ITHIN'CARTHIANS
Before the Chaos War, only a handful of people on
Ansalon even knew of the existence of the continent
of Ithin'carthia and its inhabitants. Ansalon's first
introduction to the Ithin'carthians was the arrival of the
Tarmak, or Brutes, Lord Ariakan's fierce blue-painted
shock troops. Said to have come from an equatorial island
across the Courrain Ocean, the Tarmak were incredibly
loyal, skilled in battle, and their blue body paint had
magical properties enabling them to turn aside blades and
recover quickly from wounds. Even after the war ended,
the Tarmak remained on Ansalon in small numbers,
serving as bodyguards, elite warriors, and mercenaries
in the pay of the Dark Knight factions that came in Lord
Ariakan's wake.
In 421 AC, more was revealed about the Brutes from
across the sea. An invasion force from Ithin'carthia, aided
by the renegade Legionnaire Lanther Darthassian, was
not only responsible for the death of the brass dragonlord
Iyesta but the conquest of much of the eastern Plains of
Dust. Linsha Majere, disgraced Knight of the Rose and
daughter of Palin Majere, was kidnapped by Lanther
and taken back to the Tarmak homeland. There, in the
course of escaping from a forced marriage and uncovering
a greater plot to use dragon eggs for unholy purposes,
Linsha learned that the Tarmak were one of three distinct
human cultures on the continent: the Damjatt, legendary
for their horsemanship and reduced to slavery; the Keena,
sorcerer-priests who made up the Ithin'carthians' religious
caste; and the Tarmak themselves, who had subjugated the
other two cultures and incorporated them fully into their
own.
Discovered by Lord Ariakan years before the Dark
Knights invaded Ansalon, the Ithin'carthians thought
the Lord of the Night was their Promised One, Amarrel,
the Warrior-Cleric of prophesy. The Ithin'carthians
have established a beachhead on Ansalon, and their
numbers are far greater than they were during Ariakan's
day. Although Linsha and her allies threw a number of
obstacles in the path of the Tarmak and rescued the brass
dragon eggs from the Keena's grip, there is no doubt the
Ithin'carthians are here to stay.
All Ithin'carthians are human, but their isolation and
development independently of other humans has led to
some physical features uncommon to standard humans.
Male and female Tarmaks are typically very tall, averaging
six feet, and weigh between 150 and 250 pounds. Damjatts
tend to be shorter, while Keena are more slender. All
three races have ears with points, with the Tarmak being
the most pronounced and the Damjatt least obvious.
All have skin ranging from milk-white to a coppery tan.
Ithin'carthian hair color is likewise quite variable, although
the Tarmak tend toward lighter hair, and the Keena toward
darker hair. Damjatts and Keena who do not occupy
positions of any power or influence, which is the majority
of them, have their heads shaven to indicate their lower
status. Male Tarmaks grow thick beards, but the others do
not favor facial hair.
Because they are slaves, most of the male Damjatt and
Keena are castrated at a young age and cannot father
children. The Tarmak allow a small minority to remain
intact for the purposes of breeding, although many of the
last generation of Damjatt and Keena children are actually
mixed-race in origin with Tarmak fathers. These young
Ithin'carthians retain their mother's racial characteristics.
Tarmaks despise weakness, infirmity, birth defects, and
anything in the way of their ambition. Ithin'carthia's
other races follow suit, as they are able, for they are as
much a part of the warrior culture as the dominant race.
The Keena and Damjatt are not held to as high a set of
standards because of their social status, and indeed, they
tend to express disgust for failure and weakness in their
own way. Keena priests are constantly quoting the Book
of Amarrel's teachings at their fellow Ithin'carthians,
for example, and Damjatt smiths and weavers have
been known to slip in the occasional insult when they
see a Tarmak make a mistake. For a renegade or rogue
Ithin'carthian, this may manifest as a form of self-loathing
or a tendency to force others to measure up to his
standards.
The Tarmak fall naturally into constant readiness for
battle. Adventuring Tarmaks seek out new challenges and
threats to better hone their skills at arms. The Tarmaks,
who have lived longest on Ansalon, have cultivated a
healthy appreciation for the sheer variety of opposition
they face; younger Tarmaks are often surprised by it. For
the Keena, the spiritual dimensions of the world outside
of Ithin'carthia can be overwhelming. With the death of
Lanther Darthassian and the disruption of the Akkad-Dar's
plans to conquer Ansalon, many of the Keena are
lost and find status matters little in the Plains of Dust. The
Damjatt caste of servants, slaves, and secret-keepers, on
the other hand, are now more confident and self-assured
than ever, watching the constant Tarmak sovereignty over
their kindred showing signs of fading.
The Tarmaks have absolute control over Ithin'carthian
society, which is why it is dedicated to war, conquest, and
personal glory. In most cases, their Damjatt and Keena
subjects have been raised under this harsh and ascetic
semblance of order and believe it to be their lot in life.
While they are not nomadic, the Ithin'carthians have
adapted to a hunter/gatherer society now that they have
established a foothold on Ansalon.
The Tarmaks made such a singular impression upon the
people of Ansalon both during the Chaos War and in the
recent invasion during the War of Souls that any relations
the Ithin'carthians have with Ansalonians is Unfriendly,
if not Hostile. Even the Dark Knights have stopped using
the Brutes as warriors, as after Lord Ariakan's death, the
new leadership of the Knighthood has always had trouble
convincing the Tarmaks to stay. Those scattered remnants
from the Chaos War eventually turned to mercenary life,
banditry, or ritual suicide before the War of Souls brought
their kindred to Ansalon. Along the way, some inroads
have been made by the Ithin'carthians of the current era
towards a tentative relationship with the minotaurs of
Ambeon, the dwarves of Thoradin, and the
ogres of Blöde.
Renegade Tarmak, Keena, and Damjatt may form their
own relationships with others on a case-by-case basis.
TARMAK RACIAL TRAITS
-
+2 Strength, -2 Intelligence, -2 Charisma. The Tarmak
focus almost entirely on physical development at the
expense of intellectual pursuits. Their arrogance and
aggressive natures hinder their ability to get along with
others.
-
Humanoid (human): Tarmaks are humanoids with the
human type.
-
Medium: Many of the Tarmak are so large and
muscular that they possess some of the benefits of
being Large. Tarmaks may take the Hulking Brute feat.
-
A Tarmak's base land speed is 30 feet.
-
Tarmaks gain an extra feat at 1st level. Unlike humans,
the Tarmak may only choose their extra feat from the
list of fighter bonus feats.
-
4 extra skill points at 1st level and 1 extra skill point at
each level thereafter. These bonus skill points may only
be spent on Strength, Dexterity, or Constitution-based
skils.
-
Automatic Languages: Tarmakian. Bonus Languages:
Common, Damjatt, Keena, Nerakese.
-
Favored Class: Barbarian.
DAMJATT RACIAL TRAITS
-
+2 Dexterity, -2 Intelligence. The Damjatt were once
renowned for their graceful fighting style and their skill
at horsemanship. Half a century in slavery has dulled
their mental acuity, however.
-
Humanoid (human): Damjatts are humanoids with the
human type.
-
Medium size.
-
A Damjatt's base land speed is 30 feet.
-
Damjatts gain an extra feat at 1st level. Unlike humans,
the Damjatt are prohibited from taking any feat that is
included on the list of fighter bonus feats as their extra
feat.
-
4 extra skill points at 1st level and 1 extra skill point at
each level thereafter. These bonus skill points may only
be spent on Strength, Dexterity, or Constitution-based
skills.
-
Automatic Languages: Damjatt, Tarmakian. Bonus
Languages: Common, Keena, Nerakese.
-
Favored Class: Master (from War of the Lance
Sourcebook; alternately rogue).
KEENA RACIAL TRAITS
-
-2 Strength, +2 Wisdom. The Keena are taught to
be perceptive and open to spiritual matters from
childhood, but they lack any kind of physical training.
-
Humanoid (human): Keena are humanoids with the
human subtype.
-
Medium size.
-
A Keena's base land speed is 30 feet.
-
Keena gain an extra feat at 1st level. Unlike humans,
the Keena may only choose their extra feat from the list
of metamagic, item creation, or skill bonus feats.
-
4 extra skill points at 1st level and 1 extra skill point at
each level thereafter. These bonus skill points may only
be spent on Intelligence, Wisdom, or
Charisma-based skills.
-
Automatic Languages: Keena, Tarmakian. Bonus
Languages: Abyssal, Common, Damjatt, Draconic,
Infernal, Nerakese.
-
Favored Class: Mystic.
HILL DWARVES
To the other races of Ansalon, when referring to a dwarf,
the dwarf in question is mostly likely of the Neidar clan.
The term Neidar was first coined in Thorbardin to describe
a clan of dwarves who dwelt above ground. Since that time,
the term has been used to refer to nearly all dwarves who
prefer to live on the surface of Krynn rather than beneath
it. They are the most well known of all dwarves, because
they interact with the outside world more than their
mountain dwelling brethren. Known to most races simply
as hill dwarves, the Neidar are sturdy fighters, shrewd
merchants, and master craftsmen.
More curious about the world around them than their
mountain-dwelling cousins, hill dwarves have traveled far
and wide, spreading their culture and plying their trade
in every nation of Ansalon. Nearly every mountain in
Ansalon has a settlement of hill dwarves somewhere along
its base. Dwarven adventurers will most often be Neidar,
as they are usually the only dwarves willing to leave their
homes in search of greater fortune. In their dealings,
Neidar tend to be fair and honest, but will haggle for
every last copper. Hill dwarves are loyal friends if one can
penetrate their grumbling manners and gruff
exterior.
Hill dwarves tend to be short and stocky. They stand
between 4 and 4 1/2 feet tall. While not tall, their girth
still makes them physically imposing. Male hill dwarves
tend to weigh anywhere between 150 and 200 pounds;
females usually weigh slightly less. They have a dense bone
structure that lends to this added weight and makes them
less buoyant than other creatures. As such, dwarves sink,
rather than float, in deep waters. Of course, this only adds
to their natural aversion of large bodies of water.
The Neidar often have darkly tanned skin from
years spent outdoors working fields, harvesting lumber,
and traveling to and from nearby settlements for trade.
Wrinkles are common, beginning around the early age of
forty, making hill dwarves appear older than they truly are.
Neidar eye colors are predominantly dark brown
with the occassional exception of green or hazel.
Many hill dwarves tend to be nearsighted. Their heavy
eyebrows hang over their eyes, giving them a natural
scowl when tired or preoccupied. This is a large reason
why non-dwarves believe they are always cross.
A dwarf's hair is a source of pride and occasionally
a sign of their social status. Dwarven males love
their facial hair. "You can tell a lot about a dwarf
by the way he keeps his beard," is a common
dwarven saying. It is common practice for
a dwarf to keep his beard tucked into his
belt, provided it's long enough; this way,
the beard stays out of the way while he
are working. Beards are occassionally
braided and tied. While this is
functional, additional ornamentation
is considered gaudy for males.
Keeping a beard clean and healthy
is the general accepted practice.
Hair color ranges from family
to family. As a rule, hill dwarves
have the widest spectrum of hair
color, ranging from blonde to black
and everything in between. Their hair
will begin to turn a silver-grey as they
reach adulthood and white as they reach old age.
Many male hill dwarves tend to go bald while they
are still young. Females, however, often enjoy thick
heads of hair their whole life. They take as much
pride in their hair as their men. While they do not
have beards, they do have long hair, often tied up
in a bun to keep it out of the way when performing
the day-to-day tasks; they let down it at night and
for special occasions. Ornamental hairnets, jeweled
pins, and fashionable hair clips are brought out
during festivals or community get-togethers.
Hill Dwarves believe in hard work and commitment.
A good life is comprised of a day of hard labor
followed by a mug of spirits and the satisfaction that
you have done something worthwhile for your family
and community. Creature comforts are important once
work is complete. "A good chair can outlast a good
friend!" is an old dwarven saying. Though many more
hill dwarves than mountain dwarves are adventurers,
the majority prefer to remain dedicated to their family
and community. Dwellings are often adorned with
trappings to make the house more comfortable.
While all dwarves covet gems and precious metals, hill
dwarves do not usually feel a need to flaunt their wealth.
Like all dwarves, if an individual can establish a bond
with a hill dwarf, that person can always depend on them.
Rock solid and never wavering, a Neidar will defend his
friends and family to the death. Their stubborn nature,
which keeps them from returning to the mountains or
forgetting any slight against them, can be a powerful force
when it is used to protect a loved one.
Most hill dwarf villages have a mayor or elected official
who passes judgment on internal conflicts and oversees
the local laws and customs in the village. If it is ever
discovered that the official is working against the good
of the community as a whole, he is quickly and often
ruthlessly removed from office. A number of dwarves also
work as local law enforcement, helping settle disputes and
patrolling the borders of the hill dwarf territory.
Since most dwarves are trained for combat, everyone is
expected to be involved in the militia. Most dwarves have
their own weapon and suit of armor; sometimes handed
down from one generation to the next, antique armor is
not unusual among the hill dwarves. Female dwarves often
take on tasks behind the front line, such as protecting
children or gathering supplies, but this doesn't prevent
a determine female fighter from joining the men. When
confronted with a threat to the community, every dwarf
who can wield a weapon is welcome to join the fight.
There are two primary concentrations of hill dwarves
on Ansalon. The first is the in foothills of the Kharolis
Mountains. These are the dwarves who joined forces with
humans to attack Thorbardin in the Dwarfgate War. They
can still be found there, farming, hunting, and continuing
their lives much as they have since that dark time. The
second settlement is among the hills surrounding the
Garnet Mountain Range. The prosperous dwarven
province of Kayolin, located deep beneath the Garnet
Mountains, has long been a shining jewel among the
dwarven kingdoms. It has never known great civil unrest
like Thorbardin or destruction and disease like Thoradin.
Even during the dark times following the Cataclysm,
Kayolin left its doors open to the hill dwarves in the
surrounding territory, easing tensions and saving lives.
Hill dwarves are not exlcusive to these regions,
however. They have found homes all across Ansalon;
small clans of dwarves have settled in nearly every
corner. The Emerald Peaks of Nordmaar are home to the
Stonedrum clan of wild Klar who picked up and fled far
from Thorbardin after the Dwarfgate War. Among the
cliffs of Port Balifor, the Stonesplitter clan has settled and
even assisted the citizens against the dangers of dragons
by building escape tunnels and cliff-side residences. In
Khur among the desert tribes, the Shalecutter dwarves
are renowned for their metal and stoneworks. With the
possible exception of the Minotaur Isles, hill dwarves can
be found nearly anywhere on Ansalon.
HILL DWARF RACIAL TRAITS
Hill dwarves have all the dwarven racial traits, except as follows:
MOUNTAIN DWARVES
While hill dwarves are most commonly encountered by
other races, they are only a small percentage of the entire
dwarven race. The mountain dwarves of Ansalon consider
themselves the true dwarves of Krynn. Among the
mountain dwarves are the noble clans that were established
thousands of years ago. In the depths of Thorbardin dwell
the royal clan of the Hylar, the spiritual Daewar, the erratic
Klar, the treacherous Theiwar, and the ruthless Daergar.
At the height of their glory, mountain dwarves controlled
three kingdoms and were considered a major force of
trade on the continent, forging trade agreements with the
nations of Solamnia, Ergoth, Qualinesti, and Istar. It wasn't
until the Kingpriests of Istar began to impose their laws
upon all the people of Ansalon that the dwarves closed
their doors to the world. However, nothing could save
them from the Cataclysm.
With the fall of the fiery mountain from the heavens,
the kingdom of Thoradin was destroyed, leaving the
Theiwar clan to suffer alone. Under Thorbardin, the
mountain clans remained safe from the hazards of the
Cataclysm, but they could not escape each other. Civil war
erupted between the clans, lasting decades. Even the peace
following the War of the Lance only lasted until the Chaos
War. Then the kingdom under the mountain erupted into
a war that destroyed the ancient cities of the dwarves and
reduced the population to a fraction of what it once was.
The only mountain dwarf kingdom to survive relatively
unscathed is the kingdom of Kayolin beneath the Garnet
Mountains of Solamnia.
Mountain dwarves typically stand between 4 and 4 1/2 feet
tall and nearly as wide. The dwarves of the Daewar clan are
among the tallest, some even standing over 5 feet in height.
Daewar dwarves often have golden hair and lustrous
braided beards. Of all the dwarves, they are the most vain
and prefer to wear fine clothes of bright colors.
The Hylar also prefer to where fine clothes to
demonstrate their noble status among their people, but
colors are muted compared to the flashy Daewar. Typically,
Hylar hair color ranges from sandy-blonde to dark brown.
They often style their hair into complex patterns and keep
it clean and brushed.
This is in stark contrast to the Klar clan that prefers to
let their hair rest where it may in wild tufts. The Klar have
been known to tie trinkets into their beards, such as beads
or even the bones of enemies. The dwarves of the Klar clan
wear tough, simple wool clothing that can resist the wear
and tear of the physical labor they often perform.
Mountain dwarves are generally gruff and possess shrewd
minds. When it comes to their people, they are fiercely
devoted to clan first and then to all mountain dwarves.
They are willing to defend their homes to the death and are
some are literally raised with hammers in their hands. They
see the world as a creation of the god Reorx - something
to be revered and crafted into shape by skilled hands. To
outsiders, mountain dwarves appear introverted. Most
prefer to dwell apart from the world, below the surface,
never seeing the light of day. Although they can make
steadfast trading partners, mountain dwarves rarely stray
far from their mountain home. Among the Hylar and
Daewar, a good day's work should yield riches and wealth.
They work hard, so they deserve the best. Mountain
dwarves appreciate the finer things in life and are not
ashamed to flaunt it. Unlike hill dwarves, they are not
modest and dress as regally as they can afford. This display
of wealth, their success in industry, and secrecy of their
mountain home are reasons many folk believe dwarves hide
mountains of gold in their underground kingdoms.
The Hylar are the most outgoing of the mountain dwarf
clans. They and the Daewar have more experience with
the surface world than other clans. Honor, respect, and
tradition are the tools by which a Hylar views the world. If a
nation fails to respect its people or fails to honor its pledges,
they are unworthy of trade or association. Among their
own kind, the Hylar can be bit self-righteous, but other
races find them to be rough and no-nonsense. The Hylar
are considered the most noble of the dwarven clans.
When they are not suffering from problems within
their own clan or withdrawn into their mountain city, the
Daewar dwarves are actively seeking trade with all who
will trade with them. Worship of their gods and industry
are indistinguishable. The Daewar live to give shape and
purpose from raw substance and further the concepts of
trade and engineering. Daewar priests work the forges day
and night, showing their faith by the hours spent working.
Warriors sing dwarven chants to the gods as they meet their
enemy on the battlefield. "May their hearts and pockets be
rich," is a prayer many Daewar merchants often utter before
every sale. They are a spiritual people and honor those
who respect them and their beliefs. Intense and loud, the
golden-haired Daewar are often easy to recognize.
The wild Klar are natural explorers. Unlike many other
dwarves, Klar have a knack for dealing with the natural
wonders of the world, especially plants and animals. Even
so, few Klar are willing travel far beyond their mountain
home, preferring instead to explore the details of their own
mountains before looking to the world beyond. However,
a touch of insanity is prevalent in the Klar clan, and has
produced some odd dwarves. Some have willingly left to
make their fortune in the surfaceworld or even taken up the
art of wizardry.
A mountain dwarf's life revolves around his clan and his
place within it. Each clan is led by a Thane who represents
his clan's interests on the Council of Thanes. The original
Council was established to be the ruling body of all dwarves
upon Ansalon, but now each dwarven kingdom has its own
Council.
In Thobardin, there are nine chairs on the Council of
Thanes, one for each clan of seven clans, a chair for the
Kingdom of the Dead - a nation of honored ancestors who
have passed on before and the adopted clan of all dwarven
clerics - and a chair for the High King of the dwarves.
The High King of Thorbardin is the dwarf who rightfully
claims the Hammer of Kharas. Without it, a dwarf may
claim sovereignty, but he will never be accepted by all the
clans as the true ruler.
MOUNTAIN DWARF RACIAL TRAITS
Mountain dwarves have all the dwarven racial traits, except as follows:
-
Dexterity -2, Constitution +2. Mountain dwarves are
less agile than their hill dwarf cousins. They are just as
durable, however, and far more sociable.
-
Automatic Languages: Common, Dwarven. Bonus
Languages: Gnome, Hammertalk, Ogre.
DARK DWARVES
From the lightless depths of the dwarven kingdoms, the
dark dwarves of Ansalon plot and scheme against the clans
of their light-loving brothers and against each other. The
dark dwarves of Ansalon come from one of three tribes:
the Theiwar, Daergar, or Zhakar. Dark dwarves struggle
for power below, and sometimes above, the surface of
Ansalon, with each clan doing so in their own unique way.
The Daergar are similar to their light-loving cousins in
appearance. They range from 4 to 4 1/2 feet in height and
are often nearly as wide as they are tall. Hair color ranges
from light brown to black; their eyes cover the same
spectrum of color.
The Theiwar, through centures of inbreeding and
isolation, have developed two interesting physical traits.
First, they are extremely fair, with many true albinos
among their number. Second, while they are roughly the
same height as other dwarves, they tend to be somewhat
skinny and are more wiry than their bretheren.
A Zhakar begins his life looking as any other dwarf.
