ARCTIC DWARVES
Arctic dwarves, who call themselves the Inugaakalikurit, are
the isolated inhabitants of Faerûn's northernmost reaches.
Native to the mountains at the heart of the Great Glacier and
other northerly regions, arctic dwarves are little known to the
outside world. Many arctic dwarves are rangers, barbarians, or
fighters, for they hold little interest in the spellcasting arts or
godly worship.
Arctic dwarves are unique among the Stout Folk in that
they do not trace their ancestry back to Bhaerynden, the great
cavern that later fell to the drow of
Telantiwar and now lies open as the
Great Rift. As such, they have little in
common with other Stout Folk, lacking any
common political, religious, craft, or magical
traditions. In recent years, a handful of arctic
dwarves have migrated across the icy northern
wastes to establish new settlements along the
shores of the Great Ice Sea and in the Silver
Marches, but for the most part the Inugaakalikurit
have dwelt in splendid isolation
for uncounted generations, wholly
content with their lot in life.
Arctic dwarves are squat and hardy,
with blocky bodies, pinched faces, and
stubby legs. They rarely exceed 3 feet in
height and are nearly as broad as they
are tall. Their eyes are bright blue,
their cheeks as ruddy as apples.
Their skin is white, almost bluish,
but because of their fondness for
basking under the bright sun, many of
them are sunburned red from head to toe, a
condition that causes them no discomfort or other ill
effects. Their fingers and toes are thick and blunt and
their feet flat and wide. Curly white hair
covers their heads and tumbles down their
backs nearly to their waists. Males sport short
beards and twisting mustaches. Both sexes favor simple tunics of
polar bear fur and generally go barefoot.
Arctic dwarves are open and friendly and can be quite sociable
with neighboring races, with the exception of frost giants,
whom they despise. Unlike other dwarves, Inugaakalikurit have
little interest in mining or crafts, instead devoting themselves
to hunting, raising children, and leisure. Traditional dwarven
strictures, such as those imposed by family and clan, hold little
weight in arctic dwarf society, and history and the past
achievements of one's ancestors are seen as little more than a
source of enjoyable tales. Arctic dwarves are quite curious
about the outside world, although they have little inclination
to go and see it.
Arctic dwarves are friendly and outgoing,
little concerned with class or clan
distinctions. They enjoy life to the
fullest and see little reason to accumulate
wealth or material possessions.
They believe in hunting and
gathering sufficient food to feed
themselves but otherwise have little
interest in labor of any sort. They
strive to spend as much time as possible
in leisurely pursuits, storytelling,
sports such as wrestling, and games with
their children.
Arctic dwarves are rarely drawn to
adventuring, but those who do usually evince
a curiosity about other cultures so strong that
they willingly forgo the life of leisure they might
otherwise pursue. Instead of waiting to chance
upon evidence of other cultures in their
remote glacial homes, they head out to explore
the world, seeking out the exotic and the new. As such, they
stumble into adventures by happenstance, happily exploring any
new environment they come across.
Arctic dwarf culture is remarkably homogeneous, the result of
centuries of isolation from the other races of Faerûn. Compared
to other dwarven cultures, Inugaakalikurit place almost no
emphasis on bloodline or clan. While individual accomplishment
does garner respect, rarely are such feats remembered for more
than a generation. The pursuit of leisure is placed above hard
work or skilled artisanship, and few arctic dwarves are driven to
accomplish more than continued survival.
Arctic dwarves receive a great deal of individual attention in
childhood, with all adult members of the community serving as
parental figures to varying degrees. Little is expected of Inugaakalikurit
youth, so they spend their days engaged in playful
pursuits. As adults, each arctic dwarf is expected to contribute to
the community's well-being, but there is little societal reward for
doing more than the minimum required. Elderly arctic dwarves
are considered to have earned the right to live out the rest of
their days engaging in leisurely pursuits and are simply encased
beneath the ice and snow when death finally claims them.
Arctic dwarves have emigrated in such small numbers from
their mountain homes that they have very little experience as
minorities within other cultures. Those who do leave usually
look for individuals of similar temperament, regardless of
race, and attempt to recreate the easygoing lifestyle of their
native villages.
Arctic dwarves have all the dwarven racial traits, except as follows:
-
+4 Strength, -2 Dexterity, +2 Constitution, -2 Charisma.
Arctic dwarves are incredibly strong, but shorter and more
stout than other dwarven subraces.
-
Small: As Small creatures, arctic dwarves gain a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons than
humans use, and their lifting and carrying limits are three-quarters
of those of Medium-size characters.
-
Immune to cold.
-
Automatic Languages: Dwarven, Common, home region.
Bonus Languages: By region.
-
Favored Class: Ranger.
-
Level Adjustment: +2. Arctic dwarves are significantly
stronger on average than most Stout Folk, and they possess an
immunity to cold. They are slightly more powerful and gain
levels more slowly than the common races of Faerûn.
GOLD DWARVES
Found largely in the South in the immediate vicinity of the
Great Rift, gold dwarves are the dominant southern branch of
the Stout Folk. Renowned not only for their smithwork and
craftsmanship but also for their military prowess and legendary
wealth, gold dwarves have maintained their empire for millennia,
unbowed by the passage of time.
For generations, the Deep Kingdom of the gold dwarves has
stood unconquered, dominating the surface lands and subterranean
caverns that surround the Great Rift. As their numbers never
declined in the face of endless warfare like their northern
cousins, the Thunder Blessing has actually filled the great caverns
of the Deep Kingdom beyond their capacity. As a result, for
the first time in many years, large numbers of gold dwarves are
setting out to establish new strongholds across the South and the
rest of Faerûn, including the Smoking Mountains of Unther and
the Giant's Run Mountains of the Shining Plains.
