have joined with the Zhentarim
through caravans moving through Anauroch, and others have
gone into the Underdark and now fight for the drow. On rare
occasions, a krinth joins a more traditional community and learns
to live alongside normal races, even hiding his true nature from
his new neighbors.
Alignment: Krinth are very chaotic in nature, despite their
single-mindedness in duty. They also tend to favor the evil of
their sires, although some have shown the capacity to break out
of this mold, and even to do good. Those who escape the City
of Shade are more likely to lean toward neutrality, which might
have been the cause for their flight in the first place.
Krinth Lands: Most krinth are slaves in the City of Shade,
performing high-level tasks as well as menial labor for their Shadovar
masters. They tend to reside in subterranean lairs even on
the floating city, since they prefer to live in isolation from other
races. Krinth who escape the city often retreat to the Underdark
if they can find entry; otherwise, they simply travel as far from
Anauroch as possible. They consider open terrain to be indefensible
and uncomfortable, and the entire race suffers from a mild case
of agoraphobia. Thus, in cases where they cannot find their way
into The Night Below, krinth often take up residence in heavy
forests, jungles, or in mountain valleys hidden away from the
sun and other humanoids.
Religion: Krinth have no common racial deity; instead, they
tend to worship powerful demon lords, especially those from their
home plane. A krinth rarely worships the demon who spawned
him unless the demon is a powerful lord that calls his spawn to
him. Krinth who escape their servitude and take up a life outside
the City of Shade often adopt native gods in order to better fit
in. The deities discussed below are the most common choices of
worship for krinth who have left their old lives behind through
virtue or chance.
Those krinth who take up with the Zhentarim via one of the
caravans that run through the Anauroch generally worship Bane.
The Black Lord rules his people through power and fear, much
like the demons that the krinth are used to worshiping.
Those krinth who find their way to the Underdark often
take up the worship of whatever god is prevalent in the community
in which they find themselves, most commonly Lolth
or Laduguer.
Shar also maintains her interest in these new Faerûnians, and
has directed several of her cells to actively recruit those krinth
who labor in the City of Shade as well as those who have left it.
Language: All krinth speak Common and Halruaan. Krinth
who have lived with the Shadovar might also know Netherese,
the dead language of the dead empire. Although krinth often
have contact with their sires, not all of them learn to speak or
understand the Abyssal tongue. Individual krinth who escape the
City of Shade might learn other languages appropriate to their
new region or the peoples who live there. All krinth are literate,
except for barbarians.
Adventurers: Most krinth are happy with their roles as the
favored slaves of the Shadovar. They secretly believe that the
shadow demons that spawned them will elevate them someday,
but their decent treatment at the hands of their masters is
enough for now. Those who are not happy are either rooted
out and killed, or they escape out of the floating city and find
a new life on - or under - the surface of Faerûn. A krinth's
stubborn will to finish the job often helps him stand strong
in the face of the sorts of horrors that adventurers meet on a
regular basis.
KRINTH RACIAL TRAITS
-
+2 Constitution, -2 Charisma: Krinth are hardy and resistant
to illness and damage, but they often lack self-determination
and a sense of purpose outside that given to them by
others.
-
Medium: As Medium creatures, krinth have no special bonuses
or penalties due to their size.
-
Krinth base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
+1 racial bonus on all saves. Krinth are resilient in mind
as well as body.
-
+1 bonus on all saving throws against spells and spell-like
abilities with the shadow descriptor.
-
+2 racial bonus on Hide checks in shadowy conditions.
-
+4 racial bonus on saving throws against fear. As the spawn
of demons, the krinth were born of fear and malice.
-
Krinth cannot become shaken, and they ignore the effects
of the shaken condition; they can still become frightened or
panicked, though in most cases their innate resistance to fear
keeps them from it.
-
Automatic Languages: Common and Netherese. Bonus Languages:
Abyssal, Chondathan, Damaran, Undercommon.
-
Favored Class: Fighter. A multiclass krinth's fighter class does
not count when determining whether he takes an experience
point penalty.
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