However, as his life progress, the mold plague carried by
his clan changes his appearance to something considered
grotesque by other dwarves. By middle age, all of the
Zhakar's hair will have fallen out, and his eyes will have
become a milky-white. His skin will be discolored and
splotchy, with odd patches of skin that molt continuously.
Not enough time has passed since Severus Stonehand
cured some of the Zhakar of their plague to know what
impact this will have on the the clan and their appearance.
Dark dwarves are naturally suspicious of others. They tend
to keep to themselves and only surrender information
when they feel it is necessary; trust is almost an alien
concept. Dark dwarves trust only the backstabbing nature
they see in every race. They usually only interact with
other races if they feel they can gain something in the
exchange. If a dark dwarf saves a companion in a fight, it
just means the dwarf has other uses for that person.
Dark dwarves are quite aware of how other races
view them; this is part of what defines the dark dwarf
personality and their drive for power. They automatically
assume everyone fears them and will try to use this to their
advantage. When presented with a situation that defies this
logic, dark dwarves assume there must be some hidden
motive for others to consider them less than evil.
Daergar are often loud and demanding. In Daergar
settlements, many disputes are settled in short violent
encounters. Even if a dark dwarf is not the leader in a
party, he acts as if he is and gives orders, instead of asking
others what they believe to be the best course of action.
The Theiwar and Daergar clans each have Thanes who
represent them on Thorbardin's Council of Thanes before
the High King. While most Theiwar and Daergar say they
would follow the High King of Thorbardin, none have
made any such commitment to the dwarven King elected
by the Council. Regardless of the pledges their Thanes may
make, however, there is always some dark dwarf faction
willing to betray anyone at any time.
Among the Theiwar, the position of Thane is
potentially the most dangerous. Theiwar Thanes come to
power by assassinating their predecessors. However, the
current Thane, Brecha Quickspring, took the reigns of
power from her father when he perished during the Chaos
War. Thane Brecha is loyal, for a Theiwar, to the current
High King Jungor Stonesinger. Instrumental in assisting
the Hylar attain power, Brecha is in a position of power no
other Theiwar has ever attained.
The Daergar clan respect strength, so to no surprise,
their Thane is normally determined in a trial by combat.
However, the current thane, Sleram Axedelver, did not
reach his position in this manner. He was appointed by
the current High King for his loyalty to the crown. Many
Daergar are infuriated with this assignment, and it won't
be long before new Daergar Thane will be challenged.
Among the Zhakar, there is no Thane. The position of
king was held by whoever had the most influence over the
various factions within the community. Now that the clan
has been scattered, there is no central ruler. Various family
groups work independently of one another. The largest
group of Zhakar outside Thoradin is lead by a dwarf known
as Lord Brule Vaportwist. He is a cruel military leader who
has protected many of his people against the invasion of
Severus Stonehand. Working alongside Lord Vaportwist is a
mysterious Zhakar dwarf known as Coal Flamebringer, also
known as the Bringer of the Black Flame. The Flamebringer
and his followers worship a great fiery worm-like creature
that dwells in the depths of Thoradin.
DARK DWARF RACIAL TRAITS
Dark Dwarves have all the dwarven racial traits, except as follows:
-
+2 Constitution, -4 Charisma. Dark Dwarves possess
the toughness and stamina of dwarves, but are sullen
and reserved.
-
Darkvision out to 120 feet.
-
+2 racial bonus on Hide, Listen, and Move Silently
checks. Dark dwarves are skilled in skulking in the
darkness, and make excellent spies.
-
Light Sensitivity: Dark dwarves take a -2 circumstance
penalty on attack roles, saves, and checks in bright
sunlight or within the radius of a daylight spell.
-
Automatic Languages: Common, Dwarven. Bonus
Languages: Gnome, Hammertalk, Ogre.
-
Favored Class: Rogue.
GULLY DWARVES
Gully dwarves are a race many scholars consider to be the
lowest form of sentient life. They are considered members
of the dwarven race. Among the dwarves, their clan name
is Aghar, meaning "Anguished", a sentiment many true
dwarves feel this race embodies. Most races know them
as gully dwarves. Dirty, smelly, socially inept, and natural
scavengers, the dwarves of the Aghar clan are rarely seen
in public, unless they have been put into the service of
someone brave enough to use them. Occasionally, the rare
gully dwarf climbs out of his or her dung heap in order to
start an adventuring career.
Gully dwarves are short and squat, averaging 3 1/2 to 4 feet
in height. They are not as stocky as other dwarves, with
slender arms and fingers. Most gully dwarves, regardless
of gender, have potbellies. Skin tones range from pasty,
pale white to dirty gray brown. Eye colors run from a pale
watery blue to dull hazel. Males have long, scruffy beards,
while females have small tufts of hair on their cheekbones.
A gully dwarf will dress in anything, or nothing at all,
depending on what is available. Warts and sores cover a
good portion of a gully dwarf's body; a thin coat of filth is
always present.
Survival lies at the core of a gully dwarf personality;
everything hinges on living one more day. Gully dwarves
are very alert and observant. They pride themselves on
their abilities and are quick to point out when they do
something right. They are also incredibly stupid, which
hampers their ability to understand complex situations.
When things are not going their way or if they are at fault,
gully dwarves are quick to grovel and ask for forgiveness.
Gully dwarves are not afraid of getting dirty or trying
new things. They are naturally curious creatures, and
they will often try something others may find disgusting
or dangerous. Gully dwarves are wise in a way that help
them preserve their lives, but intellectually, they often fail
to work out the logistics of cause and effect before it is too
late.
The greater Aghar clan is split into a number of different
tribes. Each tribe has its own leader whose name is the
specific tribe's name with "High" added to the front, such
as Highbulp of the Bulp clan or Highglorp of the Glorp
clan. While the High Chief of Thorbardin serves as the
Thane on the Council of Thanes, he does not represent all
the tribes across Ansalon. It is doubtful that many of the
tribes outside of Thorbardin even know of the place. Each
High Chief is usually any gully dwarf who asserts himself
and can build up enough support from friends and family.
Once a High Chief has been established, their rule is law.
Very rarely has a female gully dwarf become leader of a
tribe.
Each High Chief is different and has his own agenda;
most of the time it simply includes making sure he is fat,
safe, rich, and happy. Secondary considerations are caring
for the tribe and making sure they know how to make the
High Chief fat, safe, rich, and happy.
GULLY DWARF RACIAL TRAITS
-
+2 Dexterity, +2 Constitution, -4 Intelligence, -4
Charisma. Gully Dwarves are surprisingly nimble
and can thrive under conditions which would kill
others. Their survival instincts enable them to prosper
in dangerous regions. They are sadly lacking in both
intellect and social graces. An ability score reduced to 2
or less by racial modifiers is instead given a value of 3.
-
Small: As Small creatures, gully dwarves gain a +1
size bonus on attack rolls and a +4 size bonus on Hide
checks; however, they must use smaller weapons than
humans, and their lifting and carrying limits are three-quarters
of those of Medium creatures.
-
A gully dwarf's base land speed is 20 ft.
-
Survival Instinct: Gully dwarves are driven to survive.
They receive a +2 racial bonus on Hide, Move Silently,
and Survival checks. Gully dwarves may use Survival
checks to forage for food and basic necessities, even in
cities.
-
Hardy: Gully dwarves are resistant to the effects of
disease and poison, receiving a +2 racial bonus on
Fortitude saves to resist the effects of poison and disease.
-
Pitiable: Gully dwarf diplomacy consists of flattery,
begging, crying, cringing, and pleading. They've honed
this ability to a fine art. Gully dwarves receive a +4 racial
bonus on Diplomacy checks used to convince an enemy
not to harm them.
-
Cowardly: Gully dwarves are extremely susceptible to
Intimidation and fear effects. They suffer a -4 penalty on
level checks to resist Intimidation checks made against
them and on saving throws against fear effects.
-
Automatic Languages: Gullytalk, Common. Bonus Languages: None.
-
Favored Class: Rogue.
HALF-DWARVES
Half-dwarves are very rare on Ansalon. The most common
half-dwarves come from the hill dwarves, as the Neidar
have the most contact with the outside world. The more
distrustful mountain dwarves generally have less inclination
to interact with non-dwarves on a personal level, and
thus matings of Hylar, Daewar, and Klar outside of the
race hardly exist. Living deep within the mountains, dark
dwarves rarely interact with non-Daergar and non-Theiwar,
leading to little chance of a half-dwarf. For the opposite
reason, half-gully dwarves simply do not exist, as very
few non-gully dwarves would ever view them as potential
mating partners.
Half-dwarves often look very similar to their dwarven
parent, though they are taller and not as stocky. They
usually stand between 5 and 5 1/2 feet tall. Depending on
parentage, hair color can range from dark blonde to black;
eyes can be any color, from blue to hazel to black. Most
male half-dwarves will have a beard of some kind. Only
those attempting to deny their dwarven heritage will be
clean-shaven. Half-dwarves will dress in the style of the
community in which they were raised.
They are stockier, broader in the shoulders and hips, with a tendency
towards shorter legs and wider faces when compared to
humans. Half-dwarves inherit the ethnic traits of their
human parent; a half-dwarf with a Solamnic parent is fair-skinned,
while a half-dwarf with an Ergothian parent is
much darker. Half-dwarves may pass as dwarves with a +8
bonus to Disguise checks, but they are usually too tall and
human-like to fool their dwarven kin.
A half-dwarf will often assume the role of hardy adventurer.
If he has been around dwarves, he will try to live up to
the ideal standards of dwarven character. If he has never
seen or been around dwarves much, he will often take
this stereotype to the extreme, making himself in what
he sees as the typical dwarven personality. Many adopt
dwarf mannerisms, skills, and weapons with ease, proudly
brandishing an axe as an identifying characteristic. Others
instead go completely the other way and seem more human
than even other humans.
Half-dwarves often appear as either too-short humans
or too-tall dwarves, and their behavior falls in between
the two as well. He is a stalwart friend and companion,
and he can be relied on in dangerous situations. Gruff and
steadfast, he will support the party through the toughest
time. A half-dwarf does not actively seek out danger, and
he tempers the party's enthusiasm for new things with a
down-to-earth realism.
The combination of dwarven and human characteristics
affect his non-adventuring life as well. Half-dwarves in
human communities have a reputation for crafting and
mining superior to their human neighbors. In dwarven
lands, half-dwarves are used as messengers and diplomats,
as their human heritage gives them an advantage in dealing
with the unknown.
There are no significant half-dwarven leaders, as there are
very few half-dwarves. This does not mean that there never
can be. If more half-dwarves appear after the War of Souls,
a half-dwarven leader could emerge to help bring dwarves
and humans closer together.
Half-dwarves do not have their own communities.
They are equally likely to exist in dwarven and human
communities. Many human communities would
accept a half-dwarf as easily as a half-elf or half-kender.
Half-dwarves must find comfort in families or groups where
difference is not treated with fear or contempt. Hill dwarf
communities generally accept half-dwarves, though the
dwarven parent may be shunned for raising a half-dwarf.
Half-dwarves of dwarven mothers are often forced to live on
their own, as they can be cast out as unfit dwarves. This fate
is more likely to come to non-Neidar half-dwarves.
HALF-DWARF RACIAL TRAITS
-
Humanoid (dwarf): Half-dwarves are humanoids with
the dwarf subtype.
-
Medium size.
-
A half-dwarf's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Weapon Familiarity: Half-dwarves have the same
weapon familiarity as dwarves.
-
+2 racial bonus on Craft and Appraise checks. Half-dwarves
inherit the dwarf's keen eye for craftsmanship,
and their human heritage expands this to more than just
stone and metal.
-
Stability: A half-dwarf gains a +2 bonus on ability
checks made to resist being bull rushed or tripped when
standing firmly on the ground. Though not as stocky
as their dwarf parents, half-dwarves still have a lower
center of gravity than humans.
-
+1 racial bonus on saving throws against poison.
-
+1 racial bonus on saving throws against spells and
spell-like effects.
-
Automatic Languages: Common, Dwarven. Bonus
Languages: Any. Half-dwarves often take up their
human parent's regional language as a bonus language.
-
Favored Class: Any. When determining whether a
multiclass half-dwarf takes an experience penalty, his
highest-level class does not count.
KAGONESTI
Truly Children of the Wood, the Kagonesti, of all the
different varieties of elves, are the most at home in the
deep wilderness. Their lifestyle has changed little in four
thousand years of elven civilization.
Kagonesti look the least like the stereotypical elf. They
tend to be shorter in stature but more muscular than other
elves. Their skin is usually a rich brown - darker than their
more civilized cousins - ranging from the hue of honeystained
oak to the deep bronze of weathered mahogany.
Their hair is often darker than other elves' as well, with
shades from the silky red-black of ironwood to the sandy
tan of pine. Some Kagonesti have been known to have
silvery white hair, starkly contrasting with their darker
complexion. Many women wear their hair in a long single
braid, a fashion popularized by Kerianseray. Their eyes are
almost always the brown of hazel nuts. Their faces tend
to be more weathered than other elves, a consequence
of spending so many years in the elements. Despite this,
even the most rugged and weather-beaten Kagonesti face
appears the very picture of perfection compared to most
humans.
Kagonesti frequently decorate themselves with
body art. They love designs inspired by life in their
native forests, and they often fuse geometric patterns
with smooth organic shapes. The geometric shapes are
usually surrounded by stylized vines, leaves, or indistinct
long flowing strokes suggesting life; this symbolizes to
them that artificial constructs, whether manufactured
buildings or cultures and societies, can never truly escape
their natural roots. Sometimes these designs are applied
temporarily using natural dyes and inks. Other times,
they are permanent tattoos. They serve purposes ranging
from simple vanity to deep spiritual expression. Most
who receive body art favor the forearms, the back, and the
face, but the entire body is a potential canvas for a skilled
Kagonesti tattoo artist.
Typical Kagonesti clothing consists of sturdy buckskin
or other leather, but it is far from primitive. Kagonesti
tanners often embroider intricate patterns into the
material, usually a combination of geometric designs
surrounded by smooth, organic lines inspired by the
natural world, similar to the designs used in Kagonesti
body art. An elaborately embroidered sleeveless leather
tunic is very common among Kagonesti, often adorned
with heavy fringe and closed by a leather belt either tied
or clasped with a silver buckle. Both sexes typically wear
leather or linen leggings and supple deerskin boots. In
colder months, they might add a long sleeved shirt of linen
or silk under the tunic and don fur-lined oilskin cloaks
to keep warm and dry. Kagonesti often add feathers and
jewelry made from silver and semiprecious stones; some
believe these to be talismans, warding off danger. Sturdy
leather bracelets or laced bracers are nearly ubiquitous
among the archery-loving Kagonesti.
When dressing for comfort rather than ruggedness,
Kagonesti usually wear loose, airy blouses and trousers of
linen and silk. Kagonesti men and women wear similar
loose-fitting tops and frequently go barefoot. When
attending joyful communal celebrations, some Kagonesti
women will wear colorfully dyed and embroidered skirts
rather than leggings.
In many ways, Kagonesti are the variety of elf most similar
to humans psychologically. Kagonesti tend to be impulsive,
quicker to act on their emotions than their more
circumspect kin; many Qualinesti and Silvanesti find them
little better than humans in this regard. The Kagonesti
are less likely to take the long view - sometimes to their
benefit, other times not. Given the chance, a Kagonesti
might kill an enemy soldier occupying his forest, where as
a Qualinesti or Silvanesti might first ponder the political
and military consequences. Wounding a Kagonesti's pride
is a very dangerous thing for anyone to do, especially an
outsider.
Stubbornness is another trait shared by most Kagonesti.
It's said by some that there are only two creatures more
obstinate - a drunken dwarf and a sober ogre. This trait
has helped the Kagonesti immeasurably during the past
seventy terrible years of their history, as enslavement by
their elven cousins and domination of their homeland by
Gellidus threatened to wipe their culture and society out
of existence; they dug in their heels and refused to fold.
On the other hand, individual Kagonesti with this trait
sometimes find themselves in over their heads.
Kagonesti often have a more pragmatic moral outlook
than the Qualinesti and Silvanesti. Sometimes willing to
let the ends justify the means, Kagonesti are less likely than
other elves to have a problem with committing violence
against their enemies. Many of the elves' human allies, who
sometimes bristle at the Qualinesti's unwillingness to bend
their principles to get the job done, find kindred spirits in
the Kagonesti.
An intensely spiritual outlook on life is very common
among the Kagonesti. Living so close to their forests, they
don't see nature as a gift from the gods; rather, they believe
it is a manifestation of the gods themselves. Animistic
beliefs have blended with respect for the gods manifested
as the natural world. As such, Kagonesti have a sense of
relationship to Krynn - it is simultaneously their mother,
their brother, and their ward. See Religion for more
details.
Nearly every Kagonesti on Ansalon can be described
as suspicious. For thousands of years, this was simply
the natural xenophobia of a primitive people fending for
themselves. In recent decades, however, enemies ranging
from the servants of the Dark Queen to titanic dragons
and their own flesh and blood have conquered them,
slaughtered them, and enslaved them. In the minds of
most Kagonesti, suspicion of outsiders is not a flaw to be
overcome but a necessary tool of survival.
Kagonesti tend to live in small, isolated communities
scattered across the continent. As such, they have no
institutions that supersede the importance of the family.
This is even more relevant now that most Kagonesti
are in exile, either in Khur with Gilthas Pathfinder or
individually in the Diaspora, trying to survive alone
somewhere on Ansalon. The tragedies that have befallen
the Kagonesti since the War of the Lance have most often
strengthened their familial bonds rather than weakened
them. Their families are the only people the Kagonesti can
truly count on to stand with them and defend them to the
bitter end.
Kagonesti families generally prefer to live together
in groups called clans. The clans take on nature-inspired
names such as White Osprey (the clan of Kerianseray
the famed Lioness). Often, Kagonesti clan communities
are small; rarely do more than one hundred elves live in
the same village. Those in exile try to make the best of
it; Kagonesti clan communities have formed within the
Pathfinder's refugee camp in Khur, and Kagonesti band
together where they can in the ghettos of strange towns
and cities far from home. Clans are led by elders who
also carry the title Pathfinder, a title passed down from
Kagonos Pathfinder. The title is used somewhat loosely;
clan elders as well as the chief elder bear it.
KAGONESTI RACIAL TRAITS
Kagonesti have all the elven racial traits, except as follows:
-
+2 Dexterity, -2 Intelligence. Kagonesti are shorter but
more muscular than other elves, with a tendency to
focus upon the physical over the cerebral.
-
Elvensight: Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white
only, but it is otherwise like normal sight.
-
Weapon Proficiency: Kagonesti elves receive free a
Simple Weapon Proficiency feat with the spear, short
spear, longspear and Martial Weapon Proficiency feats
with the short sword, shortbow (including composite
shortbow), and longbow (including composite
longbow). Kagonesti are hunters and warriors, so all
Kagonesti are familiar with these weapons.
-
+1 racial bonus on Knowledge (nature) and Survival
checks. At home in the forest, the Kagonesti possess an
intimate understanding of the ways of nature.
-
Automatic Languages: Elven, Sylvan. Bonus Languages:
Common, Ergot, Gnoll, Goblin, Khurish, Ogre,
Solamnic.
-
Favored Class: Ranger.
QUALINESTI
An elf of Ansalon is a mixture of contradictions. Each
has a wild, primitive side, one seeking unity with the
natural world around him; the Kagonesti embrace this.
Conversely, there is also a side that aspires to learn, create,
and raise mortal civilization to new heights; the Silvanesti
have taken that mantle.
The Qualinesti have taken what could be considered
the middle path, but in truth, it's much more than simply
an amalgamation of Silvanesti cultural refinement with
Kagonesti conscience. The Qualinesti represent the
progressive side of elvendom and are more willing to
engage the wider world than other elven nations.
Qualinesti tend to be a shade taller and noticeably slighter
than their Kagonesti brethren. Their build is willowy and
graceful with a complexion the light color of sun-bleached
oak. Their hair color runs from a rich walnut to the golden
of autumn aspen leaves and is, almost without exception,
thick and full. Before the tragedy of Qualinost and the
nation's subsequent exile, many Qualinesti women wore
their long hair in luxurious and complex braids. Now,
however, with the vast majority of Qualinesti in exile in
Khur, practicality has led to more utilitarian hairstyles for
both sexes. Qualinesti facial features are fine and delicate,
with high cheekbones and sharp, piercing eyes of chestnut
brown or sky blue.
Qualinesti dress is designed to be functional yet
beautiful, with men favoring woven trousers and jerkins.
Women once preferred long dresses or skirts with a
form-fitting bodice, but after the exile to Khur, they have
begun to dress with more practicality in mind. In the
deserts of Khur, both sexes add a geb, a white robe-like
garment of Khurish origin, in order to ward off the heat
of the sun. Browns, muted greens, and other rich earth
tones dominate Qualinesti traditional dress. The clothing
of both sexes is generally plainer than the clothes the
Kagonesti wear - there's less intricate embroidery, except
in formalwear, which is extravagantly decorated with all
manner of patterns.
When dressing for function, Qualinesti prefer rugged
leathers similar to those worn by the Kagonesti. A
buckskin tunic and leggings with stout boots and hardened
leather armor is common for Qualinesti scouts. Qualinesti
warriors will add metal armor: elven chain for lightly
armored warriors, high quality full plate and mail for
heavy troops.
Both Qualinesti men and women wear jewelry.
Earrings are extremely common among women, and some
men wear them as well. Bracelets, necklaces, and pendants
are also frequently worn by both sexes. For formal
occasions, women will wear tiaras, circlets, coronets,
ornate barrettes, and other ornamentation in their hair.