Averaging 4 feet tall and weighing as much as an adult
human, gold dwarves are stocky and muscular. The skin of a
gold dwarf is light brown or deeply tanned, and her eyes are usually
brown or hazel. Both genders wear their hair long, and
males (and some females) have long, carefully groomed beards
and mustaches. Hair color ranges from black to gray or brown,
with all shades fading to light gray as time progresses.
Like their northern kin, gold dwarves harbor a great deal of
pride, both in their own accomplishments and those of their
ancestors. They also share the philosophy that anything worth
doing is worth doing well, and that the natural world is but raw
material to be worked into objects of great beauty. Unlike the
long-beleaguered shield dwarves, gold dwarves have not faced a
serious challenge to their way of life for thousands of years. Confident
and secure in their isolated realm, gold dwarves do not
share the pessimism or fatalism of their shield dwarven
brethren. To the contrary, having seen the rise and fall of countless
elven, human, and shield dwarven empires, their endurance
has fostered a deep-seated belief that their traditions and culture
are superior to those of all other races.
Gold dwarves measure others by how much honor and wealth
each individual garners as well as the status of his or her bloodline
and clan. To gold dwarves, life is best lived through adherence
to the ancient traditions of the Deep Realm. The very
persistence of their own way of life indicates that other short-lived
cultures are inherently flawed. As such, those who lack a
meaningful cultural tradition or reject their elders' dictates are
untrustworthy and possibly dangerous.
From birth, gold dwarves are taught to conform to the traditional
strictures of their society. Every important decision,
from choice of profession to their mate, is dictated by the circumstances
of their birth. Those who do not act honorably in
their dealings are shunned from an early age, breeding a tremendous
societal pressure to fit in.
Gold dwarves lack the longstanding tradition of adventuring
found in their shield dwarf cousins in the north. However, population
pressures induced by the Thunder Blessing have given
birth to a new generation of gold dwarf adventurers. Most gold
dwarves who wander beyond the familiar confines of the Deep
Realm do so in order to found new strongholds of their own, but
many find the lure of adventuring hard to ignore once it has
entered into their blood.
Gold dwarf culture does not exhibit a great deal of variability,
the result of generations of gold dwarves insulated from outside
influences. Class and clan divisions are strong among gold
dwarves, and great importance is attributed to bloodlines when
ascribing social status. However, the Deep Realm is so swamped
with petty, decadent royals and nobles that little real power is
invested in anyone but the governing council of clan elders.
Commerce and craftsmanship both play an important role in
gold dwarf society, as does the never-satiated grasping for more
riches. Pride and honor play an important role in all aspects of
daily life, for disgrace applies not only to oneself, but also to kin,
clan, and long-dead ancestors.
Gold dwarves are raised in tight family units, but the clan
elders play an important oversight role in the upbringing of
every child. Book learning is common, as is an apprenticeship to
learn a trade. All adults are expected to support themselves and
their family as well as bring honor and riches to the clan. Ostentatious
displays of wealth are important for maintaining one's
prestige, so poorer gold dwarves often scrimp and save to keep
up appearances. As gold dwarves age, they are accorded increasing
respect for their wisdom. Clan elders form a ruling gerontocracy
that strongly enforces traditional practices. Families and
clans are expected to honor their elders in death with elaborate
funereal rites and tombs befitting the deceased's reputation.
Outside the Deep Realm, gold dwarves hold themselves apart,
forming small, insular enclaves that attempt to replicate traditional
clan life. Few gold dwarves have any interest in adopting
local practices except where it furthers their ability to hawk
their wares.
Gold dwarves have all the dwarven racial traits, except as follows:
-
+2 Constitution, -2 Dexterity: Gold dwarves are stout and tough,
but not as quick or agile as other races.
-
+1 racial bonus on attack rolls against aberrations: Gold dwarves
are trained in special combat techniques against the many bizarre
creatures that live in the Underdark. (This replaces the attack
bonus against orcs and goblinoids.)
-
Automatic Languages: Dwarven, Common, home region. Bonus
Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric.
GRAY DWARVES
Dwelling in great subterranean cities of the Underdark, the gray
dwarves are deep-dwelling cousins of shield dwarves, known for
their cruelty and bitterness. Like their surface-dwelling kin, gray
dwarves are famed for their smithwork and craftsmanship, but
unlike their brethren in the Realms Above, the duergar are grim
and cheerless, living lives of endless toil. Like their gold and
shield dwarf kin, the duergar have forged great empires, founding
such realms as the Deepkingdom of Gracklstugh and the
Steel Kingdom of Dunspeirrin in the endless darkness of the
Realms Below.
Averaging 4 feet tall, gray dwarves weigh nearly as much as
an adult human. While other dwarves tend to be round-bodied
and stoutly muscled, duergar are wide of shoulder but wiry and
lean, their limbs corded with tough muscle. The skin of a gray
dwarf is light or dark gray, and his eyes are dull black. Both
genders are usually bald, with males having long gray beards
and mustaches.
Gray dwarves are consumed with bitterness, feeling their race
has forever been denied what was rightfully theirs. The duergar
expect and live lives of never-ending drudgery. While their
work rivals that of shield and gold dwarves, they are relentless
perfectionists who take no pleasure in their craftsmanship.
Only cruel jokes and petty torments bring a moment's smile to
most gray dwarves, and they delight in tormenting the weak
and the helpless.
Gray dwarves view the world with bitterness, convinced family,
clan, other dwarves, and the rest of the world have cheated them
of their birthright and their due. They see life as nothing more
than endless backbreaking labor, a torment from birth through
death. The duergar evince little mercy for the helpless or the
weak and enjoy tormenting those they can prey upon. From a
young age, gray dwarves are quickly schooled in the harshness of
the world, taught that their lot in life is nothing more than
never-ending labor accompanied by betrayal and then death.