Unfortunately, this sort of formality has become rare since
the fall of Qualinost.
Qualinesti psychology is difficult to summarize. As a
group, they are not as stubborn as the Kagonesti, nor as
arrogant as the Silvanesti, but they show hints of both
traits. They are not as suspicious as the Kagonesti, nor
as xenophobic as the Silvanesti, but at times, they can
demonstrate both.
Generally, the Qualinesti are a principled people. Most
believe good must be pursued in all cases, that innocents
must never be harmed, and the end never justifies the
means. They are willing to fight for causes right and just;
Laurana the Golden General, a Qualinesti princess, led the
Whitestone forces against the Dragonarmies in the War
of the Lance. They aided, at least in a small way, human
refugees from Abanasinia fleeing the Red Dragonarmy as
it approached Qualinesti by providing them sanctuary as
they escaped.
Qualinesti tend to have an air of superiority and
arrogance, though not to the same extent as the Silvanesti.
Most are convinced that their culture and social structure
are far more advanced than those of any other race. This
trait overwhelmed their principles when, during their
sojourn in Southern Ergoth, they took a great many
Kagonesti prisoners in order to civilize the barbarians.
This sad state of affairs lasted until the destruction of
Qualinost and the resulting exile, and many Qualinesti still
don't believe that it was wrong to try, still believing their
Kagonesti cousins to be in need of aid and education.
Qualinesti have historically been isolationists. They
allowed no non-elf to enter their lands mistakenly;
uninvited guests in the Qualinesti Forest were removed -
sometimes gently, sometimes not. They ferociously
defended the borders of their forest, retreating only twice,
both times when faced by certain defeat - once against
Verminaard and his Red Dragonarmy, and the other
against Beryl the green Dragon Overlord. However, the
isolationism has not historically gone as far as outright
xenophobia; the Qualinesti have typically been the most
open of all elven nations, commonly sending traders,
scholars, and adventurers out into the world. Dozens of
Qualinesti wizards have enjoyed successful careers in
the Orders of High Sorcery, traveling all over Ansalon.
Of course, in this era of exile, isolationism is no longer
an option for Qualinesti culture; this has been a painful
transition for many.
Modern Qualinesti are often quite emotionally scarred.
Almost every Qualinesti on Ansalon lost a loved one in the
disaster at Qualinost; many lost their entire families. Nalis
Aren, the Lake of Death, is an irremovable splinter in the
psyches of most Qualinesti; their once-beautiful capital
city, which stood as a bastion of beauty and learning and
a pinnacle of mortal civilization for thousands of years,
is now a fetid pool, filled with the decaying corpses of a
dragon overlord and thousands of her victims. Most say it's
still haunted by the ghosts of those who died there. With
such a huge part of their cultural identity torn violently
away, severe depression, malaise, and despair, once almost
unknown among elves, have become common among the
Qualinesti.
Among elven cultures, Qualinesti is the nation with
the most variance between individuals. Any generalization
made about the psychology of the Qualinesti is bound to
be somewhat off the mark for many.
Qualinesti social and institutional structures have been
modeled loosely on that of the Silvanesti. Qualinesti's
founder Kith-Kanan, a prince of Silvanesti, brought many
of the conventions of Silvanesti social structure with him,
including a caste system and a hereditary patriarchal
monarchy. These traditions and institutions will
undoubtedly change as they forge a new place in the world.
The leader of the Qualinesti is known as the Speaker
of the Sun. Although elves typically do not use the term
"king," the office is in most ways indistinguishable from
that of a traditional human monarch. It has always been
held by a direct descendant, usually in the male line, of the
great Kith-Kanan and is currently held by Gilthas, son of
Laurana the Golden General and Tanis Half-Elven. Gilthas
is not universally loved; he is one quarter human, and this
mixed bloodline causes some Qualinesti to mistrust him.
The Speaker rules alongside the Senate, the
Thalas-Enthia. The role and power of the Speaker versus
the Thalas-Enthia is only loosely defined, relying on
tradition rather than statute to define the powers of each;
traditionally, the Thalas-Enthia has served in an advisory
role for the Speaker, but there have been instances in the
past of a particularly strong senator temporarily tipping
the balance of power in favor of the Thalas-Enthia. During
the current exile, the Thalas-Enthia has become nearly
irrelevant.
The Qualinesti have a house-based caste system as the
Silvanesti do, but it is far less rigid and hierarchical - and
far less important - than that of their eastern cousins.
Qualinesti houses bear a great deal of resemblance to
trade guilds, and mobility between houses is common;
a Qualinesti with a talent for jewelry-making might be
invited to join House Gemcutter, even though his family is
traditionally of House Celestial, for instance. Even among
the nobility, very little of a Qualinesti's reputation and
prestige is wrapped up in house membership, and most
Qualinesti commoners ignore the house system altogether.
QUALINESTI RACIAL TRAITS
Qualinesti have all the elven racial traits, except as follows:
-
Elvensight: Krynnish elves have low-light vision
and can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They retain
the ability to distinguish color and detail under these
circumstances. Elvensight also includes darkvision up
to 30 feet. Darkvision is black and white only, but it is
otherwise like normal sight.
-
+1 racial bonus on Diplomacy and Sense Motive
checks. Though they can be as aloof as the Silvanesti,
the Qualinesti are more inclined than most elves to
deal with other races.
-
Automatic Languages: Common, Elven. Bonus
Languages: Abanasinian, Dwarven, Ergot, Goblin,
Khurish, Ogre, Sylvan.
SILVANESTI
Proud and aloof, the Silvanesti consider themselves to be
the first children of the gods, the oldest and wisest mortal
race, and the keepers of the pinnacle of mortal civilization.
They had grown frustrated with the world and removed
themselves from it as much as possible, hoping to maintain
the purity of their inherent superiority. Recently, however,
Lorac's nightmare, the sylvan shield, and the minotaur
invasion have thrown their society into disarray.
Most Silvanesti are taller and slighter than the Qualinesti,
noticeably more so than the Kagonesti. The grace and
beauty of a Silvanesti is often described as ethereal;
while humans and many other races find Kagonesti
and Qualinesti elves beautiful, most find the beauty of
Silvanesti entrancing and otherworldly. Their skin is the
color of white pine, with some even fairer still. Their
hair ranges from the light brown of maple to aspenbark
white, and it's often worn in long, elaborate braids
and arrangements. A few Silvanesti are born with hair
the charcoal black of fire-tested firs; Alhana Starbreeze
of House Royal is a notable example. Alone among
elves, a few very elderly Silvanesti men, even those with
undisputedly pure bloodlines, have sometimes been
known to grow a thin, wispy beard; this is considered the
mark of a man worthy of great respect, and most Silvanesti
scoff at other races whose men dare grow beards before
they reach the ripe old age of six hundred or so. Silvanesti
eyes are usually the rich color of walnut.
Silvanesti dress is designed to showcase luxury. Loose
fitting blouses and trousers with suede slippers or boots
are the norm for men and a full-length gown or dress
for women. Both men and women finish the ensemble
with flowing robes and cloaks - even the commoners
are fond of such fashion. Both sexes wear a great deal of
jewelry; rings, bracelets, earrings, ornately buckled belts,
necklaces, pendants, and brooches are common. Women
add extensive ornamentation in the hair. However, much
of this extravagance had to be left behind when they fled
Silvanost at the end of the War of Souls.
When the situation calls for utility, Silvanesti will put
away the formalwear and use clothing more in line with
what their Qualinesti cousins favor: sturdy leathers for
wilderness scouts, utilitarian yet beautiful breeches and
shirts with vests for artists, craftsmen, and other workaday
Silvanesti, and slightly less ostentatious court clothing for
wizards, scholars, and priests.
The Silvanesti are members of the oldest and, by many
measures, most advanced civilization on Ansalon. Some
of the greatest mages, warriors, and artists ever known on
Ansalon have been Silvanesti. The Silvanesti know this
and take it to heart, leading to a vast cultural superiority
complex. They are among the most arrogant and self-important
mortals in existence, and their air of assumed
superiority regularly insults those of other races.
The superiority complex carried by most Silvanesti
has led them to become intensely isolationist, to the point
of xenophobia. For thousands of years, they cut off most
contact with the outside world. The Silvanesti zealously
guarded their borders, often violently expelling anyone
unlucky enough to cross it without permission. In times of
war, they were likely to outright kill any non-elf found in
their beloved forest. Since the minotaur invasion evicted
them from their ancestral lands in the War of Souls, they
have been forced to deal with other races far more than
any time since the ancient past.
Silvanesti pride and assumptions of superiority have
also led to an intense sense of vanity. Before the exile
removed the luxury to engage in such things, Silvanesti
were extremely fashion conscious, and even to this day,
those whose physical perfection is marred by visible scars
or disability are sometimes driven to breach the elven
taboo against suicide.
Recent history has not been kind to the Silvanesti:
their homeland was infested by the Nightmare of Lorac;
they were trapped within a life-draining magical shield
raised by their mortal enemy Cyan Bloodbane; they were
defeated and humiliated by the Dark Knights under Mina,
then were occupied, slaughtered, and driven from their
ancestral lands by minotaur. This string of defeats has left
many Silvanesti bitter. Rather than the depressed malaise
suffered by many Qualinesi, Silvanesti have been more
likely to react by becoming caustic and angry.
In contrast to the bitterness and anger expressed by
some Silvanesti, others have remained undaunted and
optimistic. As caretakers of one of the oldest and most
advanced civilizations on Ansalon, the Silvanesti have
historically been a very confident people. They believe
nothing is beyond their grasp as long as they expend
enough effort and patience. Lorac Caladon, the Speaker
of the Stars during the War of the Lance, personified this
confidence when he unsuccessfully attempted to master
the dragon orb. Surprisingly, even after being evicted
from their lands, the morale of many Silvanesti remains
fundamentally strong.
The Silvanesti are quick to anger. Over the millennia,
their highly regimented and precise social structures
evolved an overdeveloped sense of etiquette and political
protocol; offense became easily given and quickly taken.
Public airing of grievances and litigation were common
ways for Silvanesti from different Houses to resolve
disputes. Within the same House, Silvanesti pride
sometimes drives escalation of disputes to the point
where only a duel can resolve it. While dueling is usually
forbidden between members of different houses, two
members of the same house can resolve a dispute this
way. The antagonists agree on a weapon - usually a rapier,
but sometimes a longsword - and fight to the first cut. The
duel is meticulously refereed; great care is taken that the
fight is not fatal and permanent scarring does not result.
Purposely attacking the face or hands, for instance, is
grounds for immediate disqualification and disgrace.
Silvanesti society is highly structured and regimented; each
member knows her place and is expected to fulfill it. Social
structure is dominated by the House system. Silvanesti
Houses are groups of families who share the same family
vocation, trade, profession, or scholarly expertise.
All Silvanesti, from the lowest born ladysmaid to the
Speaker of the Stars himself, are members of one of the
great Houses. Membership is hereditary; children enter
their parents' house upon their birth and remain unless
marriage takes them to another. Elves of different houses
may only marry with permission of the Speaker of the
Stars or a representative of his bureaucracy, at which time
one or the other of the couple formally changes houses to
match his or her new spouse.
House affiliation is of vital social importance in
Silvanesti culture, even during the exile. It determines
who one may marry, who one's friends may be, and
what one will do with his life. Rank within the House is
of importance as well; the head of each House sits on a
committee called the Sinthal-Elish or Council of the High.
This council serves as official advisors to the Speaker.
While each house legally has an equal place on this
council, historically House Protector, House Cleric, and
House Mystic have vied with each other for dominance
and, with it, the ear of the Speaker.
SILVANESTI RACIAL TRAITS
Silvanesti have all the elven racial traits, except as follows:
-
+2 Dexterity, -2 Constitution, +2 Intelligence, -2
Charisma. Silvanesti are graceful and cerebral, taking
pleasure in beauty and knowledge. They are frail
compared to other races, and their arrogance is often
abrasive - even to other Silvanesti.
-
Elvensight: Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white
only, but it is otherwise like normal sight.
-
+1 racial bonus on Knowledge (arcana) and Spellcraft
checks. The study of arcane magic is considered the
highest calling for a Silvanesti, and all young Silvanesti
are given basic instruction in magical theory.
-
Automatic Languages: Elven. Bonus Languages:
Common, Dwarven, Ergot, Goblin, Kenderspeak,
Kharolian, Khurish, Ogre, Sylvan. Note that Silvanesti
do not automatically speak the Common trade tongue
of Ansalon.
SEA ELVES
In the deep waters of Krynn are the sea elves - the
Dargonesti (Deep Elves) and the Dimernesti (Shoal
Elves). Sea elves were supposedly created long ago by the
Graygem and are every bit as prideful as their cousins on
the land.
Both types of sea elves are blue-skinned, with the
Dargonesti having dark blue skin and Dimernesti having
light blue skin. Hair color for the Dargonesti ranges from
blond to dark green, while Dimernesti hair is usually
silver. Sea elves are the tallest of the elven races, and
while sleek and slender, they are burly compared to their
land cousins. Between their fingers and toes, gossemer
webbing allows for easier movement through the oceans
of Ansalon. Feathered gills just below their pointed ears
allow sea elves to breathe underwater. The eye colors of
both the Dargonesti and Dimernesti range from the palest
blue to deep indigo.
Just as their land-bound cousins, sea elves have an air
of arrogance and superiority, but this usually lessens
around non-elven folk who they deal with over time.
Once their trust is established, sea elves can be steadfast
and loyal companions, who have been known to form
close relationships with humans and land elves on rare
occasions. Otherwise, sea elves look upon non-elves with
suspicion and question their motives.
The Dargonesti and Dimernesti are both hot-blooded
and passionate about everything they do - not a trait
commonly associated with elves. Fiercely independent,
they enjoy life to the fullest and work to achieve harmony
with their ocean enviroment.
On land, the dry environment and the lack of
buoyancy and mobility creates a feeling of panic and
discomfort within them. Strong-willed, sea elves will hide
this from others for as long as possible, though anybody
familiar with their standard behavior underwater will
notice the dramatic change overcoming them. They
resemble not their graceful cousins but a floundering sea
creature.
Both the Dargonesti and Dimernesti elves live in a clanbased
society, in which all are considered relatively equal.
A powerful soldier of the Dargonesti army is considered
equal to a lowly kelp farmer, for example. Due to the flat
structure, the only way for a sea elf to rise above their
station, at least in Dargonesti society, is to become the
patriarch or matriarch of their clan and become a Speaker
of the Blood.
Both the Dargonesti and Dimernesti elves have similar
political structures to their cousins on the land. A Speaker
of the Seas leads the Dimernesti, a matriarchal role handed
down through a singular family line. The Speaker rules the
shoal elves in all things and governs her people from the
ruling city of Dimernost.
The Speaker of the Moons, who historically has been
based in the kingdom of Watermere, leads the Dargonesti.
In more recent times, the city of Darthalla has appointed
its own Speaker and has annexed itself from Watermere,
taking the city of Dargonost into its new realm. The
Speaker is the true ruler of the Dargonesti but is aided by
the Speakers of the Blood, who are the ruling council of
elves comprised of the leaders of the individual Dargonesti
clans. The Speakers of the Blood govern daily life in
the Dargonesti cities, but the Speaker of the Moons can
overturn any decision made by the councils.
DARGONESTI RACIAL TRAITS
Dargonesti have all the elven racial traits, except as follows:
-
+2 Strength, +2 Dexterity, -2 Charisma.
-
Humanoid (aquatic, elf): Dargonesti are humanoids
with the aquatic and elf subtypes. They can breathe
underwater, have a base swim speed equal to their base
land speed, and gain a +8 racial bonus to Swim checks.
Dargonesti do not need to make Swim checks in order
to move underwater.
-
Elvensight: Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white
only, but it is otherwise like normal sight.
-
Alternate Form (Su): A Dargonesti can assume the
form of a porpoise as a standard action up to three
times a day. The Dargonesti may only take this form if
in a suitable aquatic environment.
-
Spell-like Abilities: Dargonesti with Intelligence scores
of 10 or higher gain the following spell-like abilities:
1/day - blur, dancing lights, darkness, and obscuring mist.
These abilities have effects as if cast by a sorcerer of the
Dargonesti's character level (DC 10 + Int modifier).
-
Seasense: Sea elves receive a +2 racial bonus to
notice details and peculiarities about water, such as
strange pollutants (including poison and diseases),
approximate depth, temperature, pressure, and the
like. A sea elf can intuit depth much as a human has an
instinctive sense of which way is up.
-
Surface Sensitivity (Ex): Dargonesti must spend at least
1 hour of every 24 hours underwater. If a Dargonesti
has been out of the water for longer than 23 hours, he
suffers a -2 circumstance penalty on attack rolls, saving
throws, and checks.
-
Weapon Proficiency: All sea elves receive free a Simple
Weapon Proficiency feat with the longspear, Martial
Weapon Proficiency feat with the trident, and Exotic
Weapon Proficiency with the net.
-
Automatic Languages: Aquan, Dargonesti. Bonus
Languages: Common, Dargoi, Dimernesti, Elven,
Ergot.
-
Favored Class: Fighter.
-
Level Adjustment: +2.
DIMERNESTI RACIAL TRAITS
Dimernesti have all the elven racial traits, except as follows:
-
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2
Charisma.
-
Humanoid (aquatic, elf): Dimernesti are humanoids
with the aquatic and elf subtypes. They can breathe
underwater, have a base swim speed equal to their base
land speed, and gain a +8 racial bonus to Swim checks.
Dimernesti do not need to make Swim checks in order
to move underwater.
-
Elvensight: Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white
only, but it is otherwise like normal sight.
-
Alternate Form (Su): A Dimernesti can assume the
form of a sea otter as a standard action up to three
times a day. The Dimernesti may only take this form if
in a suitable aquatic environment. A sea otter has the
statistics of a dire weasel, but with a swim speed of 40
feet, and no attach or blood drain abilities.
-
Seasense: Sea elves receive a +2 racial bonus to
notice details and peculiarities about water, such as
strange pollutants (including poison and diseases),
approximate depth, temperature, pressure, and the
like. A sea elf can intuit depth much as a human has an
instinctive sense of which way is up.
-
Surface Sensitivity (Ex): Dimernesti must spend at least
1 hour of every 24 hours underwater. If a Dimernesti
has been out of the water for longer than 23 hours, he
suffers a -1 circumstance penalty on attack rolls, saving
throws, and checks.
-
Weapon Proficiency: All sea elves receive free a Simple
Weapon Proficiency feat with the longspear, Martial
Weapon Proficiency feat with the trident, and Exotic
Weapon Proficiency with the net.
-
Automatic Languages: Dimernesti, Elven. Bonus
Languages: Aquan, Common, Dargoi, Dargonesti,
Ergot, Kothian.
-
Favored Class: Barbarian.
-
Level Adjustment: +1.
HALF-ELVES
Interactions between elves and humans have rarely been
happy. From the earliest days after humans and elves
awoke on Ansalon, long before the time of Silvanos,
humans and elves have clashed. Tragically, these conflicts
have sometimes involved the horrific crime of rape;
it is used as a weapon to demoralize and demean the
enemy populace, other times soldiers having their way
with the locals is simply seen as part of the spoils of
victory. In either case, in some occasions, a child is born
some months later. In these violent cases, the mother is
most often, but not always, the elven half of the child's
parentage.
Rarer, but not unprecedented, is the union of elf and
human based on love rather than force. The elves have
strong taboos against mixing bloodlines, and most human
communities aren't much more tolerant; thus, many such
relationships are kept secret even if the relationship is a
committed marriage rather than a brief affair.
Half-elves may inherit some of the best and worst
features of each of their parents. Somewhat taller and
more muscular than their elven parent, they lack much
of grace and beauty of pure elves. Half-elves are usually
distinguishable from humans by their pointed ears and
somewhat almond-shaped eyes, but these are not enough
to allow a half-elf to easily blend with elven society. Any
differences existing between half-elves of Qualinesti,
Silvanesti, or Kagonesti heritage is debatable and extend
only to cultural trappings acquired while growing up. On
the other hand, half-elves of sea elf descent are often very
distinct, and while they do not have the aquatic traits of
their sea elf parent, they retain much of the skin tone and
broad upper body that characterizes the Dargonesti and
Dimernesti.
Although the stereotype for half-elves is to be conflicted
and deal with a lifetime of inner turmoil, this is very
often truly the case. It is more common among half-elves
raised as elves; they see the world as if it were in slow
motion, with the elves in their family taking their time to
do anything. Half-elves in human settlements find that
humanity lives life for the now, makes important decisions
on the spur of the moment, and is otherwise a race of
reckless spontaneity. This may or may not be true, but it
is difficult for a half-elf to reconcile this with his internal
clock.
Half-elves often take the role of the diplomat in
any group of which they may be a part. A half-elf is
continuously attempting to reconcile their human and
elven halves, and as such, he can often see a situation from
multiple points of view. However, this dichotomy can
also cause a half-elf to be indecisive and hesitant in any
dealings with more than one race.
A half-elf lives in the society he was raised, though as an
adult, the choice is now his to make. Regardless of the
society of which he claims membership, he does his best to
remain aware of the cultural mores and occupies any role
that suits his skills.