Gray dwarves rarely adventure out of choice. Those who are
exiled or flee imminent banishment often gravitate to the life
of an adventure simply in hopes of surviving. Adventuresome
duergar are usually focused on the acquisition of material
wealth, caring little for the plight of others.
Laduguer, the Gray Protector, is the harsh taskmaster of the
duergar and the patron of their subrace. Although the duergar
nominally venerate all the dwarven deities of the Morndinsamman,
in truth they venerate only Laduguer and his daughter,
Deep Duerra. Before the rise of Shanatar, each of the shield
dwarven subkingdoms had its own patron deity. The kingdom of
Barakuir, dominated by the dwarves of Clan Duergar, honored
Laduguer and never accepted the ascension of Dumathoin as the
patron deity of shield dwarves. The ancestors of the gray
dwarves continued to honor Laduguer during their long
enslavement by the illithids of Oryndoll. Unlike their shield
dwarven brethren, the duergar did not evolve their religious
practice toward the veneration of the pantheon as a whole.
Deep Duerra, the Daughter of Laduguer, is said to have been
a great warrior queen who stole many secrets of the Invisible
Art (psionics) from Ilsensine, god of mind flayers. Deep Duerra
is venerated primarily by duergar who study the Invisible Art
and by those militant gray dwarves who would rather crush
their subterranean neighbors than trade with them. Her faith is
particularly strong beneath the Osraun Mountains of Turmish,
where her followers rule Dunspeirrin, the City of Sunken Spires.
Duergar have all the dwarven racial traits, except as follows:
-
+2 Constitution, -4 Charisma. Duergar are extremely withdrawn
and guarded.
-
Darkvision up to 120 feet.
-
Immune to paralysis, phantasms, and magic or alchemical poisons
(but not normal poisons). Duergar acquired immunity to some
illusions and many toxic substances during their servitude to
mind flayers.
-
+4 racial bonus on Move Silently checks. Gray dwarves excel in
stealthy movement.
-
+1 racial bonus on Listen and Spot checks.
-
Spell-Like Abilities: 1/day - enlarge and invisibility as a wizard
twice the duergar's level (minimum 3rd level). These affect only
the duergar and whatever it carries.
-
Light Sensitivity: Duergar suffer a -2 circumstance penalty to
attack rolls, saves, and checks in bright sunlight or within the
radius of a daylight spell.
-
Automatic Languages: Dwarven, Undercommon, home region.
Bonus Languages: Common, Draconic, Giant, Goblin, Orc,
Terran.
-
Level Adjustment: +2. Duergar are more powerful and gain levels
more slowly than most of the other common races of Faerûn.
SHIELD DWARVES
Found largely in the northern reaches of western and central
Faerûn, shield dwarves are the dominant northern branch of the
Stout Folk. Renowned for their smithwork and craftsmanship,
shield dwarves have endured a centuries-long decline in the face
of never-ending wars with orcs, goblins, giants, and trolls.
Shield dwarves are descended from the founders of Shanatar,
a legendary dwarven empire that once ruled the caverns beneath
modern-day Amn, Tethyr, and Calimshan. After Shanatar fell,
the shield dwarves migrated north, founding kingdoms such as
Ammarindar, Delzoun, Gharraghaur, Haunghdannar, Oghrann,
and Sarbreen. Although those kingdoms have also largely fallen,
the Stout Folk of the North endure. The Thunder Blessing has
served as a welcome reprieve for the beleaguered shield
dwarves, giving hope that the descendants of ancient Shanatar
may one day reclaim the glory of their forebears.
Taller by half a foot than their gold dwarf cousins, shield
dwarves average 4 1/2 feet tall and weigh as much as an adult
human. The skin of a shield dwarf is fair or lightly tanned, and
her eyes are usually green or silvered blue. Both genders wear
their hair long, and males (and a very few females) have long,
carefully groomed beards and mustaches. Hair color ranges from
light brown to red, with all shades fading to silver or white as
time progresses.
Shield dwarves keep to their word, whatever the cost, and
are incredibly stubborn, unwilling to concede an inch unless
there is absolutely no alternative. Such intransigence has enabled
dwindling shield dwarf populations to hold on to ancient strongholds
with just a fraction of their original defenders. However,
it has also led to clan feuds and long-standing misunderstandings
with other races that have sapped the strength of the Stout
Folk. Shield dwarves love worked beauty, seeing the world as
raw material to be forged and shaped into something more than
the original.
Despite their centuries-long decline and deserved reputation for
dourness and cynicism, shield dwarves have never succumbed to
fatalism. Shield dwarves have traditionally been divided into two
camps - the Hidden and the Wanderers - although such divisions
have begun to fade since the Thunder Blessing. While
members of the former group have literally hidden themselves
away from the outside world, content to pursue their traditional
way of life, members of the latter group have gone out into the
world, unbowed by their race's relentless decline.
Shield dwarves are traditionally slow to trust and slow to
forget slights, but a dawning realization of their race's plight has
left many willing to seek out new ways of doing things unconstrained
by traditional prejudices or practices. Shield dwarves
have a long and proud tradition of adventuring, and many shield
dwarves follow this route simply in hopes of equaling or exceeding
the deeds of those who have come before. Others seek to
recover long-lost strongholds and treasures that have fallen to
orcs or other beasts. Since the Thunder Blessing, the question for
many young shield dwarves is not why they should become
adventurers, but why they should not.