In the past, most half-elves were of Qualinesti
heritage and originated in the borderlands of Qualinesti
forest, as elves living on the fringes of the woods came
into contact - both peaceful and violent - with the
humans in neighboring lands. The xenophobia shared by
Kagonesti and Silvanesti kept contact between elves and
humans to a minimum. In recent years, since the end
of the War of Souls, the immense and sudden changes
in elven geography and society have seen half-elves
born throughout Ansalon and to increasing numbers of
Kagonesti and Silvanesti parents.
A child of half-elven and half-human heritage breaks
taboos in both cultures. Because the arrival of a child
is extremely difficult to keep secret, often the mother
flees into exile, in some occasions accompanied by the
father, where she and the child can find some degree of
anonymity. This has led to a wide dispersion of half-elves
across Ansalon.
As they are not a nation unto themselves, half-elves
have no real collective identity and no leaders for
themselves. However, the leader of the elven refugees
in eastern Ansalon is Gilthas Pathfinder, Speaker of the
Sun and Stars, who carries one quarter human heritage
through his father Tanis Half-Elven, legendary Hero of the
Lance. This human blood causes many under his charge to
mistrust and actively conspire against him.
Without doubt, the most renowned half-elf leader in
Ansalon's history is the aforementioned Tanis Half-Elven.
Born after his Qualinesti mother was assaulted by human
brigands, he was raised in Qualinesti and attracted the
affection of Laurana, daughter of the Speaker of the Sun
at the time of the War of the Lance. His adventures are
well known, but his life and experiences were beyond
extraordinary and hardly typical of the life of a half-elf.
HALF-ELF RACIAL TRAITS
Half-elves have all the half-elven racial traits, except as follows:
-
Elvensight: Krynnish elves have low-light vision and
can see twice as far as a human in starlight, moonlight,
and similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances. Elvensight also includes
darkvision up to 30 feet. Darkvision is black and white
only, but it is otherwise like normal sight.
-
Automatic Languages: Common, Elven or local
regional language with which they were raised. Bonus
Languages: Any (except secret languages).
TINKER GNOMES
The most common type of gnome is the tinker gnome.
These are the gnomes of whom common folk tell tales.
Most tinker gnomes toil their lives away, working on their
Life Quests deep below Mount Nevermind. So for many
people, gnomes are considered to be folktales, like pixies
and fairies. Children on the mainland of Ansalon are told
that strange noises in the forest are the sounds of gnomes
creating wondrous fanciful items. Children born on
Sancrist know better; they have actually seen some of the
wonderful and disastrous inventions created by the little
people of Mount Nevermind.
Gnomes average a height of 3 feet and weigh between 45
and 50 pounds. They tend to have walnut-colored skin that
darkens with exposure to the sun. Their hair is thin and
naturally curly. Young gnomes have hair of silver, red, or
light brown, which often turns entirely white by adulthood,
although streaks of their original hair color may exist into
old age. Gnomish hair is nearly always messy or hastily
tied up to get it out of the way. Throughout the ages, it has
been determined that hair cutting inventions are best left
tested on mannequins or livestock; consequently, gnomes
rarely cut their hair. However, it grows rather slowly, and
male gnomes tend to only ever grow short curly beards.
Most gnomes have adapted clothing suitable for their
experimentation and work. Jumpsuits, leather aprons,
and overalls are all common apparel. They try to stay
away from clothing that will get caught in turning gears
or hamper their movement too much. In every case,
these outfits have numerous pockets to hold small tools,
paper, writing utensils, small parts, and any other items
the gnome may need. Although gnomes dress in simple
work clothes most of the time, they make up for it during
celebrations and important occasions. They prefer loud
flashy colors that make them stand out. As with their
inventions, they prefer flash and bang.
Gnomes do not stop to think; they go then think. They
resemble bees, tirelessly working, and moving. While they
do pause to rest, they are not known for their patience.
The ancient gnomish theorist Gneinstein said, "Time
stands still for no gnome, unless you involve magic, which
is cheating." So things must get done, and the sooner the
better. Every gnome understands that it takes a number
of times to perfect any process, and once it has been
perfected, it's time to improve upon it.
This constant motion can be infuriating to many other
races, who fail to comprehend the idea of not stopping to
smell the roses once in a while. Tinker gnomes have no
need to smell roses; they have invented machines to do
that for them. They prefer to categorize the roses, catalog,
dissect, and recycle them. This general attitude is often
perceived by non-gnomes as a complete lack of social
graces. Gnomes don't shake hands; they don't have the
time or inclination. They do not make small talk unless it
is pertaining to their own interests. Those gnomes who are
not from the Sociology Guild are usually ignorant of the
etiquette of other cultures and blithely assume that only
their own interests matter.
When it comes to intelligence, most gnomes are
extremely knowledgeable. They are proud of the
knowledge they have collected and always seek a way
to work it into their conversations. It makes them feel
important to demonstrate their skills. Unfortunately, much
of their knowledge is based on unproven theories and
assumptions. Ideas such as "Small rocks sink, but really,
really big rocks float because the continents and islands
stay above water" and "the farther you go up into the sky
the less you weigh" are still popular and hotly debated
among gnomes.
Gnomes give praise in small doses. Sometimes it
may appear as condescension, and in other cases, their
praise is always followed by criticism. These backhanded
compliments are actually well intended. The gnome is
simply trying to improve upon a process. Nothing is ever
good enough for a tinker gnome.. In some cases, gnomes
have been known to settle with using certain simple tools,
such as hammers, screws and pulleys, but this by no means
prevents some gnomes from working to improve them in
some form or fashion. Bigger is always better in the case of
a tinker gnome; to think otherwise is mad.
Gnomish society is comprised of a number of
organizations known as guilds. Each guild is centered
around a particular generalized area of interest and
contributes to the functioning of the society. The
Agricultural Guild provides food. The Medical Guild
supplies health care. The Acquisitions Guild makes sure
each guild has the resources they require and details
processes for obtaining and sending those supplies. Over
all, there are more than fifty major guilds and a score of
smaller ones. Those guilds that have applied sciences tend
to see many more applicants than theoretical guilds. Guilds
like the Astronomy Guild have relatively few members and
do not have much influence in the Grand Council.
The Grand Council is the ruling body of Mount
Nevermind. It consists of the leaders of each of the major
guilds. These leaders are elected in any number of different
ways, depending on the guild. Some are elected through
ballots, deliberates, seniority, or contests. Some leadership
positions are even hereditary. The Grand Council was
established to govern the gnomes and create laws that each
guild must obey, but the process and procedure of the
council is so complex and lengthy that very few decisions
are ever made. Many laws passed are simply ignored.
Usually, the individual guild leaders determine how their
guild will be governed.
In small communities of gnomes, the government
works a little more efficiently, because fewer gnomes are
involved in the process. Every guild in town is represented,
and each has their say in the matter. The most powerful
guild has the most influence, but often, the eldest gnome
of the community, who is considered the most learned, has
the final say in any matter.
Most gnomes reside within Mount Nevermind on the
Isle of Sancrist. It is the largest city of gnomes in Ansalon,
with over 50,000 gnomes living within the bowels of a once
extinct volcano. The city is thousands of years old and the
most technologically advanced on Ansalon. It was once
comprised of 35 separate levels, but during the Chaos War,
the volcano was brought to life by a fire dragon rampage
that entirely destroyed the upper ten levels. Thankfully,
much of the city was already evacuated before this
occurred. Since that time, the gnomes have been working
to repair the damage.
Outside of Mount Nevermind, there are a number
of gnomish settlements and communities. Villages are
usually hidden away in rugged foothills or other out of the
way places, where most folk are not even aware of their
existence. These communities are usually fairly small,
with just a few hundred gnomes. Most large cities also
have a small section of the town allocated for gnomish
communities.
TINKER GNOME RACIAL TRAITS
-
-2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom.
Small and skilled with their hands, gnomes tend to be
more agile but less physically strong than larger races.
With their keen inventiveness, gnomes are extremely
intelligent, but they often put the quest for knowledge
ahead of any consequences.
-
Small: +1 size bonus on attack rolls, +4 size bonus on
Hide checks, must use smaller weapons than Medium
characters, lifting and carrying limits three-quarters of
those of Medium characters.
-
A gnome's base land speed is 20 feet.
-
Guild Affiliation: At character creation, the gnome
character selects a Guild with which he is affiliated.
Since there are innumerable guilds, they are broken
into three major categories: Craft Guilds (bowyer,
blacksmithing, leatherworking, and the like),
Technical Guilds (architecture, chemistry, engineering,
scriveners, and others), and Sage Guilds (botany,
biology, education, mathematics, philosophy, and so
on). If the gnome selects a Craft Guild, he gains a +2
racial bonus on all Craft checks. Technically inclined
gnomes gain a +2 racial bonus on all Profession
checks. Sage gnomes receive a +2 racial bonus on all
Knowledge checks.
-
+2 racial bonus on Craft (alchemy) and Craft
(tinkering) checks. Gnomes have a keen sense of smell
that helps them identify noxious substances, and
all gnomes are at least somewhat skilled in making
something out of disparate pieces.
-
+2 racial bonus on Will saves. A gnome is constantly
involved in the pursuit of a Life Quest. If the gnome
appears constantly distracted from day-to-day matters,
the gnome is caught up in thinking, dreaming, or
planning his Life Quest. Because of this, it is difficult to
sway a gnome from his chosen path.
-
Automatic Languages: Common, Gnome. Bonus
Languages: Dwarven, Ergot, Ogre, Solamnic.
-
Favored Class: Any. A gnome's first class (the class he
takes as a 1st-level character) is his favored class.
MAD GNOMES
In every society, there are individuals who operate outside
of the accepted norm. This is no different for the gnomish
race. In gnomish society, these individuals are known as
mad gnomes. They are gnomes who repeatedly break or
no longer conform to the acceptable customs of society.
Following the Chaos War, many more so-called mad
gnomes have surfaced in communities outside of Mount
Nevermind. Understandably, this has given rise to great
concern and conjecture among the gnomish community,
as well as a profitable series of lectures.
There are a number of different ways a gnome
might become branded a mad gnome. The gnome may
continually break the laws of their Guild, sabotage another
gnome's Life Quest, persistently display thought processes
that do not resonate with gnomish culture (such as
believing in Cause and Effect), always creating devices that
work and are considered complete, or even displaying no
inclination for tinkering or science. In all cases, the gnome
is considered damaged in some way.
Throughout the ages, gnomes have tried to institute
various programs to assist these gnomes and re-educate
them. In some cases, brainwashing has been effective,
but the practice fell out of favor when a mad gnome
abducted a number of guild leaders and used the same
technique to make them believe they were chickens; the
deprogramming took months. The mad gnome was never
found, although his elaborate and ingenious plan did make
the Grand Council think twice about branding him a mad
gnome.
When gnomes are officially cast from society, a public
trial is held in which the offending gnome is given a
chance to speak for himself. Often times, the damage
that has been done is irreversible, and the condemned
only makes matters worse. In the trial, only the offender's
abbreviated name is used. The book containing their full
name is reduced to pulp to be recycled. Any inventions the
mad gnome created are dismantled for parts. Their guild
affiliation is revoked and their Life Quest is either handed
down to another member of the family or regrettably left
unfinished, which brings great dishonor to the gnome's
family and ancestors.
Outside of Mount Nevermind, the process is much
less official, and most gnomes simply expel the offending
gnome from their community with a gnome flinger and a
few choice words.
Mad gnomes look exactly like their tinker gnome cousins,
and as any given family could produce both tinker gnomes
and mad gnomes, not even a close relative can isolate
any specific differences. Mad gnomes - especially those
who are given to calling themselves thinkers - are more
likely to dress casually. They are more careful as to how
they present themselves to the outside world, with far less
concern for immediacy.
Gnomes branded as mad gnomes usually react one of
two ways. Either they are deeply remorseful for their
behavior and saddened at the loss of connection to their
community, or they are actually relieved to finally be free
to go into the world and act as they wish. In either case, the
social restrictions of the gnomish culture have been lifted
for this particular character.
Mad gnomes have dreams and aspirations, just like
everyone else. Some even continue on their Life Quest
without the authorization of their former Guild. Once
they have been exiled, most find a place to settle down
until they determine how to best proceed. Those gnomes
who do not go into hiding often begin businesses in small
towns or villages away from other gnomes.
Mad gnomes do not have a society of their own. Most are
outcasts from gnome society or choose not to be part of
it. They usually live among other races or in seclusion.
Some mad gnomes who are cast from Mount Nevermind
will occasionally try to make a life in one of the gnomish
settlements on the mainland. Unfortunately for the gnome,
he is usually discovered and run out of town.
Mad gnomes are more likely to be leaders than tinker
gnomes. They are often able to work outside of the normal
gnomish mentality and focus their thoughts. Despite this,
there are no significant mad gnome leaders, as no tinker
gnome would consider following the orders of a mad
gnome.
MAD GNOME RACIAL TRAITS
Mad gnomes share all the racial traits of tinker gnomes
except as follows:
-
+2 Dexterity, -2 Strength. Mad gnomes do not display
the feverish creative genius possessed by ordinary
gnomes, nor are they as inclined toward acting before
thinking.
-
Mad gnomes have a +2 racial bonus on Open Lock
and Disable Device checks. They possess a greater
understanding of small mechanical devices and work
on the smaller scale. Mad gnomes can use both the
Open Lock and Disable Device skills untrained. This
replaces the tinker gnome Guild Affiliation.
-
Mad gnomes lose the +2 bonus on Will saves, since
Lifequests simply have no real meaning to them
anymore.
-
Favored Class: Any. When determining whether a
multiclass mad gnome takes an experience point
penalty, his or her highest-level class does not count.
Without the same focus and commitment to a single
lifelong career as other gnomes, mad gnomes have
reverted to the human quality of adaptability.
WILD GNOMES
The gnomes of the Great Moors of Nordmaar have adapted
rapidly to a life of rustic inventiveness and communal
living, thanks to the inspirational leadership of Picket,
their founder. These gnomes have become highly skilled,
if erratic and unpredictable, biological tinkers, producing
some of the most bizarre and unexpected plants and
creatures on Ansalon.
Wild gnomes range from 3 1/2 to a little over 4 feet in
height. They have dark brown skin, usually covered in
paints, oils, or herbal poultices. Their hair is naturally
white, but they keep it in long ropey dreadlocks or bound
up in braids and stiffened with fat or gum. Their eyes are a
bright cobalt blue.
Wild gnomes are obsessed with life and living things.
Despite their name, they are not barbaric, merely
unconcerned with civilization. Wild gnomes are unable
to resist tinkering with genetics, hybridizing plants,
interbreeding animals, and producing salves, poison, oils,
and tinctures from organic sources. This makes them
much more sympathetic to nature's inhabitants, although
outsiders might view it as indifference.
A wild gnome who meets another creature spends
some time studying, sniffing, prodding, and comparing
it to other things. Wild gnomes have long discarded any
notions of cleanliness or orderly conduct. Wild gnomes
tend towards a chaotic alignment and are usually neutral.
Very few wild gnomes are evil, only misunderstood.
Wild gnome society is commune-based. They work
together, organized under a single leader or group of
leaders, but share almost everything and fall naturally into
roles matching their talents. They are exclusively rural, in
between the somewhat civilized society from which they
once came and the tribal existence of the humans who
share their lands.
WILD GNOME RACIAL TRAITS
Wild gnomes share all the racial traits of tinker gnomes
except as follows:
-
-2 Strength, +2 Constitution, +2 Intelligence, -2
Charisma. Wild gnomes are considerably hardier than
ordinary gnomes but not as agile and nimble. They
are just as intelligent, but while they are slightly more
aware than other gnomes, their propensity for treating
others as case studies makes them less socially gifted.
-
+2 racial bonus on Handle Animal, Knowledge
(nature), and Survival checks. This bonus replaces the
tinker gnome Guild Affiliation, Craft (alchemy), and
Craft (tinkering) bonuses. Wild gnomes are generally
more focused in these areas than the broader range of
guilds among ordinary gnomes.
-
+2 racial bonus on saving throws against poison
and disease. Wild gnomes have built up a number of
resistances to the dangers of their environment.
-
Favored Class: Ranger.
HALF-GNOMES
Half-gnomes are exceedingly rare. Few humans or gnomes
are even aware that any half-gnomes exist, let alone
acknowledge it if they do know. As opposed to some
other races, gnomes do not frequently come into conflict
with humans, a common origin of many mixed-race
individuals. The pairings that have produced children
in the past have been most often between a gnome and
human who share a similar obsession. Many members
of both races find such relationships odd and sometimes
scandalous, but intellectual attraction follows no known
rules of rationality.
Half-gnomes resemble taller, stockier versions of their
gnome parent. Upon adulthood, half-gnomes generally
are between 4 1/2 and 5 1/2 feet tall. Male half-gnomes
have difficulty growing facial hair; it usually grows
patchy and wiry. Most males end up bald by adulthood.
Approximately three-quarters of all half-gnomes inherit
the coloration of their human parent; the other quarter has
typical gnomish coloration and are prematurely
gray-haired.
Half-gnomes tend toward one of two extremes; some
inherit the obsessive natures of both parents and, perhaps
enhanced by the mixed bloodline, develop pathologically
obsessive personalities to the point of compulsion. In
some cases, half-gnomes need to be assisted in normal
living; they will repeatedly forget to perform necessary
mundane tasks, such as eating, as they become so fixated
on exploring a highly focused object of study.
On the other extreme, some half-gnomes have
inherited neither of their parents' intellectualism and are
incapable of studying anything to any degree of depth.
They drift from one interest to another with no rhyme or
reason; today's keen enthusiasm is tomorrow's passing
fancy. The unfortunate parents usually have no idea how
to deal with such a person and intense familial friction can
result.
The personality of a half-gnome is expressed markedly
in his actions. A single-minded half-gnome makes his
obsession the central focus of his life, which means he
ignores events playing out around him unless they have
some bearing on his fixation. His jack-of-all-trades kin,
on the other hand, is erratic and finds it hard to keep
focused on any one task or activity for long, quickly being
distracted by new things, finding another approach to
something he was already doing, giving up and walking off
in search of something else, and so forth.
As with most mortals of mixed race, half-gnomes do
not form a distinct nation. A few have lived in Mount
Nevermind, more than half of these born to human
mothers and gnomish fathers. Outside of Mount
Nevermind, a small number of half-gnomes have lived
among gnomish communities in Palanthas, Sanction, and
Kalaman, where gnomes and humans come into contact
and work together.
HALF-GNOME RACIAL TRAITS
-
+2 Intelligence, -2 Wisdom. Half-gnomes share the
keen intellect of their parents but have a poor sense
of judgment and common sense, due to their extreme
obsessions or complete lack of focus.
-
Medium: Half-gnomes are larger than standard
gnomes.
-
A half-gnome's base land speed is 30 feet.
-
Single-Minded: One half of all half-gnomes inherit the
gnomish obsession with a specific area of expertise or
knowledge. These half-gnomes gain a +2 racial bonus
on any one skill chosen at 1st level. This skill is always a
class skill for the half-gnome, regardless of class, but he
must always have more skill ranks in this skill than his
character level or incurs a -2 penalty to all other skill
checks. A half-gnome with this racial ability does not
have the Jack-of-All-Trades racial ability.
-
Jack-of-All-Trades: Those half-gnomes who are not
born with the gnomish obsession for a specific area
of expertise find that they acquire many skills but can
never truly master any of them. Half-gnomes with this
ability treat all skills as class skills, regardless of class,
but they must abide by the cap on skill ranks they
would have if they were all cross-class skills (character
level +3 divided by two). In addition, half-gnomes with
this ability gain a synergy bonus at 3 ranks instead of
the standard 5 ranks. This ability replaces the class skill
list of a half-gnome's classes. A half-gnome with this
racial ability does not have the Single-Minded racial
ability.
-
+2 racial bonus on Will saving throws. Half-gnomes,
whether they are single-minded or hopelessly shallow,
are resistant to efforts that sway them from their
inclinations.
-
Automatic Languages: Common, Gnome. Bonus
Languages: Any. Half-gnomes often take their human
parent's regional language as a bonus language.
-
Favored Class: None. Half-gnomes do not treat
any class as a favored class for the purposes of
multiclassing, which means they must either remain in
one class or sustain a balance between all their classes
to avoid a -10% experience point penalty. Singleminded
half-gnomes favor the former, while jacks-of-all-trades prefer the latter.
GOBLINS
While the term "goblin" applies to all examples of
goblinkind, it is usually used to describe the lesser,
common goblin of Krynn. Short in stature but large in
number, common goblins make up almost seventy percent
of the goblin population on Ansalon, even more on other
continents. Although they outnumber their larger cousins,
the hobgoblins and bugbears, they are hindered by a racial
imperative to remain subservient to them.
A few goblins break out of this groveling mindset,
and these are the chieftains and heroes of legend,
like Snagglefang, Deathwielder, and Shadowstalker.
Predictably, the bards and skalds of humans, elves, and
dwarves have never heard of these legendary goblin
champions. For the goblins, this is considered more a
sign of the other races' ignorance than a sign of their own
kind's doomed future. A well-known aphorism among the
bards of other races is this: "Set a goblin free, and you free
a hundred others." This saying is possibly more prophetic
than the bards will ever know.
Common goblins are small, spindly-limbed humanoids
with skin ranging from a pale yellow through russet-orange
to a dark reddish-purple, depending on climate
and other influences. They have dark hair, usually thin and
stringy or growing in tufts from their cheeks and chins,
and dull red or yellow eyes. Never more than three and 1/2
feet tall, goblins weigh between 40 and 45 pounds and are
marked by their pointed ears, sharp fang-like teeth, and
swift movement.
Goblins dress in leathers, skinned from any animal
they can swarm upon and bring down; some tribes
decorate or tattoo their warriors and chieftains with vivid
markings or practice ritual scarification. Jewelry, mostly
copper or bronze, is favored by females in the form of
body-piercings and by males in the form of bracelets, torcs,
and trinkets.
Goblins value and respect power and strength. They aspire
towards it, although most accept they cannot be powerful
and strong themselves. They quickly adopt mob rule and
mob mentality when brought together in a large group.
This strongly resembles the manner in which wolves move
as packs behind a strong leader. By himself, a goblin is
more likely to focus on non-group traits, such as survival,
cunning, and the use his size and speed to get what he
wants. A goblin without a tribe or group often appears to
be lost or alone, cut off from society, but in truth many
lone goblins are entirely confident.
Goblins skulk, hide, and sneak whenever possible.
Outside of combat, they emphasize their smaller size
and generally try to remain out of sight or unnoticed.
Because they are so used to being bullied or abused by
larger creatures, including humans, even the more civilized
goblins of Sikk'et Hul are constantly on guard for a smack
on the back of the head, a knife in the guts, or something
poisonous in the food.
When engaged in a conversation, a goblin speaks
rapidly and nervously. Although they are small and forced
to look up at their superiors, goblins almost always avert
their gaze. There is safety in numbers, so many goblins in
social situations will gravitate towards a cluster of other
people of similar size. Failing that, they will hover in the
shadow of a superior or a stronger character.
In the absence of bugbears or hobgoblins, the strongest
and largest of the common goblins rules a tribe. Often
leadership is won in combat, whether honorably or
through trickery and assassination. Some leaders, called
rukras, have been known to slay other strong members
of the tribe, especially if they might pose a threat to their
leadership. Rukras lead through strength, viciously striking
down those who oppose them or who are weak and ill,
forcing the tribe to slow down on their constant march.
Despite their callousness, the rukras have the best interest
of the tribes at heart - food, survival, and staying miles
ahead of their enemies.
In mixed-breed communities of goblins, which include
the larger subraces, the leader will always be a hobgoblin
or bugbear, known as a murza. A murza will sometimes
work with existing goblin rukras if the tribe is particularly
large, delegating authority. Normally, the sheer difference
in size and physical power makes it difficult for any goblin
to stand up to the larger goblinoid breeds, so falling into
the rukra-murza relationship is quite natural. Goblin tribes
that live in mountains are more likely to have bugbear
murzas, while goblin tribes living in warmer climates or
near hills are more likely to have hobgoblin murzas.
GOBLIN RACIAL TRAITS
-
-2 Strength, +2 Dexterity, -2 Charisma. Goblins are
somewhat weak and socially awkward, but nimble and
quick.
-
Humanoid (goblinoid): Goblins are humanoids with
the goblinoid subtype.
-
Small: As Small creatures, goblins gain +1 bonus to
Armor Class, +1 bonus on attack rolls, +4 bonus on
Hide checks, -4 penalty on grapple checks, and lifting
and carrying limits 3/4 those of Medium characters.
-
A goblin's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
+4 racial bonus on Move Silently and Ride checks.
-
Automatic Languages: Goblin. Bonus Languages:
Common, Dwarven, Elven, Nerakese, Ogre.
-
Favored Class: Rogue.
BUGBEARS
The largest and wiliest of goblins are the bugbears, so
named by humans because of their hairy pelts and bearlike
noses. They have become the worst nightmares
of many human settlements in mountainous areas.
Aggressive, muscular, and quick, bugbears represent the
segment of the goblin population about which the more
civilized races - and the goblins of Sikk'et Hul - have the
most to be concerned. Unhindered by the strict militaristic
dogma of the hobgoblins or the tendency towards
groupthink of the common goblins, bugbears are the ideal
marauder race.
Bugbears are large, muscular goblins, standing as tall as 7
feet and towering over other goblin races. They are covered
in coarse brown, black, or piebald hair; coloration varies
greatly even among family groups. Bugbears have the
same flattened faces as other goblins, although their ears
are even more pronounced, their noses broader and more
ursine, and their mouths filled with sharp teeth and tusks.
Despite their hulking shapes and awkward gait, bugbears
are just as stealthy, swift, and agile as their smaller cousins.
Aggression is the number one bugbear personality trait. It
can reach levels of animal-like ferocity at times, especially
in bugbear barbarians. Others tend to express it in terms
of being possessive, wanting more from life than it gives
them, and bullying any creature smaller than they are in
order to get what they want. Bugbears will stand up to
anyone.
Bugbears are always keen to get into a fight, although
unlike other warlike races, such as ogres, they don't rush
into conflict. They aren't just violent; they're stealthy, so a
bugbear's general attitude towards conflict is to come in
from the side and never give their opponent a chance to
react. This is true even in social situations; a bugbear will
only speak in a direct fashion when making a decision.
When at rest, they seem awkward and uncoordinated.
When in motion, however, a bugbear is a frightening
display of grace and speed, ignoring three hundred pounds
of hair and muscle in the process. Bugbears are savage,
almost bestial, but capable of subtle nuances that other
races completely miss, because they're still looking for the
beast.
The leader of a bugbear tribe is called a murza. These are
usually the biggest and meanest of their tribes. Murzas
administrate all forms of authority, deciding who the
bugbears are going to war with, who they are making deals
with, and who is going to be ignored. From time to time, a
murza will be challenged by another bugbear. One of the
two will win, or if both are evenly matched, the tribe will
sometimes split in half. The newer murza spends a great
deal of time asserting his new power, and if he has caused
a tribal split, he can look forward to weeks of dissent and
complaints.
Bugbears who share a tribe with hobgoblins find their
leadership styles differ greatly. Usually, if a hobgoblin
murza can demonstrate to a bugbear murza that he has
either more power or more support than he does, the
bugbear murza will accept a lower position of power. Of
course, as soon as the hobgoblin displays any weakness,
the bugbear will immediately attempt to seize control.
BUGBEAR RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +2 Constitution, -2
Charisma.
-
Humanoid (goblinoid): Bugbears are humanoids with
the goblinoid subtype.
-
Medium size.
-
A bugbear's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A bugbear begins with three levels of
humanoid, which provide 3d8 Hit Dice, a base attack
bonus of +2, and base saving throw bonuses of Fort +1,
Ref +3, and Will +1.
-
Racial Skills: A bugbear's humanoid levels give it skill
points equal to 6 × (2 + Int modifier). Its class skills are
Climb, Hide, Listen, Move Silently, Search, and Spot.
-
Racial Feats: A bugbear's humanoid levels give it two
feats.
-
+4 racial bonus on Move Silently checks.
-
+3 natural armor bonus.
-
Scent (Ex): A bugbear has a keen sense of smell. He can
detect opponents within 30 feet given range (60 feet
if the scent is upwind, 15 feet range if it is downwind)
and may take a move-equivalent action to determine
the direction of a scent. If an odor source is within 5
feet, the bugbear can pinpoint that source. Bugbears
can use the scent ability to track an enemy by smell.
-
Automatic Languages: Common, Goblin. Bonus
Languages: Dwarven, Elven, Nerakese, Ogre.
-
Favored Class: Rogue.
-
Level Adjustment: +1.
HOBGOBLINS
Brawny and militaristic, the hobgoblins of Ansalon occupy
a significant place in the heirarchy of goblinkind. They
are stronger than the smaller common goblins and more
disciplined and organized than their larger bugbear kin.
Hobgoblins thrive on war, terror, and the ever-present
impulse within them to oppose all other races. There
is hope yet, however, for within their ranks are many
independent hobgoblins whose understanding of social
networks exceeds their thirst for conquest. Rising out of
the hobgoblin war machine, these donek, or renegades, are
but one sign of the changing face of goblinkind's strongest
breed. The most famous hobgoblin of Ansalon is Lord
Toede, the current Mayor of Flotsam and former Dragon
Highlord. His situation is somewhat unique; other famous
hobgoblins are nowhere near as well known outside of
goblin, ogre, and Nerakese circles. The half-giant Ankhar,
champion of Hiddukel, consulted with his adopted
hobgoblin mother and high priestess, Laka; a line of
mighty and brutal hobgoblin kings of Throtl ended in
recent years with the disappearance of King Uhkrin. As
donek abandon their brutal pasts and seek places among
the more civilized goblin tribes, and as huge armies of
hobgoblins are splintered by opposition from the Solamnic
Knights and their allies, Toede will soon find company in
infamy.
Hobgoblins resemble their smaller goblin cousins -
flattened facial features, pointed ears, sharpened teeth,
foul odor - but they are much stronger and at least as large
as an adult male human. They have deep tan to dark red
skin, yellow eyes, and black or brown hair. Compared to
a human, a hobgoblin is faster and can withstand more
punishment. Often clad in heavy leather brigandine or
chainmail, hobgoblins favor the appearance of disciplined
soldiers and use either the traditional longsword or a keen-bladed
axe in battle.
Hobgoblins enjoy structure, order, and an established
hierarchy within which to operate. They prefer the vertical
rungs of command rather than the horizontal qualities of
a team; it is easier to motivate a hobgoblin with promises
of promotion, recognition, or reward than it is to reinforce
any kind of equity with his peers. Although they favor
battle and glory, hobgoblins are almost always honorless
fighters. They do not see the value in upholding some kind
of higher code, like the Oath and the Measure, and see
such things as chains worn by the weak-minded.
Hobgoblins love to fight, debate strategy, and be called
on to achieve some kind of objective. When left to his
own devices, a hobgoblin bores easily and will pick fights
with his inferiors. A hobgoblin in an adventuring party
quickly determines where he is in the group's chain of
command and will stand between weaker members and
their opponents.
Hobgoblin tribes, or auls, are lead by a murza, who
surrounds himself with a troupe of bodyguards, assassins,
shamanic advisors, and at least one traitor who wishes
to see him dead. If bugbears are in the group, many
hobgoblins answer to them and not their own murza.
If lesser goblins are in a group with the hobgoblins, the
murza finds he has an army of willing followers.
HOBGOBLIN RACIAL TRAITS
-
+2 Dexterity, +2 Constitution.
-
Humanoid (goblinoid): Hobgoblins are humanoids
with the goblinoid type.
-
Medium size.
-
A hobgoblin's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
+4 racial bonus on Move Silently.
-
Automatic Languages: Common, Goblin. Bonus
Languages: Camptalk, Dwarven, Elven, Nerakese,
Ogre.
-
Favored Class: Fighter.
-
Level Adjustment: +1.
HALF-GOBLINS
Throughout Krynn's history,
goblins and humans have
lived in close proximity
to each other. Whether by
accident or design, a child
is occasionally born out of a
union of both races. These
tortured progeny, if not
abandoned at birth to the
elements, are raised within cultures that both hate and
inspire them. They inherit all the ambition and drive of
their human parent and the ferocity and mob mentality
of their goblin parent. If left to reach adulthood, the result
is a zealous outcast who seeks to right all of the wrongs
inflicted on his ancestors. Although some half-goblins rise
to positions of power in goblin or human communities,
most spend their entire lives trying to convince either race
that the future lies with them.
Half-goblins are scrawny, hunched humanoids who share
the height and musculature of their human parent and the
flattened features, pointed ears, and awkward posture of
their goblin parent. Although half-goblin skin tones can
vary greatly, most have a reddish or rust-colored tinge
to their complexions. Some half-goblins, such as those
with bugbear ancestry, are hairy and bulky around the
shoulders; those with goblin ancestry are smaller. Half-goblins,
while of a similar size to hobgoblins, look quite
different; they do not have the sharp teeth of goblins, and
their human-looking eyes betray their mixed blood.
Half-goblins are typically confident, self-assured, and
filled with a zealous drive to surpass themselves and
their heritage. This may strike a curious contrast to their
poor Charisma, but in truth, their expression of their
own divided bloodline comes across to most others
as overbearing, arrogant, or aggressive. This can score
them points in societies that value or respect this kind of
approach, but most of the civilized races of Ansalon see
half-goblins as very obnoxious until they reveal more
of themselves.
A half-goblin will see the bigger
picture when confronted by a gulf
between any two groups, so he pushes
the issue whenever the question of
taking sides comes up. He will suggest that
a compromise can be reached or that both
sides must come together to oppose a larger
problem.
Half-goblins are larger and less
awkward-looking than their goblin
cousins, but those who grow up
among goblins learn to move as
they do - swift, short bursts,
followed by sniffing the
air and investigating the
environment. Half-goblins
from human towns or
settlements never learn
this sort of behavior.
Both types of half-goblin
are confident,
rarely showing any sign
of cowardice or even
caution. Thus, while they
may have the right
skills for stealth,
most choose
not to use it
unless there is
a need.
Half-goblins find themselves filling leadership positions
in tribes of goblins or humans, once they prove the worth
of their ambition. Those who acquire status or power
may quickly become frustrated. Half-goblins question
leadership; they will not simply follow anybody who comes
along. At times, a half-goblin will assume temporary
control over a party of adventurers or a military unit,
simply because it serves the group as a whole. After time,
if the old leader is not replaced, the half-goblin makes this
temporary role permanent.
HALF-GOBLIN RACIAL TRAITS
-
+2 Dexterity, -2 Charisma.
-
Humanoid (goblinoid): Half-goblins are humanoids
with the goblinoid type.
-
Medium size.
-
A half-goblin's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
+2 racial bonus on Bluff and Move Silently checks.
Half-goblins inherit their goblin parents' knack for
stealth, and most are also adept at fooling others in
order to survive to adulthood.
-
+4 racial bonus on Will saving throws to resist charm,
compulsion, and fear effects. Half-goblins are fiercely
resistant to attempts to control and manipulate them.
-
Automatic Languages: Common, Goblin. Bonus
Languages: Dwarven, Elven, Nerakese, Ogre.
-
Favored Class: Any. When determining whether a
multiclass half-goblin takes an experience penalty, his
highest-level class does not count.
KENDER
Kender are the children of the Krynn. They are an
adventure-loving, curious, spontaneous race that embodies
the youthfulness and lust for life many adventurers share.
Their closest relation on other worlds would be halflings,
but even halflings cannot compare to a kender's curiosity,
fearlessness, or knack for finding trouble.
Almost every kender encountered is in the thrall of
wanderlust, an affliction striking kender hard during their
late teen and early adult years. Wanderlust causes kender
to pick-up and travel the world far and wide in search of
one exciting adventure after another. They roam aimlessly
and are not known for following orders, unless they believe
they came up with the idea themselves or are interested
enough in what might happen if they followed that order.
Every race on Krynn has encountered the kender. A
kender's curiosity and fearlessness take them to places
no sane being would think to go. This includes pockets,
private homes, and locked chests. However, the majority
of kender are appalled at the thought of stealing. Most true
kender do not steal; they handle. Handling is simply the
act of picking up an item and examining it out of curiosity.
They are often so involved with examining the item that
they wander away and forget to return it. To a kender, this
makes perfect sense, but to other races, it's just another
word for stealing.
Kender typically stand no more than 3 to 4 feet tall, with
the males usually being taller than the females. They
weigh between 80 and 100 pounds. Adult kender are well
muscled, despite being thin and light of build. Kender
are sometimes mistaken for young humans, but closer
inspection reveals the pointed ears, face wrinkles, and
many pouches indicative of kender. Kender find their
face wrinkles, also called crow's feet or laugh-lines, highly
attractive.
Kender hair color ranges from light blond to deep
brown to black with a few sporting red-orange hues. Most
kender wear their hair long. The most common hairstyle
is the topknot. It's also common among kender nobility to
braid their sideburns as a sign of their status.
Kender typically favor bright colors and gaudy apparel
that is at the same time rugged and rustic. Most kender
add accents to their clothing and weapons by tagging
them with ribbons, feathers, beads, or colorful scarves. All
kender-made clothing, regardless of what it is, has pockets
and lots of them. The staple of all kender outfits, however,
is the many pouches. It is rare to see a kender with less
than two pouches, though they usually have many more
than that.
An old kender proverb goes: "If you find an open door, go
inside, and if you find a locked door, open it." Kender are
born with the heart of an explorer and an intense curiosity
that can not be denied. This leads them to explore every
nook and cranny, check behind every door, and snoop in
every pocket. Over time, a kender can learn to understand
the need for caution in some situations, such as when their
friends may be hurt as a direct result of their actions.
Kender are attracted to magic and gadgets like dwarves
to ale. Kender are in awe of anything magical; items, spells,
and creatures pique a kender's interest, and they can often
be found wandering around places rumored to be magical.
Gnomes are very fond of kender, because they are fond of
anyone who shares an interest in their creations; however,
a kender will rarely hang around for the full explanation of
an invention's specifications.
Kender do not feel fear, magical or otherwise. In the
face of the most intense fear, most kender have stated that
they have felt an odd fluttering in their stomach, similar to
getting a bad case of indigestion. This is usually enough to
let the kender know they are in a perilous situation. They
are unaffected by dragon fear, the fear of the undead, and
any fear created through magical means. This does not
mean that kender are entirely reckless and without a sense
of self-preservation, however. The only thing a kender
usually fears is the loss of a close friend.
Kender are fiercely independent. This independence,
coupled with their fearlessness and irrepressibility, often
gets the kender and his companions into trouble. "I know
you told me not to open the door with the magical writing
on it, but it had such an interesting lock, much like the
one my Uncle Lefty had the accident with, and it was
much closer than that other ordinary looking door. Sorry
about the whole banshee thing, but I think it'll be morning
soon and we'll be able to crawl out any time now." The
most feared statement any fellow traveler can hear from a
kender companion is "Oops!"
Kender have a unique concept of personal property. If
they see something not being used, they will pick it up and
take it with every intention of giving it back to the owner
when they are done using it or looking at it. It's really not
their fault they forget to give it back. Naturally, most others
term this as thieving, but kender see it as simple handling
and are simply curious about the world around them.
This absentminded approach to others' personal
property can make the owner view a kender as a liar when
he is caught in the act. In most situations, the kender will
automatically have an excuse ready:
"You left it, so I didn't think you wanted it anymore."
"I was just holding it for you."
"I was gonna give it back, but you wandered off somewhere."
"It must be magical, because it just appeared in my pouch!"
"Someone was going to steal it, so I'm holding it for safekeeping."
"Just because I have it, and you didn't know that I took it, doesn't mean I stole it."
Even more frustrating for the owner, the kender is
totally sincere and truly believes what they have just said.
Kender do not always realize what they are doing might be
wrong.
A minor collection of kender elders presides over most
kender communities. In smaller communities, one or two
older, more experienced kender are often looked up to and
consulted for their wisdom. They are unofficially given
the authority to act as arbiters of local disputes. In larger
communities, this usually manifests as a Council of Elders.
In addition to the every day problems of the community,
the Council of Elders usually makes laws (that are rarely
followed) and makes important decisions (like what color
every one must wear on the third day of every month).
Ruling over most councils is one individual who has
somehow found himself in the esteemed position of
ruler. Kender often follow anyone who has a high enough
Charisma. Kender tales tell of communities ruled by all
manner of beings: a kindly barbarian ogre, a traveling
minotaur bard, an insane wizard, a ghost, a sphinx, and
even a mysterious wooden totem pole that the kender
swore spoke to them when the wind blew. Although some
of these may simply be kender tales, they are not far from
the truth. The present ruler of Hylo, Belladonna, rudely
took the reigns of power from the Windseed family, rulers
for an unprecedented twelve years!
The majority of the kender nation is located primarily
in the region of Hylo in Northern Ergoth. Sometimes
referred to as Kenderhome, the inhabitants of Hylo are
a content group of people. They are well protected on
all sides from outside threats, and due to the fact that
there is very little there others would want, the citizens of
Kenderhome have lived in relative ease for thousands of
years.
Since the majority of the inhabitants are kender, most
other races steer well clear of this region of Northern
Ergoth. The kender here are typical kender. They are
interested in other races, open, friendly, and willing
help outsiders. The region is populated with kender
tree villages, ancient ruins, and small hamlets. To most
people, the homes in these areas look unfinished. The
motley collection of domiciles are mismatched and run
together. Ladders run straight from some homes up into
tree dwellings and rope bridges connect others. People
from other races just shake their heads and wonder how
the kender survive and know where they're going.
Kender are also known to reside in small villages
and cities on the outskirts of the Desolation in the east.
These kender are often dark and sullen folk, afflicted by
the taint of magic corrupting their former homeland of
Goodlund.
KENDER RACIAL TRAITS
-
+2 Dexterity, -2 Strength, -2 Wisdom. Quick and agile,
the small and wiry kender are built for nimbleness
rather than brute strength. Driven by insatiable
curiosity, kender lack the ability to think things
through or to consider the consequences of their
actions.
-
Small: As Small creatures, kender gain a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a
+4 size bonus on Hide checks. They must use smaller
weapons than humans use, and their lifting and
carrying limits are three-quarters of those of Medium
characters.
-
A kender's base land speed is 30 feet. Kender are faster
than their size would suggest.
-
Weapon Familiarity: Kender treat any kender exotic
weapon as a simple weapon.
-
+1 racial bonus on all saving throws. Due to their
eternal optimism and inherent belief in the goodness
of all people, kender manage to survive and thrive in a
world that is often hostile to them.
-
+2 racial bonus on Spot checks.
-
+2 racial bonus on Open Locks and Sleight of Hand
checks. Kender can use these two abilities as though
they were trained, even if they have 0 ranks in the
skills.