Although clan and class divisions were once strong among shield
dwarves, generations of decline have largely broken their once-dominant
influence. While shield dwarves are still incredibly
proud of their bloodlines, individual accomplishment now counts
for more than longstanding tradition or the dictates of clan
elders. Shield dwarven life among the Hidden is still dominated
by craft and forge, but increasing numbers of shield dwarves are
making their own way in the world as adventurers or as craftsfolk
dwelling in human-dominated communities.
Shield dwarves are raised in tight family units, with clan
elders playing a diminishing role in overseeing their upbringing.
Book learning is common, and most children are apprenticed to
learn a trade as they near maturity. Adult shield dwarves are
expected to support themselves and their family as well as bring
honor and riches to the clan. While shield dwarves do not shy
away from displays of wealth, they avoid ostentatious or decadent
behavior. As shield dwarves age, they are honored for their
wisdom and accorded respect for their past accomplishments.
Families and clans are expected to honor their elders in death
with solemn funereal rites and tombs befitting the deceased's
reputation and accomplishments.
Generations of Wanderers have created large and thriving
dwarven enclaves within most human settlements, with all
shield dwarves welcome as part of the loosely knit dwarven
"clan." Shield dwarves occupy the roles of smith or craftsmen in
many human communities and are well respected for their skill
as artisans. Few shield dwarves turn away from veneration of
the Morndinsamman, but most are quick to learn the local trade
tongue and make friends with other races.
Shield dwarves have all the dwarven racial traits, except as follows:
-
Automatic Languages: Dwarven, Common, home region.
Bonus Languages: Chondathan, Draconic, Giant, Goblin,
Illuskan, Orc.
URDUNNIRS
Urdunnirs, sometimes known as orecutter dwarves, are a long-forgotten
offshoot of shield dwarves who have become one with
the earth and stone. Thanks to the blessings of Dumathoin,
urdunnirs can walk through earth and stone as if it were air and
shape metal and stone with their hands. Many orecutter dwarves
are clerics of Dumathoin, expert smiths, or expert gemcutters.
The Children of Dumathoin, as they call themselves, believe
that the Silent Keeper transformed their ancestors in order to
create a race of dwarves who could appreciate the true beauty of
the subterranean landscape without needing to destroy it in the
process. They have dwelt ever since in splendid isolation in
Oldonnar, the legendary Lost Kingdom of Shanatar, deep beneath
the Alimir Mountains.
Averaging 4 1/2 feet tall but weighing much more than an
adult human, orecutter dwarves are stocky and muscular. The
skin of an urdunnir is light gray, and their eyes are always
silver. Both genders wear their hair long, and males (and some
females) have long, carefully groomed beards and mustaches.
Hair color is uniformly gray, with varying degrees of silver and
black highlights.
Urdunnirs see the world as a work of living beauty, walking
through stone and earth much as a diver might explore the
wonders of the ocean depths. The Children of Dumathoin
regard themselves as particularly blessed, for they are not
forced to cling to the exterior of Dumathoin's creation like
other races but can wander through the heart of the world
itself in an endless search to uncover the Silent Keeper's hidden
secrets (gems).
Secure in their otherworldly fastnesses
and isolated from external
threats, orecutter dwarves have
never experienced great wars with other races. As such, urdunnirs
lack the martial traditions of their gold, gray, and shield
dwarven cousins. Strangely enough, urdunnirs share with druids
and elves a deep understanding of the natural world. From a
young age, orecutter dwarves are taught to live in harmony with
their environment. They see Dumathoin's vast creation as a
great sea of earth and stone, ever-changing and always beautiful.
They view their role in the world as that of both observer and
artisan, working in harmony with Dumathoin's creation to
unlock the secrets the Silent Keeper has hidden within.
Thanks to their relative isolation, orecutter dwarves are
rarely drawn to the adventuring way of life. However, those who
encounter other races or stumble across doings in the Realms
Above often find their curiosity piqued, becoming driven to
understand those who have not been blessed by Dumathoin.
The isolation of urdunnirs has preserved
traditional family and clan
strictures in a form largely unchanged
since the founding of
Shanatar. In that respect, orecutter
dwarves have more in common
with their gold dwarf cousins than
they do with the shield dwarves of
the North. Class divisions are
almost nonexistent, for there is
little concept of wealth among the
Children of Dumathoin, but clan
divisions are quite strong and
govern most societal behavior.
Orecutter dwarves are raised in tight family units, with clan
elders playing a strong oversight role in the upbringing of each
child. Book learning is common, albeit in forms not well understood
in the Realms Above, and most children are apprenticed
to learn a trade as they near maturity. The greatest artisans use
their skills to unveil Dumathoin's secrets and shape his creations
into new and pleasing forms, all without disturbing them from
their original resting place. As orecutter dwarves age, they are
honored for their wisdom and accorded respect for their past
accomplishments. Families and clans are expected to honor their
elders in death by weaving their bodies into gemstone veins that
wind through the earth in a fashion befitting the deceased's reputation
and accomplishments.
Orecutter dwarves are almost unknown outside their own
communities, but those who do leave usually seek out other
dwarven communities in which to dwell. They typically organize
themselves according to ancient clan strictures that suggest
little understanding of the cultures in which they dwell or
changes in the world since the birth of their race.
Urdunnir dwarves have all the dwarven racial traits, except as follows:
-
+4 racial bonus on saving throws against poison: Urdunnirs are
even more resistant to toxins than other dwarves.
-
Stone Walk (Su): Urdunnirs can pass through stone and earth
as if it were air. They can carry up to twice their own body
weight with them in this manner. Urdunnirs (and anyone carried
with them) cannot breathe while within stone or earth
and must hold their breath while traveling in this manner.
-
Stone Shape (Sp): At will as an 8th-level sorcerer.
-
Shape Metal (Sp): At will as an 8th-level sorcerer once per
round. This power works just like the shape metal spell, except
that urdunnirs can only affect 5 cubic feet
of metal. Using this ability is a full-round action.
-
Automatic Languages: Dwarven, Undercommon. Bonus Languages:
By region.
-
Favored Class: Expert.
-
Level Adjustment: +4. Urdunnirs have the ability to walk
through stone and earth and two unusual spell-like abilities.
They are more powerful and gain levels more slowly than the
common races of Faerûn.
WILD DWARVES
Wild dwarves, who call themselves "dur Authalar" (the People),
are the primitive inhabitants of the Jungles of Chult and the
Mhair and Black Jungles. They have largely rejected the clan-based
craft- and smith-oriented culture of their gold, gray, and
shield dwarf cousins, choosing instead to live in hunting bands
with ever-shifting memberships. Eschewing all trappings of
civilization, wild dwarves live like beasts, engaged in an endless
hunt for survival. Only those who dare the shadowy depths of
Faerûn's southern jungles are even aware of the existence of
this barbaric dwarven subrace, for these elusive hunters keep to
the depths of their woodland homes.
Wild dwarves are dark-skinned, short, and stout, with dark
brown eyes. Their heavily tattooed bodies are covered with
grease to ward off insects and make them hard to hold. Wild
dwarves wear little except their long, woven hair, which serves
as adequate clothing. They plaster their hair and skin with
mud to form a crude armor when going to war.
Dur Authalar have more in common with the beasts of the
jungle than they do with their dwarven kin, viewing life as an
endless hunt and each day a struggle to kill or be killed. Wild
dwarves distrust all intruders into their jungle domain and, if
confronted, are apt to attack first without question. Much like
the beasts they strive to emulate, wild dwarves care little
about goings-on in the world at large, the doings of those who
are not wild dwarves, or material possessions.
Wild dwarves see the world in terms of hunter and prey. In the
minds of the dur Authalar, civilization is but a veneer that
obscures the endless cycle of prey and predation. Wild dwarves
care only about securing their next meal and surviving the everpresent
dangers of the natural world. From a young age, wild
dwarves join in the hunt, and the lack of strong family or clan
ties ensures that each wild dwarf understands just how alone he
or she is in the world.
Those few wild dwarves who have chosen a life of adventure
usually found it thrust upon them. Many were once captives of
Calishite slavers who escaped and must now make their own way
in the world. Lacking the support of the pack in which they
were raised, many see the close camaraderie of adventuring
bands as a close approximation of their traditional hunting-bands
and thus seek out such groups.
Wild dwarves organize themselves into loose, ever-changing
hunting bands and pay little heed to distinctions of family or
clan. They live nomadic lives that revolve around the hunt and
escaping from more powerful predators. Material wealth and
goods mean very little, with weapons being the only objects to
which they evince any real attachment.
Wild dwarven children are raised communally, with only
faint familial bonds ever acknowledged. Book learning is nonexistent,
and the young are taught to hunt as soon as they can
keep up with the pack. All adults are expected to contribute to
the communal life, whether it be watching over the young or
leading the hunt.
While the wild dwarves respect the wisdom of elders, those
who grow too weak to keep up through persistent sickness or age
are eventually left behind by their kin. A few choose their own
deaths, suicidally attacking a great beast single-handedly. They
are remembered for their bravery in nightly tales that gradually
grow into myths.
Few wild dwarves ever leave their traditional way of life in
the southern jungles. Wild dwarves encountered beyond the
jungle are usually loners who have either been captured and
enslaved or voluntarily chosen exile. Most such wild dwarves
eventually find their niche alongside rangers, hunters, or
druids, although a few join packs of lycanthropes and other
sentient beasts in an attempt to recreate their traditional way
of life.
Wild dwarves have all the dwarven racial traits, except as follows:
-
Small: As Small creatures, wild dwarves gain a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons than
humans use, and their lifting and carrying limits are three-quarters
of those of Medium-size characters.
-
Wild dwarf land speed is 20 feet.
-
Proficient with the handaxe and blowgun. The blowgun is such an
integral part of wild dwarf life that all wild dwarves learn to use
the weapon. This replaces the normal weapon familiarity.
-
Poison Use. Wild dwarves work with poisons from an early
age, and they never risk accidentally poisoning themselves
when applying poison to a weapon.
-
Fire resistance 5. Wild dwarves are inured to the oppressive
heat of Chult.
-
+3 racial bonus on saving throws against poison. This replaces
the standard dwarven bonus against poison. Wild dwarves are
immune to wild dwarf knockout poison.
-
+4 racial bonus on saving throws against disease. Wild dwarves
have developed a strong resistance to disease of all types.
-
Wild dwarves are not nearly as capable or familiar with stone
and metal as their more civilized kin. They do not receive the
dwarven stonecunning trait or the bonus on Appraise and
Craft checks related to stone or metal.
-
Automatic Languages: Dwarven, Common, home region. Bonus
Languages: Chultan, Draconic, Goblin, Tashalan, Yuan-Ti.
-
Favored Class: Barbarian.
AQUATIC ELVES
Rarely encountered by the landbound races, the aquatic elves are
a civilized and good-hearted people who inhabit the seas surrounding
Faerûn. Most aquatic elves hail from underwater cities
in the Sea of Fallen Stars or in the Great Sea south of Faerûn,
but small settlements of this race can be found in the seas along
Faerûn's western coasts as well.
The aquatic elves are tall, standing 6 feet or more in height.
They have long limbs with strong swimming muscles, and their
fingers and toes are long with thick webbing. Their most striking
features are sets of gills along the collarbone and ribcage.