-
Lack of Focus: Kender have a -4 racial penalty on
Concentration checks. Kender don't necessarily
lack magical talent, but their general lack of focus
discourages them from pursuing careers in magic.
-
Taunt: Kender have an uncanny insight into the
motivations and characteristics of other races. They can
use this insight to unleash a verbal barrage of sarcasm,
insults, and crude comments that cause the targeted
victims to lose their temper. Kender receive a +4 racial
bonus on all Bluff checks to taunt someone.
-
Fearlessness: Kender are immune to fear, magical and
otherwise.
-
Automatic Languages: Common, Kenderspeak. Bonus
Languages: Dwarven, Ergot, Elven, Goblin, Solamnic.
-
Favored Class: Rogue.
AFFLICTED KENDER
After the Chaos War, when the gods made a pact with
Chaos and the great Dragon Overlords first appeared on
Krynn, Malystryx arrived soaring over the Misty Isles.
The great red dragon claimed all the lands from the Dairly
Plains to the Bay of Balifor. She took up residence and
began to use her magic to transform the surrounding
lands into a habitat more suitable for her. Once lush forests
withered and died. Forest fires broke out. The land became
arid and dry, and animals became sick from the blight
Malystryx brought to the land.
Eventually, every living thing on the Goodlund
Peninsula was affected by her magic. The kender living
there could feel it, and it changed them. It saddened them
to see the lands that they called home dying, knowing
there was nothing they could do to stop it. They were
powerless to prevent this perversion.
Within a year of Malystryx's arrival, she had made
her way to Kendermore. Once there, she slaughtered
thousands of kender. The destruction was so horrible
and on such a grand scale that any living kender who was
tainted by the Overlord's magic or witnessed the horrors of
the attack learned the one thing kender had blissfully been
immune to since their creation: fear. The survivors headed
west toward Hylo, the only other major kender nation on
Ansalon, each bringing some atrocious tale of death and
destruction. Led by Moonsong, daughter of Goldmoon
and Riverwind, they traversed thousands of miles of
hostile territory to get to Hylo. This became known as the
Kender Flight.
The refugees were welcomed with open arms by their
kindly, distant relatives. However, it was clear the kender
from Goodlund had been changed by their experience.
They were no longer the carefree kender they used to be.
They retained that lust for life but had lost their innocence.
They formed their own villages and communities and
distanced themselves from their cousins. They became
known as afflicted kender.
Many of the children of afflicted kender are not
similarly affected by the malady. In Hylo, more children of
afflicted kender seem to show signs of being adventurous
and fearless, much like any ordinary kender. Of course,
this annoys and worries their afflicted parents to no end.
The exception to this seems to occur for the kender living
in or near the Desolation. Whatever magic altered the
peninsula continues to affect the kender of that region.
The fate of afflicted kender in the east may be tied to the
restoration of the Desolation.
Some afflicted kender are depressed, timid and jump at
every encounter. Others are similar to true kender, those
whose parents experienced the Kender Flight, but they
always seem to shy away from anything too dangerous.
Those kender from the Desolation have a harder edge to
their personalities than the fun-loving kender of Hylo.
They are more confident in their abilities and shocked at
the relative comfort other races take for granted.
Afflicted kender tend to over analyze situations. They
don't like surprises and do their best to discover them
before they happen or avoid them completely. If this
means checking every chest, opening every door, and
rifling through people's pouches when necessary, so be it.
Afflicted kender are motivated by a need to feel safe and
secure at all times. This need does not make them shutins,
but instead, they feel motivated to do what they can
to ensure their own safety and that of their friends and
companions.
There are afflicted kender whose personalities have
changed in drastic ways. These afflicted kender, who bear
emotional scars from the Kender Flight, can be dangers
to themselves and others. These kender have an attitude
unlike any kender before them. They are distrusting, overly
cautious, brooding, quiet, and vengeful. They suffered the
worst of the attack in Kendermore and often have physical
scars to show for it. These kender have been known to
become thieves, bandits, and assassins, professions from
which any true kender would naturally steer clear. The
only possible good coming from this insanity is the focus
of their anger against the Dragon Overlords and their
minions.
The leadership of afflicted kender tribes usually consists of
an elder or group of elders. These are usually kender who
escaped the destruction of Kendermore over forty years
ago. Kender warriors comprise a large part of the tribe.
These kender have grown up in the Desolation and learned
how to survive its dangers. Those kender who do not hunt
perform various tasks around the hidden villages of the
Desolation, setting traps and keeping watch in the nearby
region for threats to the security of the tribe. Older kender
look out for the kender children within the confines of
village and only take them out to teach the dangers of the
land around them.
In Kenderhome, the afflicted kender Belladonna rules
the nation. She is a tough but caring leader. Belladonna
uses her skills as a leader to organize the normally chaotic
kender into scouts and defenders.
AFFLICTED KENDER RACIAL TRAITS
Afflicted kender share all the racial traits of true kender
except as follows:
-
+2 racial bonus on Climb, Hide, Jump, and Move
Silently checks. Afflicted kender go out of their way
to pass unnoticed and avoid drawing any attention to
themselves.
-
Afflicted kender gain no bonus on their Bluff check
to taunt foes and do not possess the stereotypical
kender fearlessness. They do not have the lack of focus
of normal kender and do not suffer the penalty of
Concentration checks.
HALF-KENDER
Like the results of many other pairings between races,
half-kender often feel they are relegated to the edges
of the world in which they live. However, half-kender
have one comfort not available to many other halfbreeds -
they do have one community that accepts them,
the greater kender community. Whether or not they feel
accepted largely depends on their own position toward
the childlike attitude of the kender. Outside of the kender
communities in Ansalon, half-kender find themselves
viewed with as much suspicion as ordinary kender and
are often not welcome to stay for any length of time. The
onset of wanderlust in late adolescence contributes to this
rootlessness, and half-kender usually feel they have little
connection to the world around them, not fitting in with
kender as they age but also unable to settle down with
human communities. For this reason, half-kender are
natural adventurers and often find comfort with those who
also turn to wandering the world for their own reasons.
Half-kender can often pass for slightly smaller, thinner
humans. They can be anywhere between 4 and 5 1/2 feet
tall and weigh between 100 and 130 pounds. A half-kender's
hair and eye color are usually determined by the
nationality of her human parent. Most half-kender will
wear their hair long, but only some adopt the famous
kender topknot style. Their ears can have a slight point,
but it is easily concealed. Half-kender will also develop
face wrinkles as true kender do; however, they will not be
nearly as pronounced.
Half-kender are taller and heavier than their kender
parent, although on average, they are not as tall as humans.
They inherit the same lithe build, slightly pointed ears, and
tendency to acquire crow's feet and facial lines as kender,
but because of their larger size and coarser features, they
are often mistaken as adolescent humans or even half-elves.
For a half-kender, adventuring is often as much about
discovering her place in the world as it is about satisfying
her wanderlust. She combines her inherent sense of
wonder with the opportunities open to humans in Ansalon
to fill whatever role is necessary in life. The adventuring
process is usually a growing process for a half-kender, and
this growth can often bring a sobering sense of reality to
her more carefree attitudes. Alternately, if she led a tougher
childhood, the half-kender might adopt an aloof attitude,
preferring to walk her own path through the world.
The half-kender is the world's perpetual adolescent.
She is awkward in social situations and requires attention
to feel accepted. In the world of Ansalon, a half-kender
always seems to be on the edges of the world, and any
friends she has must accept this part of her personality.
Being friends with a half-kender can be a trying
experience, as a general lack of self-confidence runs
through much of her interactions with society. She feels
the need for the guidance of an authority figure while
distrusting authority in general. Her own inner nature
in conflicted, and however much she tries to hide it,
uncertainty is her way of life. However, once trust is
reached, a person could not ask for a firmer friend than
the half-kender, and she will do anything to help her
companions.
Since there is no half-kender community, half-kender
leaders are few and far between. Half-kender tend to look
up to those who will accept them and can be tricked into
following those who do not have their best interests in
mind. Half-kender have a hard time leading other races,
because they live between the kender and non-kender
worlds, with neither fully trusting them.
HALF-KENDER RACIAL TRAITS
-
Humanoid (kender): Half-kender are humanoids with the
kender subtype.
-
Medium size.
-
A half-kender's base land speed is 30 feet.
-
+4 racial bonus on saving throws against fear. Although
they do not have the fearlessness of kender, half-kender
find it much easier to shake off the effects of panic and
fright.
-
+1 racial bonus on Spot checks.
-
+1 racial bonus on Open Locks and Sleight of Hand
checks. Half-kender can use these two abilities as
though they were trained, even if they have 0 ranks in
the skills.
-
Taunt: Like their kender parent, a half-kender
has an uncanny insight into the motivations and
characteristics of other races. Although they do not
have quite the mastery of this ability as kender do,
a half-kender receives a +2 racial bonus on all Bluff
checks to taunt someone.
-
Weapon Familiarity: Half-kender treat any kender
exotic weapon as a simple weapon.
-
Automatic Languages: Common, Kenderspeak. Bonus
Languages: Any. Many half-kender choose their human
parent's regional dialect as a bonus language.
-
Favored Class: Any.
KRYNNISH MINOTAURS
Minotaurs are a race of bull-men hailing from the twin
islands of Mithas and Kothas in the Blood Sea. They are
the chosen of Sargas, the minotaur god of wrath and
vengeance, whose form they emulate. Minotaurs are
descended from the ancient ogres, as is evident in their
strength, though unlike their cousins, they are not only
strong in arm but also intelligent and cunning. Minotaurs
believe in a brutal code centered on the idea of strength as
the instrument of glory and respect. It is through strength
that a minotaur will rise through society to serve in the
legions, strength by which a minotaur may lead his clan,
strength by which a minotaur may captain a vessel, and
strength by which an emperor may rule an empire.
Minotaurs are physically imposing, standing between 6
1/2 and 7 1/2 feet in height and weighing anywhere from
300 to 450 pounds. A minotaur's upper body is humanoid,
with broad shoulders, a deep chest, and strong arms,
which end in fully articulate hands. Their powerful bodies
are covered with short, thick fur, ranging in hue from red
to brown, with rare occurrences of black, tan, or white-furred
individuals. Minotaur heads are bovine in nature.
They have large, deep-set eyes in shades of dark brown
and black. Minotaurs have yellow-white horns growing
from their temples, 6 to 12 inches long for females and
anywhere from 1 to 2 feet long for males. Minotaur manes
are a shade or two darker than their fur. A common
misconception among the lesser races is that minotaurs
have hooves, when in fact, their feet end in twin toes with
hoof-like toenails.
Surprisingly, minotaurs pay close attention to their
appearance. They tend to keep their horns polished and
shiny. Many minotaurs wear earrings, and some also wear
nose rings. They keep their fur as clean as their situation
allows. Most are not vain, but almost all minotaurs believe
in looking their best.
To non-minotaurs, the physical differences between
males and females may not be immediately apparent,
since both sexes are powerfully built and there is no role
distinction between the sexes. Minotaur dress tends to
be austere and simple, nothing more than a harness and
a leather skirt, although those of noble rank may wear
loose-fitting robes. The harness carries weapons, as well as
providing a place for a minotaur to hang trophies.
Minotaur society works on the precept that to be weak
is to be wrong. Strength is the raw power of life, giving
minotaurs the ability to triumph. While strength is often
defined as physical power, it is an all-encompassing
concept including a strong mind and a courageous heart.
Some have the misconception of minotaurs as stupid
brutes. However, minotaurs are very intelligent, which they
use to surprise their enemies in combat. Their cunning
minds make them excellent tacticians.
Honor gives structure to minotaur society, allowing
them to resist chaos and enslavement. All minotaur law
is centered on their code of honor. A minotaur's word is
his bond; once given, it is never broken. A minotaur is
expected to accept all responsibility for his actions and
to face punishment for any misdeed. Those who show
cowardice are treated no better than the lowest of vermin.
No minotaur may slay another minotaur; anyone who
slays another without cause of honor will be executed on
the spot. If a cause of honor exists, the two parties will
settle it in the Great Circus. Whoever loses in the Games
is dishonored, while the victor's name is cleared of any
wrongdoing.
Minotaurs are fiercely loyal, especially to those to
whom they owe a debt of honor. The minotaur hero
Kaz Dragonslayer once owed a debt of honor to Huma
Dragonbane, never leaving his side, though minotaur
records claim it was Huma who swore an oath of honor
to Kaz. In more recent history, the one-armed minotaur
Galdar swore an oath of allegiance to
Mina. Loyalty is taught from birth.
Minotaurs are taught to put clan and
empire before themselves. Individual
desires come only after one has met
his duty as a citizen of the empire
and a member of his clan.
A clan consists of several families
who can trace their lineage back to
a single ancestor. The clan's elder
determines the course of the clan
and their position within the empire.
All minotaurs serve the empire.
To do otherwise is treason. Clan
leaders and elders are considered
nobility, though any minotaur can
reach this level of status through
loyal, exemplary service. In the
past, if a minotaur could defeat
the reigning emperor in combat in
the Great Circus, he or she would
become emperor. This tradition was
abolished by Hotak de-Droka after
he usurped the throne from Chot
Es-Kalin. He ordered the throne
become hereditary in order to form a
line of succession and create stablity
in the Empire's rulership. When
Sargas returned to Krynn and saw
what Hotak had accomplished, he
saw the wisdom in Hotak's decision,
even if he despised the former
emperor's methods of bringing it
about. Sargas decreed that Faros
Es-Kalin would rule with Hotak's
daughter and that the new line of
imperial succession would begin
with them.
The Games serve several
functions in minotaur society. They
are a form of entertainment open to all; a minotaur can
test his skill against other minotaurs or against fearsome
beasts. Minotaurs who have grievances against one another
settle them in blood duels in the Games; the winner
proclaimed the victor and in the right. A minotaur who is
dishonored, such as through failure in his duty, can reclaim
his honor through the Games, though this often leads to
his death. Even wedding ceremonies center on the Games.
The Games are far more than combat; they are tests of skill
and strategy. The minotaurs create a myriad of fighting
surfaces and obstacles for the Games, including beds of
hot coals, shifting sand, swinging axes, shifting surfaces,
and columns of poles with spikes underneath. Most cities
and towns in the Empire have some version of the Games,
though when most minotaurs think of the Games, they
think of the Games in the Great Circus of the capitol city
of Nethosak.
KRYNNISH MINOTAUR RACIAL TRAITS
-
+4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma.
Minotaurs are large and powerful, but not very agile.
From youth, minotaurs focus on developing their
muscle over their minds. Minotaur arrogance can be
offensive to other races.
-
Medium: As Medium creatures, minotaurs have no
special bonuses or penalties.
-
A minotaur's base land speed is 30 feet.
-
+2 natural armor bonus.
-
Gore: A minotaur may use his horns as natural
weapons to make a gore attack, dealing 1d6 points of
damage plus the minotaur's Strength modifier. If the
minotaur charges, his gore attack deals 2d6 points
of damage, plus 1 1/2 times his Strength modifier. A
minotaur can attack with a weapon at his normal attack
bonus and make a gore attack as a secondary attack (-5
penalty on the attack roll and half Strength bonus on
the damage roll).
-
+2 racial bonus on Intimidate, Swim, and Use Rope
checks. Minotaurs are familiar with the sea and
naturally adept at skills useful among seafarers.
-
Minotaurs may take the scent special quality as a feat.
-
Automatic Languages: Common, Kothian. Bonus
Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
-
Favored Class: Fighter.
THORADORIAN MINOTAURS
Thoradorian minotaurs are a degenerate race cast off from
the minotaur people in ages prior to the Cataclysm. The
exact cause of the Thoradorian degeneration remains
unknown, though Imperium scholars speculate inbreeding
has much to do with it.
According to Thoradorian legend, one of their
ancestors betrayed the emperor, resulting in the exile of
the entire Thorador clan. Sargas, angry at the betrayal,
cursed the Thoradorian minotaurs, causing them to appear
bestial. Sargas decreed that since the Thoradorians sought
blood, their entire history would be tainted by it. They
were cast out by minotaur clerics, and their names wiped
from the histories. The exiled clan traveled to southwestern
Mithas to a stretch of land known as Thorad-Duur, an
inhospitable area close to Argon's Chain. The Thoradorian
minotaurs survived, tempered by storms, volcanoes, and
the beasts of the wild. They met every challenge, becoming
masters of the land, though they would not be tolerated in
minotaur society again.
Thoradorian minotaurs are physically similar to their
Blood Sea cousins; the coloring of their fur, manes, and
eyes are consistant with the other minotaurs. However,
Thoradorians are more bestial, with harder, more
animalistic features and a further hunched stature.
They also have hooved feet, as opposed to their cousins'
toed feet. This is source of much resentment among the
Thoradorian minotaurs.
They have thick,
unkempt fur. They are well muscled and possess long,
jagged horns, with sharp teeth that can tear flesh easily.
Unlike the human-like feet of other minotaurs, the legs of
Thoradorian minotaurs end in black hooves.
Thoradorians are much more tribal in their dress.
They will wear leather kilts or loin cloths, although
they have adopted the harness of their cousins. Females
decorate their horns with symbols of Sargas and Zeboim,
while male horns are carved with serrated edges.
Thoradorian minotaur society, like that of their Blood Sea
cousins, is based on the concept of strength conquering
all, though there are some differences. While Blood Sea
minotaurs view the concept both physically and mentally,
Thoradorian minotaurs believe only in brute physical
strength. Discipline is nearly non-existent with the
Thoradorians, leading the Blood Sea minotaurs to believe
that their cousins are lazy.
Thoradorian minotaurs are savage and feral - the
ultimate predator. Thoradorian minotaurs are governed by
their passions and innermost primal urges; with natural
cunning, hunter's instinct, and warrior heart, they are
at the top of the food chain. Anger and hatred fuel their
actions, allowing them to tap into their inner primal fury
and causing them to be fearsome warriors.
Thoradorian minotaurs are divided into two castes, the
warriors and the Kagas, or spiritual leaders. This division is
through gender. Males are of the warrior caste, and females
are of the Kagas. Vengeance and fury govern the actions of
the Thoradorians, though they have not managed to seek
the ultimate vengeance on their Blood Sea cousins for their
exile.
The Thoradorian minotaurs are divided again into
five tribes: the Banaak, Tivok, Durakor, Taguk, and
Guur. A chieftain, who is always male, leads each tribe.
The chieftain sees to the day-to-day affairs of the tribe,
providing food and officiating between disputes. The
chieftain wins his post during battle in the Labyrinth, a
dangerous network of local caves; failure means death.
The Kagas serve as the spiritual leaders of each tribe, with
the Kaganok serving as tribal shaman. The Kagas make
certain all members of the tribe are living life according to
the will of Sargas and his daughter, Zeboim. The Kaganok
is typically the mate of the chieftain and a cleric of Sargas,
though the Kaganok of the Tivok tribe is usually a cleric of
Zeboim. If the chieftain has no mate, it may be his mother,
daughter, sister, or closest female relative. The chieftain's
word can only be superseded by the Kaganok when it is a
matter of grave spiritual importance.
THORADORIAN MINOTAUR RACIAL TRAITS
-
+8 Strength, -2 Dexterity, +4 Constitution, -4
Intelligence, -2 Charisma. Thoradorian minotaurs are
large and powerful. They are even less intelligent than
their imperial cousins, giving into their bestial urges.
-
Large: -1 penalty to Armor Class, -1 penalty on attack
rolls, -4 penalty on Hide checks, +4 bonus on grapple
checks, lifting and carrying limits double those of
Medium characters.
-
A Thoradorian minotaur's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Space/Reach: Thoradorian minotaurs have a space of
10 feet and a reach of 10 feet.
-
+5 natural armor bonus.
-
Racial Hit Dice: A Thoradorian minotaur begins with
six levels of monstrous humanoid, which provide 6d8
Hit Dice, a base attack bonus of +6, and base saving
throw bonuses of Fort +2, Ref +5, and Will +5.
-
Racial Skills: A Thoradorian minotaur's monstrous
humanoid levels give it skill points equal to 2 + Int
modifier (minimum 1). Its class skills are Intimidate,
Jump, Listen, Search, and Spot. Thoradorian minotaurs
have a +4 racial bonus on Search, Spot, and Listen
checks.
-
Racial Feats: A Thoradorian minotaur's monstrous
humanoid levels give it three feats.
-
Weapon Proficiency: A Thoradorian minotaur is
proficient with the one martial weapon proficiency
(typically greataxe) and all simple weapons.
-
Thoradorian minotaurs may take the scent special
quality as a feat.
-
Natural Cunning (Ex): Although Thoradorian
minotaurs are not especially intelligent, they possess
innate cunning and logical ability. This gives them
immunity to maze spells, prevents them from ever
becoming lost, and enables them to track enemies.
Further, they are never caught flat-footed.
-
Gore: A Thoradorian minotaur may use his horns
as natural weapons to make a gore attack, dealing
1d8 points of damage plus the minotaur's Strength
modifier. If the Thoradorian minotaur charges, his gore
attack deals 4d6 points of damage, plus 1 1/2 times his
Strength modifier. A Thoradorian minotaur can attack
with a weapon at his normal attack bonus and make
a gore attack as a secondary attack (-5 penalty on the
attack roll and half Strength bonus on the damage roll).
-
+4 racial bonus on Search, Spot, and Listen checks.
-
Automatic Languages: Kothian. Bonus Languages:
Common, Ogre, Terran.
-
Favored Class: Barbarian.
-
Level Adjustment: +2.