Aquatic elves are nowhere near as thin as their landbound
cousins, and their hair is usually stringy and thick, cut short for
warriors but otherwise worn long. Great Sea aquatic elves have
radiant skin of deep green with irregular thin brown stripes and
patches. Aquatic elves from the Sea of Fallen Stars have skin in
many shades of blue with white patches and stripes. Eye colors
for both types of aquatic elf come in every shade seen among
gold, moon, or wild elves. Their clothing is made of various
undersea plants in shades of green, black, and brown, although
aquatic elves usually go about lightly clad, if dressed at all, while
underwater.
Aquatic elves are viewed by many land-dwelling folk as skittish,
distrustful creatures who are afraid to leave the water. While
this is not necessarily true, an aquatic elf trusts only his close
neighbors and family, even though he shares many strong bonds
of history and culture with any land-dwelling elf acquaintance.
The aquatic elves believe that alliance and community mean
survival, while factionalism and arrogance mean death. They are
standoffish even to other aquatic races, except when it serves the
elves to have allies or trade partners. Despite this attitude, the
aquatic elves of the Sea of Fallen Stars have recently started to
overcome their natural tendencies, and have begun to open trade
with their neighbors, both aquatic and landbound.
Aquatic elves form loose feudal societies. The nobility rules in a
reasonably enlightened manner, and all social conventions
follow a patriarchal structure for inheritance and the transfers
of power. While women wield considerable influence among
aquatic elves, particularly as bards and sorcerers, the bulk of the
political power devolves on the eldest male child.
Aquatic elves form closely knit communities. While each
family or single resident often has a home to call his or her own,
private property is rare. Tools, weapons, and other miscellaneous
objects trade hands often. An aquatic elf in need of a particular
item simply takes one he finds, without fear of repercussion.
Theft is relatively unknown in aquatic elf society as a result; one
cannot steal something if everyone considers the object community
property. This attitude does not extend to nonaquatic elf
visitors, however, and such visitors are often watched to make
sure that they keep their hands to themselves.
Aquatic elves have all the elven
racial traits, except as follows:
-
+2 Dexterity, -2 Intelligence.
This replaces the standard bonuses
and penalties most elves receive.
Aquatic elves are as fleet of foot
and coordinated as their land-based
kin, and while they are more sturdily
built than most of the other
elven subraces, they have little use
for study.
-
Proficient with trident, longspear,
and net. This replaces the standard
elven proficiency with longsword,
rapier, and bow.
-
Swim speed 40 feet. An aquatic elf
gains a +8 racial bonus on all Swim
checks and can always choose to
take 10 with Swim checks, even if
rushed or threatened. Aquatic elves
can use the run action while swimming, as
long as they swim in a straight line.
-
Improved Low-Light Vision (Ex): An aquatic
elf can see four times 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.
-
Gills (Ex): Aquatic elves breathe salt water with ease. They can
also breathe fresh water, but most find the experience to be
very uncomfortable and are treated as fatigued while doing so
and for 10 minutes afterward. Aquatic elves can survive out of
the water for 1 hour per point of Constitution (after that,
refer to the suffocation rules).
-
Automatic Languages: Common, Elven, home region. Bonus
Languages: Aquan, Draconic, Giant.
-
Favored Class: Fighter.
-
Level Adjustment: +1. Aquatic elves are more powerful and
gain levels more slowly than most of the other common
races of Faerûn.
AVARIELS
The avariels, or winged elves, are without a doubt the most reclusive
and least numerous of the elven subraces on Faerûn. Many
scholars have long dismissed them as creatures of myth. In truth,
small numbers of avariels still dwell in Faerûn, concealed in
hidden enclaves and remote regions.
The most striking feature of the avariels is their soft, feathered
wings. These wings have spans of anywhere from twelve to
sixteen feet and are usually white, but may also be gray, brown,
black, or speckled. Avariels take great pride in their wings and
spend long hours grooming them. Their skin is pale, often porcelain
white, with tinges of blue or faint silver. They have silver-white
or black hair, with other shades being rare but not unheard
of. The avariels' eyes are rather large and more expressive than
those of other elves, and they tend to be brilliant shades of blue
or green. A few avariel have scintillating violet eyes as pure as
amethysts. Avariels stand 5'9" tall on average, with thin, graceful
limbs and angular facial features. They are the most beautiful
and striking of the elven races, although too often this beauty
is marred by haughtiness and condescension toward their landbound
kin, whom they often pity.
Avariels are even more delicate than other elves, and their
movements are quick, calculated, and graceful. They prefer to
wear loose fitting, diaphanous clothing that catches the wind
in flight and ripples and weaves in the air. Armor is almost
never worn, because it tends to weigh the avariels down and
hinder their graceful motion. Avariels cannot fly while wearing
heavy armor.
Avariels came dangerously close to extinction long ago, and it
has taken them thousands of years to recover to the point where
they don't have to worry about the fate of their race. Only
recently have they begun to expand back into the world, sending
explorers, diplomats, and merchants south into Faerûn proper.
Small, scattered bands of avariels still exist in the heartlands of
Faerûn, but these groups rarely number more than a dozen and
usually avoid civilized areas.
Avariels are free spirits who would like nothing better than to
simply soar on the currents high above the ground, taking in the
views Faerûn has to offer. They possess an irrepressible zest for
life. Even in the darkest, most desperate situation, an avariel
remains cheerful. Unfortunately, while friendly to those they
consider their equals, avariels also tend to be condescending and
even downright rude to landbound races. The avariels are usually
unaware of this; it's just their natural reaction to treat landbound
races as lesser creatures. Given time and enough exposure to
other cultures, avariels can overcome their natural bias.