OGRES
By far the most common of the ogre races in the current
era are those who have fallen from grace, a far cry from
their Abaqua high ogre ancestors. They are widely
regarded as being dull of wit and hideous to look upon. To
be an ogre is to know a lost splendor and that once, ogres
were the greatest of races. Now the ogres are a mockery
of their former selves and looked upon by the other races
in horror. With an idealization of what they should be,
which varies greatly from the truth, they seek to regain
their former prominence and reassert themselves as the
Firstborn.
The Fall sparked a history of hate and violence among
the ogres. Utterly selfish, their every action centers on
fulfilling their wants and desires. Full of hate, they seek to
inflict pain on others as pain has been inflicted on them.
Haunted by a racial memory of a time of supremacy, the
ogres seek to restore that which was lost.
Ogres stand between 8 and 10 feet tall. Their skin is a
dull yellow, covered in uneven patches of hair, blotches,
pustules, and scars. Some ogres tend towards obesity,
but many are lean. Due to their height, ogres develop a
hunched posture. Almost all ogres have black hair worn
long (clan ogres) or tied back in ponytails or braids (city
ogres).
Ogres of the clans, such as those in Kern or Estwilde,
wear a combination of leather and animal hides, cloaked
with thick furs for those who live in the cold mountains.
Tribes that live in the warmer, northern climes wear
leather to ward off the hot sun. Love of jewelry, tattoos,
piercings, and ritual scarification is an almost universal
ogre trait. Some tribes have certain symbols of allegiance
that help identify an ogre's loyalty at a glance.
Ogres of the cities, such as those in Blöde or Daltigoth,
also wear leather, but typically with an attempt at finery or
civilization. Thick-spun woolen tunics, shirts, and trousers
are common. Robes and coats stitched together from those
of smaller races are further modified with garish dyes or
stained in various foul shades.
It is said that ogres are born angry, ready to fly into a rage
at the slightest provocation. They are creatures
of appetite and greed,
spending hours every day
satisfying their wants
and desires. Ogres
believe anything they
have the strength to
slay, the luck to find,
or the cunning to
steal is theirs by
right. They love
the scent of blood
in battle, going
into a frenzy
that makes
them nearly
unstoppable.
Ogres are social creatures,
however, attempting to
crudely re-create their
once great civilization
by dwelling in ruined
cities or constructing
rudimentary villages.
They lack the maturity
of other races, having
the mentality of a brutish
adolescent at best.
Ogres are perpetual bullies, taking out their aggressions
on any who they deem to be inferior. Ogre tribes often
make prisoners their slaves, for they feel superior by
debasing others. They have a certain sense of paranoia
that causes them to see provocation where none exists.
The false provocation, in turn, becomes justification for
retribution. They gain great pleasure in inflicting pain
on others. Bullying can be seen in all aspects of ogre life.
Ogres abuse mates and children alike. By inflicting pain on
their children, a young ogre in turn learns the path of hate
and continues the cycle of violence.
In battle, ogres charge their enemy with gleeful
abandon and blood lust. Few ogres train formally
for combat. They rely on their massive strength and
toughness, combined with wild but powerful attacks, to
blow through any opposition. Ogres are not particularly
adept at teamwork or fighting as a unit. Even when part of
a larger force, ogres typically charge ahead as a mob. They
compensate for their lack of tactics through sheer ferocity.
Even when their weapons break or they are wounded,
ogres keep fighting.
Outside of the actual fight, ogres often have more
concern for their own fate. Fearless in battle, the thought
of torture or imprisonment terrifies most ogres. Any
situation in which they no longer have control makes them
ill at ease.
The chieftain of Blöde is often the ogre who holds control
over Blöten. Each of the other ogre cities pays a tithe to the
Chieftain's Manor, the tower in the center of Blöten, each
year - an amount that presumably equals one-tenth of each
city's spoils from raids. In truth,
most ogres cannot figure one-tenth,
and they probably
wouldn't want to give
it up if they could.
Each city makes
a show of paying
tribute, though the
amount isn't very
much.
Each city
chooses its
own rulers,
or Wardens,
from the most
powerful
neighborhood
districts. These
Wardens have
little power, save
for that which
they can hold
for themselves.
They are in
charge of the annual
tribute to Blöten and
can muster the army when duty calls. In most cases, the
Warden also collects a tax for himself.
The ogres of Kern live in family groups known as clans.
Each clan has a single settlement they hold as their own.
These towns normally have between fifty and two hundred
family units in them. The average ogre family consists
of five ogres, giving most communities a population of
around five or six hundred. The head of each clan is called
a chieftain. The chieftain receives the greatest spoils of ogre
raids. The chieftain will live in the Hall of the Chieftain,
always the largest building in an ogre settlement, typically
built from the ruins of high ogre settlements. The Grand
Khan of Kern typically comes from the Kern clan.
Western ogres, fewer in number than those described
above, share this organization into so-called savage and
civilized tribal groups. In Estwilde, Southern Ergoth,
and Kharolis, ogre tribes will either form nomadic clans
akin to the ogres of Kern or inhabit ruins and conquered
settlements like the ogres of Blöde.
OGRE RACIAL TRAITS
-
+10 Strength, -2 Dexterity, +4 Constitution, -4
Intelligence, -4 Charisma. Ogres are strong and hale,
but move slowly, due to their great size and long limbs.
Ogres are neither consistently educated nor encouraged
to think through problems.
-
Large: As Large creatures, ogres receive a -1 penalty
to their attack rolls and Armor Class due to their size
and a -4 penalty on Hide checks. Ogres must wear
armor suited to their hulking frames. Armor for a
Large creature costs and weighs twice as much as a
comparable suit of Medium armor.
-
Giant: Ogres are creatures of the giant type.
-
Ogre base land speed is 40 feet.
-
Space/Reach: Ogres have a space of 10 feet and a reach
of 10 feet.
-
Darkvision: Ogres can see in the dark up to 60 feet.
-
Racial Hit Dice: An ogre has 4d8 racial Hit Dice. An
ogre character receives maximum hit points for his
first ogre Hit Die and rolls his other Hit Dice normally.
He rolls all Hit Dice from class levels and does not
automatically get maximum hit points on his first class
level Hit Die. An ogre's racial Hit Dice also provide a
+3 attack bonus and saving throws of Fort +4, Ref +1,
Will +1. Ogres with class levels add their class attack
and save bonuses to their racial attack bonus and saves.
-
Racial Skills: An ogre's giant Hit Dice grant him skill
points equal to 7 × (2 + Int modifier, minimum 1).
Class skills for these skill points are Climb, Listen,
and Spot. An ogre character does not receive the × 4
multiplier for skill points acquired from his first class
level.
-
Racial Feats: An ogre's giant Hit Dice grant him two
feats. An ogre with class levels gains feats based on his
total Hit Dice, not his ECL. Ogres gain Simple Weapon
Proficiency, Martial Weapon Proficiency (any one), and
Medium Armor Proficiency as feats.
-
+5 natural armor bonus.
-
Automatic Languages: Common, Ogre. Bonus
languages: Ergot, Goblin, Kolshet, Kothian, Nerakese.
-
Favored Class: Barbarian. A multiclass ogre's barbarian
class does not count when determining whether he
suffers an XP penalty for multiclassing. Even the more
civilized ogres find that their savage tendencies serve
them best as barbarians.
-
Level Adjustment: +2. An ogre has an effective
character level (ECL) of 6 + his class levels.
HALF-OGRES
Of all the races of Ansalon, half-ogres are arguably among
the most tragic. In almost every case, violence and despair
are part of a half-ogre's life from his earliest moment. Most
are born to human mothers raped by ogre slavers or ogre
raiding parties. Those who survive birth experience a life
of hardship even in the best of cases, as the half-ogre's
mother is almost invariably cast out of her community for
the abomination she bears; only the largest human cities
will accept such situations, and even there she and her
child will probably encounter intense hostility from her
family and friends. This pressure causes many half-ogre
children to be abandoned at a young age.
Half-ogres are imposing, muscular, and usually quite
ugly. They are typically 6 to 7 feet tall and tip the scales at
over 300 pounds. Their hair is thin and wiry, their faces
asymmetric and ungraceful, and their teeth brown and
crooked; some individuals have protruding canines. Males
have scraggly beards. Most demonstrate surprising manual
dexterity for having such big, seemingly clumsy hands.
Those brought up among humans dress to fit in as best
they can; clothing for folk their size is difficult to come by,
and some half-ogres must sew their own together out of
whatever old clothes they can obtain. Those raised among
tribal ogres are given the minimum required to keep to
the ogres' standard of decency, usually just a loincloth,
with a leather or burlap top and leftover skins or furs in
cold climates. Half-ogres from ogre cities usually manage
something in between these two extremes.
Half-ogres share many personality traits with their ogre
parents; while the rage and fury of his ogre side is often
tempered by his human blood, a half-ogre is often short-tempered,
violent, and surly. Used to scorn and rejection,
most half-ogres are highly suspicious of everyone. Many
become thugs and outlaws, turning to crime in order to
make their way through life. They will cheat, steal, and
betray whenever they think it's necessary. Some take up an
adventurous career - sailor, explorer, warrior, or sellsword,
for instance - and begin working with a tight-knit group
of people. If these comrades prove themselves trustworthy,
a half-ogre can be among the most loyal and steadfast of
friends. Having finally found an accepting family, few half-ogres
will risk losing it.
Half-ogres are large and strong, even those who inherit
more from their human parent than their ogre one. This
physical prowess defines much of a half-ogre's behavior,
from how he carries himself to how he handles delicate
objects. Half-ogres are far more agile and nimble than
ogres, however, and no less agile than humans, so they can
be surprisingly adept at tasks requiring manual dexterity
and quickness of response.
Half-ogres who grow up in tribal ogre communities,
usually born to human slave women, have lives of
miserable poverty and slavery. Most try to escape once
they reach adolescence. Those who are brought up
among city ogres find that they occupy the lowest rung of
society, given the most menial of duties, unless they can
prove themselves better than their ogre peers. Tough and
resourceful, half-ogres usually find a way to survive. Half-ogres
who live to adulthood may be social outcasts, but
they learn that their hulking physiques and natural
fighting talent equips them well to survive among
society's undesirables.
HALF-OGRE RACIAL TRAITS
-
+4 Strength, +2 Constitution, -2 Intelligence, -2
Charisma. Like their ogre parent, half-ogres are strong
and tough, but they also inherit that parent's dull wit
and lack of social graces.
-
Medium: As Medium creatures, half-ogres have no
special bonuses or penalties due to their size.
-
Humanoid (ogre): A half-ogre is a humanoid with the
ogre subtype.
-
Half-ogre base land speed is 30 feet.
-
Low-Light Vision: Half-ogres can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.
-
+1 natural armor bonus.
-
Automatic Languages: Common, Ogre. Bonus
Languages: Any. Half-ogres often take their human
parent's regional language as a bonus language.
-
Favored Class: Fighter.
-
Level Adjustment: +1.
SUBRACES
Half-ogre children of
athaches are physically
indistinguishable from
other half-ogres. They
do not gain a third arm.
Half-ogre children of ettins are physically
indistinguishable from other half-ogres. They do not gain
a second head.
Half-ogre children of giants
and humans are much larger
than standard half-ogres. They
are Large, gain an additional
+4 bonus to Strength,
+2 Constitution, and -2
Dexterity, possess darkvision
with a 60 foot radius, instead
of low-light vision, and have
total a level adjustment of +2.
The rare half-human
half-hag child is functionally identical to a
half-ogre, with sorcerer instead of fighter as the favored class.
The children of ogre mages and humans are half-ogres
who show a marked talent for manipulating ambient magic
(favored class of sorcerer instead of fighter).
Half-ogre children of trolls, what few there have been,
gain fast healing 5, the scent special quality, a further +2
racial bonus to Strength and Constitution, and a further
racial penalty of -2 to Intelligence and Charisma. Half-ogres
of troll descent have a level adjustment of +3 and
favored class of barbarian.
IRDA
The Irda are also known as High Ogres and are those ogres
who have retained all the beauty and intelligence granted
to their race at the dawn of time by the dark gods. Through
the actions of Igrane, a powerful Abaqua ogre who lived
during the Age of Dreams, they escaped the curse that
befell their people. They are a reclusive folk who shy away
from most other races. The peace-loving Irda have the
natural ability of shape shifting, which they call upon when
traveling through Ansalon and dealing with the humanoid
races. Irda are feared and misunderstood by many other
folk and hated by ogres, who consider them betrayers of
their own kind and the dark gods. Possessing a beauty and
grace surpassing even the elves, the few Irda who survived
the Summer of Chaos now wander amidst the humans of
Ansalon, learning the ways of the younger races.
Tall, graceful, and slender, male and female Irda average
six feet in height with some individuals growing taller.
Their skin color varies from midnight blue to deep sea
green. Their hair is most often black, though blonde, white,
or silver hair is infrequently seen. By the standards of
humans and elves, Irda are extraordinarily beautiful; their
faces are as cold and lovely as sculpted marble. Irda eyes
range from silver to a deep blue or emerald green. They
have drooping eyelids, which make them appear bored or
uninterested. Irda dress simply, accenting their clothing
with handcrafted jewelry of elegant design. Irda do not
wear leather, wool, or any material taken from an animal.
Most Irda seem aloof, cold, and unfeeling. Their mutable
appearance, isolationist society, and mysterious association
with arcane magic gives those who encounter them the
impression that they are just as heartless and elitist as their
wicked ancestors. In truth, the Irda are as emotional as
any other race, but they have powerful control over these
emotions and when they come to the surface. An Irda's
Charisma bonus represents this masterful control; they are
both a physical and social chameleons.
Those who know of them consider the Irda more
graceful than the elves. Irda move with poise and balance
that come from a lifetime of cultural reinforcement; each
individual movement appears to have been choreographed.
This makes them seem incapable of spontaneity, and
indeed, an Irda finds impulsive action to be distasteful
and vulgar. Around each other, Irda are quiet and distant.
Around members of other races, this is magnified one
hundredfold. As graceful as they are, Irda can come across
as awkward if their personal space is invaded.
The Irda race is leaderless in most regards, as they are
far too disparate and rarely come together to be led by
any one individual. Originally, the direct descendants of
Igrane were the leaders of the Irda and became something
of a royal line respected and honored by the people. Over
time, this method of leadership was not seen as effective
and was replaced by another model, since the Irda would
rarely gather in one place to be led effectively. A Decider,
an average individual in almost every way, is chosen
as the most typical Irda who will lead her people in a
rational method, without taking any drastic actions. The
Decider is expected to make decisions that will guide the
Irda onto a wise course of action. The only other type of
leader amongst the Irda is a Protector, who has the duty
of watching over any settlement and alerting its people to
intruders. A local congregation of Irda chooses both the
role of the Protector and the Decider. Once appointed,
these Irda forsake their birth-names and are addressed by
their titles. A Protector or a Decider serves for life, unless
an entire Irda community chooses to have them replaced
for not guiding or protecting as expected.
IRDA RACIAL TRAITS
-
-2 Constitution, +2 Intelligence, +2 Charisma. The
Irda retain the strong presence, intelligence, and
attractiveness of their high ogre ancestors, but their
time in isolation and devotion to cerebral pursuits has
caused their health to suffer.
-
Humanoid (ogre, shapechanger): An Irda is a humanoid
with the ogre and shapechanger subtypes.
-
Medium: As Medium creatures, Irda have no special
bonuses or penalties due to their size.
-
An Irda's base land speed is 30 feet.
-
Low-Light Vision: Irda can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.
-
Spell-Like Abilities: 1/day - dancing lights, detect
language, flare, ghost sound, light, mage hand. These
spells are cast as if by a sorcerer of the Irda's character
level (save DC 10 + Charisma modifier).
-
Change Shape: An Irda has the supernatural ability
to assume the appearance of any Small, Medium, or
Large humanoid, monstrous humanoid, or giant, but
retains most of his own physical qualities. A true seeing
spell or ability reveals the Irda's natural form. An Irda
using change shape reverts to his natural form when
killed, but separated body parts retain their shape. Irda
cannot use Change Shape to take the form of a creature
with a template. Any gear worn or carried by the Irda
that can't be worn or carried in its new form falls to
the ground. If the Irda changes size, any gear it wears
or carries that can be worn or carried in its new form
changes size to match. Gear returns to normal size if
dropped.
-
Automatic Languages: Common, Kolshet (High Ogre).
Bonus Languages: Dwarven, Elven, Kothian, Ogre,
Sylvan.
-
Favored Class: Any arcane spellcaster. When
determining whether a multiclass Irda takes an
experience penalty, his highest-level arcane spellcasting
class does not count.
-
Level Adjustment: +2.
SUBRACES
When Igrane led his people across the sea to
distant islands, two splinter groups formed out
of the larger Irda population.
Nzunta
The Nzunta, or Dark Irda, are racial purists who never sided with
Igrane on ethical matters. Because they remain evil,
the threat of debasement and transformation into a
fallen ogre is a constant concern. Their solution is to
kill any child born with a deformity, such as a clubfoot
or hunchback; infants are frequently left to die in the
wastelands. Consequently, the number of Nzunta over
the last thousand years has dropped precipitously.
A small cabal within the Nzunta leadership has
considered interbreeding their population with the
Irda or Mischta to strengthen the bloodlines, but
they know the majority of their kind would find this
abhorrent.
The Nzunta make good use of a race of half-ogre
slaves known as the Orughi, who are malformed and
miserable creatures living in constant fear of their
dark masters. Orughi have the same statistics as halfogres
with the addition of the aquatic subtype, which
gives them a +8 bonus on Swim checks and a swim
speed of 30 feet.
The Nzunta are darker, sinister analogues to the Irda.
Their skin is usually blue-black or steel-gray; their
hair is an even darker shade. Many have violet or even
red irises. Proud of their physical beauty, they keep
in excellent physical shape. Male and female Nzunta
dress in rich clothing and freely make use of leather
and other animal products in their outfits.
Nzunta possess all of the racial traits of the Irda.
Mischta
The Mischta, or twilight ogres, were once Irda living on the island of
Anaianath. In the years leading up to the Cataclysm,
these Irda became more and more proud of their
accomplishments, until their High King decided
they no longer needed the gifts of the gods. This
declaration was made moments before the Cataclysm;
as a result of the global devastation caused by the
hammer-blow of the Fiery Mountain upon Istar,
Anaianath was sundered into smaller islands. Many of
the island's Irda, including the High King, were killed.
The survivors renamed themselves Mischta,
internalizing their grief and sadness at the lengths to
which their people had gone with pride and vanity.
From that point onwards, the Mischta have turned
from arcane magic to the magic of the gods. After the
Chaos War, when the gods had retreated, hundreds
of Mischta saw this as an indication that they had
once again failed and simply walked into the sea
to die. Others grieved, inwardly sought solace, and
discovered the art of mysticism. Even after the return
of the gods with the War of Souls, the Mischta have
largely retained mysticism in lieu of clerical magic.
The Mischta look identical to the Irda, although
each successive generation seems to have fairer and
fairer skin; most are now pale green or light blue in
coloration and have white or silver hair.
Mischta possess all of the racial traits of the Irda
with the following changes:
-
-2 Constitution, +2 Wisdom, +2 Charisma. The
Mischta's appeal to faith and humble spirituality
rather than intelligence and arcane knowledge has
had a lasting effect on their race.
-
Mishcta have no innate spell-like abilities.
-
Alternate Form: Mischta may only assume one
other form, chosen at 1st level. This form may
be any Small, Medium, or Large humanoid,
monstrous humanoid, or giant. A true seeing spell
or ability reveals the Mischta's natural form. A
Mischta reverts to his natural form when killed,
but separated body parts retain their shape. If the
Mischta spends one week in practice under the
light of Solinari, he may replace his old alternate
form with a new one and retains the use of this
form until he spends one week learning another.
-
Favored Class: (Pre-Chaos War) Cleric. (Post-Chaos War) Mystic.
-
Level Adjustment: +1.
CENTAURS
Centaurs of Ansalon are a diverse race of half-human, half-equine
people, noted for their lusty temperament, fierce
ability in battle, and tendency toward isolation.
Most scholars believe the centaurs were once horseriding
nomads, transformed by the wandering Graygem
in the Age of Dreams. This happened more than once,
producing several distinct tribes of centaurs. Around the
time of Silvanos, first Speaker of the elves, the centaurs
were located in northern Silvanesti. The elves declared
war and scattered them across Ansalon, sending some
west into present day Abanasinia and others north toward
Goodlund and Endscape.
Centaurs kept out of the lives of most other races,
hiding away in their sylvan homelands or living a meager
life on the plains. When the Dragon Overlords came to
power, the centaurs left the forests and plains to fight
back. Together with humans of the western Plains of Dust,
they founded the realm of Duntollik and allied with the
brass dragon Iyesta to oppose blue Stendunnuus. With the
deaths of both dragons, the centaurs' main enemy is now
the encroaching horde of the Tarmak.
A centaur possesses the lower body of a great horse
combined with the upper body of a human. Male centaurs
(stallions) are broad-shouldered and muscled, while female
centaurs (mares) are lithe and graceful. Standing at least 7
feet tall, adult centaurs can weigh up to 2000 pounds. All
centaurs are considered attractive by elves and humans.
Their equine bodies may be wholly black, brown, gray, bay,
or chestnut in color, with a few rare dappled individuals.
Centaurs do not have the same sense of personal modesty
as other races and only wear clothing as the weather or
climate demands. However, they do favor adornments
such as necklaces, bangles, rings, and scarves.
Centaurs are proud, passionate, and close to nature. Their
pride drives them to right whatever wrongs are done
to them or their tribe, as well as get them into conflicts
that many other characters would prudently avoid. Their
unrestrained passions never allow them to enter into
anything halfway. Centaurs without a cause, a motivation,
or a reason for living simply seek one out and embrace it;
no centaur stays calm and unaffected for long. As creatures
of the world and beloved of Chislev, centaurs are more in
tune with their environment than other races, even elves.
This, perhaps, is why the threat of the Dragon Overlords
brought them out of their forests and into the world of
men.
Centaurs find the practices of other races amusing and
occasionally annoying. Modesty is alien to the hedonistic
centaurs. They are driven by their instincts and thus they
rarely hold back in their conduct. Centaurs embrace speed
and physical activity because they are so well suited for it,
but they also enjoy a round of clever banter or a heated
debate about anything that comes to mind. Although they
prefer their own kind, centaurs are nevertheless outrageous
flirts; male centaurs love to show off around females,
especially elven or human women, and female centaurs are
shamelessly overt in their affections to males of other races
when it suits them.
Centaurs are a tribal race, not organizing along civilized
lines. In the last century although they are primarily
nomadic many centaur tribes have built settlements and
established freeholds with humans and other races.
CENTAUR RACIAL TRAITS
-
+8 Strength, +4 Dexterity, +4 Constitution, -2
Intelligence, +2 Wisdom. Centaurs have the power and
stamina of a horse, but their hedonistic outlook prevents
them from becoming great thinkers.
-
Large: -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those
of Medium quadrupeds (or three times those of Medium
humanoids). Centaur armor costs four times and weighs
twice as much as a comparable suit of Medium armor.
-
Space/Reach: Centaurs have a space of 10 feet
and a reach of 5 feet.
-
A centaur's base land speed is 50 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A centaur begins with four levels
of monstrous humanoid, which provide 4d8 Hit Dice, a
base attack bonus of +4, and base saving throws of Fort +1,
Ref +4, and Will +4.
-
Racial Skills: A centaur's monstrous humanoid
Hit Dice give him skill points equal to 7 × (2 + Int
modifier). His class skills are Listen, Move Silently, Spot,
and Survival.
-
Racial Feats: A centaur's monstrous humanoid
Hit Dice give him two feats. A centaur gains proficiency
in all Simple weapons, as well as longsword, longbow,
composite longbow, shortbow, and composite shortbow.
-
Natural Attacks: A centaur may use his hooves as
natural weapons, making two attacks that deal 1d6 points
of damage each. A centaur can attack with a weapon at his
normal attack bonus and make 2 hoof attacks as secondary
attacks (-5 penalty on attack rolls and half Strength bonus
on damage rolls).
-
+3 natural armor bonus.
-
Automatic Languages: Common, Sylvan. Bonus
languages: Abanasinian, Elven, Goblin, Ogre.
-
Favored Class: Ranger.
-
Level Adjustment: +2. A centaur has an effective
character level (ECL) of 6 + his class levels.
WENDLE CENTAURS
Wendles are a smaller breed of centaur from
the eastern regions of Ansalon. They are
intellectuals and philosophers, pursuing their
nomadic lifestyle with an ascetic sensibility quite
unlike the other centaurs.
A Wendle centaur is the size of a warpony, only
slightly taller and heavier. A typical Wendle centaur
is about 5 feet tall and weighs close to 800 pounds.
Their most striking features are the bony plates
and spurs extending from their ribcages and joints,
giving them primeval appearances. Wendles often
decorate or paint these plates in times of war and
prize their uniqueness.
Wendles originally hailed from the Wendle
Woods in southern Goodlund. They spent much of
the Age of Might in this area, but shortly before the
Cataclysm, they had become so frustrated with their
interactions with the kender that they set out to find
new homes in other, warmer forested areas. They
are semi-nomadic, with a tribe finding a primary
settlement and then moving with the seasonal
changes.
Tribes of Wendles are excellent sources of
information on the history of Eastern Ansalon,
as their oral history is highly detailed, but they
are a reclusive and stand-offish people and do not
take kindly to strangers. Their culture places great
emphasis on living a spartan existence, devoting
more time to the accumulation of knowledge than
wealth. As such, they look down upon races that
indulge in luxuries or waste their time pursuing
superficial lifestyles. They are especially antagonistic
toward kender, whose attitudes are diametrically
opposed to their own.
In the Age of Mortals, the Wendle centaur's
ancestral homelands were among those changed
forever by Malystryx. Some tribes closer to the
region have risked traveling through the Desolation
to see for themselves if there is anything to be done.
For the most part, however, the Wendle centaurs
have chosen to leave the former Goodlund peninsula
behind and can now be found in forests and
woodland areas from Blöde north into the southern
edges of Nordmaar.
WENDLE CENTAUR RACIAL TRAITS
Wendle centaurs possess the same racial traits as
other centaurs except as follows:
-
+4 Strength, +4 Dexterity, +2 Wisdom, -2
Charisma. Wendles are not as strong or hardy as
other centaurs, but they are just as agile and more
intelligent.
-
Medium: Wendles are smaller and lighter
than their larger cousins.
-
A Wendle centaur's base land speed is 40 feet.
-
Space/Reach: Wendle centaurs have a space
and reach of 5 feet.
-
Racial Hit Dice: A Wendle centaur begins
with two levels of monstrous humanoid, which
provide 2d8 Hit Dice, a base attack bonus of +2, and
base saving throws of Fort +0, Ref +3, and Will +3.
-
Racial Skills: A Wendle centaur's monstrous
humanoid levels give it skill points equal to 5 × (2 +
Int modifier). Its class skills are Knowledge (history),
Listen, Move Silently, Spot, and Survival.
-
Racial Feats: A Wendle centaur's monstrous
humanoid levels give it one feat.
-
+5 natural armor bonus. The bony plates and
spurs of Wendle centaurs make them more resistant
to attacks than other centaurs.
-
Level adjustment: +1.
KYRIE
The kyrie are an avian race, thought by many to have
descended from bird-adoring humans touched by the
Graygem and embraced by Chislev as her own. Like many
other lost races, the kyrie are reclusive and mistrustful of
outsiders, but they have been known to aid folk who have
fallen afoul of the minotaurs, their sworn enemy.
Possessing a human torso and head, with feathers
for hair, the rest of a kyrie resembles a hawk, from the
talon-like feet to the powerful wings. The plumage of a
kyrie ranges from dark brown with golden highlights to
stark white with black tips. Kyrie stand slightly taller than
humans and, because of their wiry frames and hollow
bones, usually weigh no more than 90 pounds. Their usual
life expectancy is 120 years, reaching maturity at the age of
16.
A kyrie is conditioned to believe that his people are
at threat as soon as anything foreign or unknown is
encountered. They are extremely suspicious, quick to
assume the worst, and likely to associate most people they
encounter with their enemies the minotaurs. Older and
wiser kyrie soften their more fanatic tendencies, especially
since the Chaos War and the beginning of the Age of
Mortals. Younger kyrie are divided - seek help from other
races against the overwhelming Minotaur Empire, or
damn them all and take the fight to the bull-men alone. If
given time to trust, accept, and respect another individual,
the kyrie's private attitudes reveal themselves. They are
peaceful, philosophical, and commune with nature and
their divine patrons amidst breathtaking mountaintop
villages. Unfortunately, it doesn't take much to bring out
the territorial warrior out of the gentle poet.
Kyrie act and move very much like birds do, with quick
yet jerky movements, their heads turning toward the
direction of sounds, and cocked to the side when they are
confused. Their human traits surface just enough to dispel
any thought that they are merely large, ungainly birds, and
when they are encountered at close range the expressions
and subtle nuances of their faces make this clear. In flight,
kyrie are graceful and almost poetic. When on land, they
are awkward and ungainly.
Kyrie are naturally inclined toward semi-nomadic
tribal groups. They are often forced into long periods of
settlement against their will, as a result of war or threat.
KYRIE RACIAL TRAITS
-
-2 Strength, +6 Dexterity, +2 Wisdom.
-
Medium: Kyrie are lightweight but taller than
humans.
-
A kyrie's base land speed is 20 feet. A kyrie also
has a fly speed of 50 feet (good).
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A kyrie begins with four levels of
monstrous humanoid, which provide 4d8 Hit Dice, a base
attack bonus of +4, and base saving throw bonuses of Fort
+1, Ref +4, and Will +4.
-
Racial Skills: A kyrie's monstrous humanoid
levels give it skill points equal to 7 × (2 + Int modifier). Its
class skills are Handle Animal, Knowledge (nature), Listen,
Spot, and Survival.
-
Racial Feats: A kyrie's monstrous humanoid
levels give it two feats.
-
+2 natural armor bonus.
-
Spellcasting: Spells and domain as a 3rd-level
mystic.
-
Automatic Languages: Auran, Kothian. Bonus
Languages: Common, Kalinese, Nordmaarian.
-
Favored Class: Mystic.
-
Level adjustment: +3. A Kyrie has an effective
character level (ECL) of 7 + class levels.
PHAETHONS
Phaethons are reclusive, mountain-dwelling folk distantly
related to elves. They are honest-minded and embrace
truth, but remain aloof from other races, due to years of
isolationism.
Phaethons possess the ability to manifest wings of
flame, a legacy of their distant past. Phaethon legends tell
of their common ancestor, a Kagonesti elf who claimed to
be the son of Habbakuk. His descendants fled persecution
in the Kinslayer Wars to live in remote mountain
settlements in the Khalkist Mountains; they inherited their
fiery wings from him. As this is considered a sacred power
by the phaethons, they are loathe to use it unless necessary.
A phaethon resembles a half-elf in appearance, with
hair color ranging from red-blonde to a dark coppery-brown.
Their eyes are deep brown in color, and their skin
is typically weathered and ruddy from exposure to the
elements. Phaethons dress in simple clothing, usually
tunics, breeches, sandals, or boots in colder weather. They
favor natural colors, such as browns, ivories and pale
greens.
Fiery, aloof, and introverted - this is a phaethon's
nature. She follows hundreds or even thousands of years
of divine tradition, all recorded orally and passed down
from generation to generation. There is usually no need for
her to investigate the philosophy of other races, nor acquire
enlightenment from association with outsiders; all that she needs
is provided for her by those who have gone before, waiting to be
understood. This can make the phaethon seem distant and arrogant,
but this is not the case. She is happy enough to share her knowledge
with others, but to do so would seem by many of her kindred as an
exercise in futility.
A phaethon is disciplined and organized, with simple and elegant solutions to most daily
problems. Her activities are carried out in accordance with how her people have always done things,
although a creative and novel approach is never dismissed. Rather, such innovations are regarded as the
uncovering of lost and hidden truths. In battle, she is reluctant to fight unless the situation is dire or her
homestead is threatened with destruction. When this occurs, her fury is focused and determined.
Phaethons inherited much from their elven kindred,
including a fondness for nature and a close relationship
with animals and forests. However, their forced
isolationism and self-reliance has given rise to a distinctly
ordered and austere community that embraces honesty,
truth, and simple traditions. They lead rustic lives in high
mountain areas where sheltered valleys provide some
measure of agricultural resources and seclusion.
PHAETHON RACIAL TRAITS
-
-2 Strength, +2 Wisdom.
-
Humanoid (elf, fire): Phaethons are humanoids
with both the elf and fire subtypes. They are immune to
fire, but are vulnerable to cold and subject to any spells or
effects that target fire creatures.
-
A phaethon's base land speed is 30 feet; he
has a fly speed of 60 feet (average) when his wings are
manifested.
-
Low-light vision: Phaethon do not have the
elvensight of their wingless cousins, but are still capable of
seeing twice as far as a human in dim light.
-
Flaming Wings: As a free action that does not
draw an attack of opportunity, a phaethon can manifest a
pair of fiery wings that enable him to fly. These wings may
also be used to cause fire damage in unarmed combat.
A phaethon who makes an unarmed strike while his
wings are manifested inflicts 1d6 points of fire damage in
addition to the standard unarmed damage. A phaethon
who is involved in a grapple may add this damage to any
other damage inflicted on the opponent as a result of a
grapple check. A phaethon who uses his wings to inflict
additional fire damage in a round cannot also use them to
fly in that round. Manifesting his wings is a supernatural
ability with an effective caster level equal to the phaethon's
character level for the purposes of antimagic and dispel
effects.
-
Automatic Languages: Common, Elven. Bonus
Languages: Celestial, Draconic, Dwarven, Ignan, Sylvan.
-
Favored Class: Monk.
-
Level Adjustment: +2.
THANOI
The thanoi are the walrus-folk of Icereach, a savage and
bloodthirsty people thought by some scholars to be a
Graygem offshoot of ogrekind. Others suggest they have
a link to minotaurs. All sages agree, however, that the
scourge of the thanoi has grown increasingly stronger with
every passing age. With their introduction to Southern
Ergoth by the Dragon Overlord Frost, and subsequent
loss of their patron in 422 AC, the thanoi have been seen
outside of their icy wastes for the first time. As Southern
Ergoth's climate is expected to spend several years
returning to normal, and the thanoi are mastering the use
of sails, the beachhead established by Frost remains an
ongoing threat to the Western Isles.
Thanoi stand up to 8 feet tall, but almost always walk with
a hunched back and bent knees - a posture that looks
impractical but helps them negotiate the often-treacherous
terrain of their homeland. The females are noticeably
smaller than the males, reaching a maximum of 6 feet
in height. The tusks of both genders can reach 2 feet in
length, backed by rows of blunt teeth strong enough to
crush bone and shell. Thanoi possess clawed feet that look
quite fierce. In actuality are used merely for traction; their
large, clawed hands are too clumsy to handle any but the
largest and simplest weapons.
The walrus-folk possess a thick, blubbery hide well
suited for their environment. They have little use for
clothing or any decoration of an impractical nature. Some
thanoi wear belts to carry tools or weapons, but little else.
The stereotypical thanoi bull is a bloodthirsty, violent, and
territorial brute. He does nothing to dispel this impression,
because it drives fear into his enemies. The thanoi revels
in battle, because like any other kind of interaction it is an
extension of his urges. A thanoi considers his obligations
based on reciprocation and potential threat. Chieftains
command loyalty because the tribe fears what the chieftain
may do to them, or what may happen to them if the
chieftain were to leave; when faced with loss, or scared, a
thanoi will respond with violence if possible. A thanoi hopes
to force his enemy into submission.
A thanoi is a very physical being, living for experiences
even if they would be seen by others as negative. When
hurt or wounded in a battle, he takes the pain and uses
it to spur himself to greater effectiveness. This behavior
might be mistaken for fearlessness, but he is often as afraid
of something as anybody else. The difference is that if the
thanoi is motivated to take what he wants, he will not let
pain get in the way of that success.
The thanoi live in nomadic tribal groups, following the
migration patterns of fish and wild game. The thanoi who
left Icereach to serve Frost acquired a rudimentary feudal
culture, but it was extremely basic and degenerated quickly
into a hierarchy of the strong overcoming the weak.
THANOI RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +4 Constitution,
-4 Intelligence, -4 Wisdom, -2 Charisma. Physically
powerful and quick, thanoi are famous for being weakminded
and unintelligent.
-
Medium size.
-
Monstrous Humanoid (cold): A thanoi is a
monstrous humanoid with the cold subtype. Thanoi are
immune to cold and vulnerable to fire.
-
A thanoi's base land speed is 20 feet, with a swim
speed of 40 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A thanoi begins with 3 levels of
monstrous humanoid, which provide 3d8 Hit Dice, a base
attack bonus of +3, and base saving throw bonuses of Fort
+1, Ref +3, and Will +3.
-
Racial Skills: A thanoi's monstrous humanoid
levels give him skill points equal to 6 × (2 + Int modifier).
His class skills are Balance, Climb, Survival, and Swim.
-
Racial Feats: A thanoi's monstrous humanoid
levels give him two feats.
-
+8 racial bonus to Balance checks on ice and
Swim checks.
-
+4 natural armor.
-
Tusks: A thanoi has tusks that deal 2d4 points
of damage plus his Strength bonus as natural weapons. A
thanoi may use his tusks as a primary weapon or with a
manufactured weapon as a secondary attack at -5 to the
attack bonus.
-
Great Breath: A thanoi is capable of holding his
breath for as long as 30 minutes underwater before making
a Constitution check.
-
Automatic Languages: Thanoi. Bonus
Languages: Common, Draconic, Icefolk, Ogre.
-
Favored Class: Barbarian.
-
Level Adjustment: +2. A Thanoi has an effective
character level (ECL) of 5 + his class levels.
URSOI
The ursoi are the bearfolk of the southernmost reaches of
Krynn. For thousands of years, they lived on the outskirts
of the polar region known as Chorane, a subterranean
realm warmed by geothermal activity and home to tribes
of warring humans, evil dwarves, and kender. Soon after
the War of the Lance, Chorane erupted into a violent
and terrible war engineered by the gods of darkness and
humanity's own intolerance. The ursoi chose to leave
Chorane and follow the prophesies of their shamans to
seek a new homeland, a promised land of plenty to the
north. This brought them to Icereach soon after the white
dragons Ice and Freeze seized the territory. The ursoi chose
not to flee, but form a strong alliance with the Icefolk of
Icewall Glacier and work to oppose the Cold Sisters and
their thanoi servants.
Ursoi look like intelligent, bipedal polar bears. They
wear some clothing and use tools, and they have thick,
clawed fingers instead of paws. Ursoi fur is striped in
places, usually in patterns along the sides of their heads,
distinguishing them from one another. An ursoi male can
reach a height of ten feet and weigh well over 800 pounds;
females are only slightly smaller.
Ursoi have strong, unshakeable beliefs in the importance
of nature, clan loyalty, and justice. Individual ursoi place
a great emphasis on personal honor and repaying debts
owed to others, and some ursoi have been known to serve
as bodyguards and protectors to non-ursoi to whom they
owe their lives. Ursoi command respect, and they give it
to those worthy of it. They have no special intolerance to
other races, but form quick impressions of individuals
based on their actions. An ursoi's word is his bond,
and this more than any other character trait is key to
understanding their personalities.
Although their size and natural weapons seem fearsome,
ursoi are not violent by nature. Most are in fact gentle and
considerate outside of a fight. Ursoi are ferocious in battle,
but do not enter into it lightly. They are not berserkers,
and know when and where to choose their fights. Because
they are equally dangerous armed or unarmed, an ursoi
will not hesitate to use whatever means is necessary to
engage an enemy, whether that be with a pick or with its
claws and bite. An ursoi will, unless told not to, keep the
bodies of those foes it has slain as food for later. This is a
behavior that is often curtailed once the ursoi realizes his
companions are horrified by it.
The ursoi organize themselves into nomadic clans, which
follow sources of food throughout the cycle of the year.
Ursoi young are raised by the community of females, while
the males hunt and defend the clan.
URSOI RACIAL TRAITS
-
+10 Strength, +2 Dexterity, +6 Constitution,
-2 Intelligence, +2 Wisdom, -4 Charisma. Ursoi are one of
the strongest races on Krynn, and very tough. While their
senses are acute, they are often uneducated and find it hard
to interact with others.
-
Large: -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus to
grapple checks, lifting and carrying limits double that of
Medium characters.
-
An ursoi's base land speed is 30 feet.
-
Darkvision out to 60 ft.
-
Racial Hit Dice: An ursoi begins with 5 levels of
monstrous humanoid, which provide 5d8 Hit Dice, a base
attack bonus of +5, and base saving throw bonuses of Fort
+1, Ref +4, and Will +4.
-
Racial Skills: An ursoi's monstrous humanoid
levels give him skill points equal to 8 × (2 + Int modifier,
minimum 1). Its class skills are Climb, Listen, Spot,
Survival, and Swim.
-
Racial Feats: An ursoi's monstrous humanoid
levels give it two feats.
-
+4 natural armor.
-
+4 racial bonus on Survival and Swim checks.
-
Natural Weapons: An ursoi has two claw attacks
that are primary natural weapons dealing 1d6 damage plus
Strength bonus. An ursoi can make two claw attacks as a
full attack, or when wielding a manufactured weapon, he
may use them to make secondary attacks as part of a full
attack. Ursoi also have a bite attack that deals 1d8 damage
plus half his Strength bonus. The ursoi's bite is always a
secondary attack (-5 to attack bonus).
-
Natural Spell: Ursoi with a Wisdom of 13 or
higher are able to cast spells with verbal components, even
though they cannot form traditional sounds with their
mouths. Ursoi with Wisdom of 12 or lower are incapable
of casting spells with verbal components and make
ineffective spellcasters.
-
Improved Grab: An ursoi who hits with one
of his claw attacks may immediately attempt to start a
grapple. He does not need to make a touch attack first. This
ability works only against targets that are one size category
smaller than the ursoi or smaller. An ursoi who has
something in his other hand (such as a weapon) takes a
-20 penalty to his grapple check to maintain the hold, but
is not himself considered grappled and can defend himself
or even make attacks against other opponents.
-
Resistance to cold 10.
-
Scent: Ursoi have remarkable olfactory
capabilities and can distinguish smells easily, giving
them the use of the scent extraordinary ability. Many
ursoi rangers use this to track their prey even in blinding
snowstorms or darkness.
-
Automatic Languages: Ursoi. Bonus Languages:
Common, Draconic, Icefolk, Thanoi.
-
Favored Class: Ranger.
-
Level Adjustment: +2. An Ursoi has an effective
character level (ECL) of 7 + his class levels.
|