The avariels have a unique model for their societies, separating
into two groups when they congregate in large numbers: a warlike
society of fighters and soldiers, and a peaceful society of
thinkers and religious scholars. These two subcultures, as diametrically
opposed as their separate philosophies may be, work
together to forge a powerful symbiotic relationship.
Warlike avariels have a complex code of honor that they use
to guide and temper their militaristic activities and training.
These avariels spend their lives defending their kin. Their lives
are geared toward war and power, and they answer to their war
chiefs, who share responsibility for ruling the society with the
religious leaders of the peaceful avariels. The martial avariels are
proud and hearty, and they form eternal friendships with those
who earn their respect and trust.
In combat, warlike avariels have little pity or remorse about
cutting down their enemies. The concept of surrendering is
highly dishonorable to these avariels, both for themselves and
for their enemies. Once lethal combat begins, few avariels break
off until they or their enemies are dead. Drawing blood from an
enemy is nothing less than a promise to honor the enemy with
one's skills in combat and not humiliate him by leaving him alive
to dwell on an embarrassing defeat. The act of slaying an enemy
is viewed simply as delivering on that promise.
Warlike avariels prefer to use ranged weapons, and they
aren't above using wings to gain an advantage over landbound
enemies. This is supported by their code, which allows them to
cut down an enemy from an unassailable distance in the skies
above. Those who cannot defend themselves against an attack
from the skies should know better than to make an enemy of a
clearly superior foe.
The peaceful avariels, unlike their warlike kin, focus mainly
on arts and the intellectual aspects of life. When faced with
conflict, a peaceful avariel relies on her brains and diplomatic
abilities - and often on her magic power. Peaceful avariels are
artists, philosophers, and researchers who spend their lives studying
the world and its history and creating works of art simply
for the sheer joy of creation. The peaceful avariels are also
responsible for providing their society with food, entertainment,
and education. Many peaceful avariels are also very religious
and spend much of their time contemplating the ways of their
deity, Aerdrie Faenya.
Despite their divergent personalities, these two subcultures
interact surprisingly well. Young avariels typically spend time
immersed in each subculture, learning from both warriors and
priests. These exchanges, which often last for a decade or longer,
allow avariels raised in one subculture to learn how the other
subculture lives.
Avariels have all the elven racial traits, except as follows:
-
+4 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom.
Avariels have hollow bones and, as a result, are more fragile
than humans. At the same time, they are gifted with a keen
intuition and intellect, and an almost otherworldly grace.
-
Keen Sight (Ex): Avariels gain a +4 racial bonus on all Spot
checks; this replaces the standard +2 racial bonus that most
elves gain.
-
Avariels gain a +4 racial bonus on Jump checks. They are
strong for their weight.
-
Proficient with either rapier or longsword; proficient with
lasso and bolas. This replaces the standard elven weapon proficiency
with longswords or rapiers and proficiency with shortbow,
longbow, composite longbow, and composite shortbows.
-
Flight (Ex): Avariels have a flying speed of 50 feet with average
maneuverability, as long as they do not carry more than a
Medium load, are not wearing Heavy armor, and are not
fatigued or exhausted. Avariel wings have a span of 12 feet on
average; they cannot fly in an area that does not allow them
to fully extend their wings.
An avariel may make a dive attack. A dive attack works just
like a charge, but the avariel must descend a minimum of 30
feet and attack with a piercing weapon; if she hits, she deals
double damage. An avariel can use the run action while flying,
provided she flies in a straight line. For more information on
flight, see the Tactical Aerial Movement section.
-
Automatic Languages: Common, Elven, home region. Bonus
Languages: by region.
-
Favored Class: Cleric.
-
Level Adjustment: +3. Avariels are more powerful and gain
levels more slowly than most of the other common races of
Faerûn.
DROW
Of the various elven subraces, none are more notorious than the
drow. Descended from the original dark-skinned elven subrace
called the Ssri-tel-quessir, the drow were cursed into their present
appearance by the good elven deities for following the goddess
Lolth down the path to evil and corruption.
Also called dark elves, the drow have black skin that resembles
polished obsidian and stark white or pale yellow hair. They commonly
have blood-red eyes, although pale eyes (so pale as to be
often mistaken for white) in shades of pale lilac, silver, pink, and
blue are not unknown. They also tend to be smaller and thinner
than most Faerûnian elves. Most drow on the surface are evil
and worship Vhaeraun, but some outcasts and renegades have a
more neutral attitude, and there are even groups of good drow
who worship Eilistraee or other deities not of the traditional
drow pantheon.
Though divided by endless feuds and schisms, the drow are
united in one terrible desire: they seethe with a hatred for the
surface elves. By their way of reckoning, they proved themselves
the superior race in the Fourth Crown War, and the fact that
the Seldarine (and Corellon in particular) punished them for
their success is a poison that churns in their hearts and minds
eternally. They burn with hatred for the Seldarine and their coddled
children, and want nothing more than to return to the surface
and bring to the elves there suffering a thousand times
greater than that which the drow have been forced to endure
over the past ten thousand years.
Drow are, on the whole, sadistic, destructive, and treacherous.
They view themselves as the rightful heirs to Faerûn and still
remember the perceived injustice of their exile to the Underdark.
They hate other races and either wish to make war upon them or
view those others with contempt and tolerate them only as necessary
for trade or temporary military alliances. Even among
their own kind, drow are cruel and suspicious. There is little room
for love and friendship in drow society. They may value alliances
with other family members or acquaintances, but no drow truly
trusts another. Drow forge alliances only when they are more
powerful than an "ally," possess blackmail-worthy knowledge, or
have a common enemy that overrides their mutual hatred. Even
then, they keep their eyes and ears primed for the slightest hint
of treachery. The motto for the drow may well be, "Do unto
others first so they cannot do unto you."
Of course, there are always exceptions to the rule. A fair
number of drow have come to value their position in the Underdark
and now think of themselves as true natives of their dark
realm. They have little desire to return to the surface and would
rather rule in the depths than struggle to regain a realm they no
longer hold any interest in ruling. Even more rare are those few
drow who have atoned for their evil ways and think of their fellows
as monsters that need to be stopped. These drow are either
surface dwellers who are struggling to become accepted into new
societies, or fugitives dwelling in out-of-the-way caverns deep
underground. With the new expansion into the surface, more
drow than ever before are being exposed to the truth on the surface,
and many are realizing that life on the surface is much
nicer than they were led to believe by the agents of Lolth and
her kin. It is possible, with proper acceptance and encouragement,
that the numbers of neutral or even good drow on the surface
of Faerûn could skyrocket in the coming years. The
priesthood of Eilistraee is in the forefront of this movement,
desperately trying to divert the drow war on the surface into a
mass conversion from the dark elves' dreadful ways.
Drow live in militaristic societies with strong religious foundations.
They are a matriarchal society, ruled by the most powerful
drow priestesses. Drow do not form nations, but congregate in
vastly powerful city-states located in massive caverns deep
underground. Drow cities trade with each other but frequently
fall into open warfare.
A typical drow city is ruled by a large group of powerful drow
families, the strongest of which rule the city itself. Each family
is in turn ruled by a Matron Mother, typically (though not
always) a powerful cleric of Lolth. Infighting is common, even
expected, among the ruling families of a drow city. The power
ranking of the families shifts almost daily, although the top five
or ten families are relatively stable.
Drow cities tend toward a haphazard organization, as the
strong families seize the best territory for themselves and leave
the common drow to build their warrens and feed themselves in
whatever fashion they can manage. The various family estates
are often grouped close together in the most defensible part of
the cavern, but this is not always the case. Typically, a large
public temple dedicated to Lolth is located in the same area,
often as part of the ruling family's estate. The city itself is usually
a tangled, chaotic mess of hundreds of architectural styles.
Magic items emitting faerie fire adorn the more prosperous
buildings, as well as most of the family estates. For the most part,
poverty, oppression, and desperation are the rule in the heart of
a drow city.
Beyond the city proper are vast farms where slaves raise deep
roth?, edible fungus, and other necessities for the survival of the
city. Garrisons of the city's standing army (segregated by gender)
are located nearby, along with academies that cater to wizards,
bards, rogues, assassins, and experts of various fields (even psions
and psychic warriors). Often, a
drow city enters an alliance with a powerful denizen of the
Underdark such as a beholder or a deep dragon, encouraging the
creature to keep a lair on the outskirts of the city. Menzoberranzan,
home city of the famed exile Drizzt Do'Urden, is the
most famous drow city-state and serves as an excellent example
of how such locations are structured.
Surface drow have yet to form anything resembling a society
of their own. For the most part, surface drow live as outcasts
and hermits, interacting with established societies only
when necessary.
Drow have all the elven racial traits listed, except as follows:
-
+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. The
drow have ruthlessly selected for agility, intelligence, and force of
personality over generations.
-
Spell-Like Abilities: 1/day - dancing lights, darkness, and faerie
fire. These abilities are as the spells cast by a sorcerer of the
drow's character level.
-
Darkvision up to 120 feet. This replaces elven low-light vision.
-
Proficient with either rapier or shortsword; proficient with hand
crossbow and light crossbow. This replaces the standard elven
weapon proficiencies.
-
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds a drow for 1 round. In addition,
drow suffer a -1 circumstance penalty on all attack rolls,
saves, and checks while operating in bright light.
-
Spell resistance of 11 + character level.
-
+2 racial bonus on Will saves against spells and spell-like abilities.
-
Automatic Languages: Elven, Undercommon, home region.
Bonus Languages: Abyssal, Common, Draconic, Drow Sign
Language, Goblin, Illuskan.
-
Favored Class: Wizard (male) or cleric (female).
-
Level Adjustment: +2. Drow are more powerful and gain levels
more slowly than most of the other common races of Faerûn.
MOON ELVES (SILVER ELVES)
The most common of the elven subraces on Faerûn are the moon
elves. They have fair skin, sometimes tinged with blue, and hair
of silver-white, black, or blue; humanlike colors are somewhat
rare. Their eyes are blue or green, with gold flecks. As far as the
elves of Faerûn go, moon elves are most like the elves presented
in the Player's Handbook.
Moon elves prefer to dress in rustic clothes of simple cuts and
fashions that are nevertheless of fine and exquisite make. They
adorn their dress with embroidered patterns, beads, and similar
trappings, preferring earthen colors for everyday wear, hues that
make it easy to conceal themselves in foliage. In places of safety
or in times of revelry, moon elves enjoy dressing in bold colors -
the more brightly colored, the better. Hair is worn in braids or
ponytails, twined with wires or beads. Moon elves sometimes
wear body paint or tattoos in mystic patterns, although not to
extent the wild elves do.
Moon elves are more impulsive than the other elves, and dislike
remaining in one place for any significant amount of time. Most
moon elves are happiest when traveling, especially across the
expanses of untrodden wilderness that still survive in Faerûn.
This is probably the single greatest reason why they are so much
more friendly and accommodating to other races than many
other elves: They do not isolate themselves from the human
lands behind impervious defenses. Moon elves have watched
humankind for much longer than their sun or wood elf kin, and
they know that nonelves aren't as foolish and unimportant as
most other elves think. They feel that engaging promising
human realms such as Silverymoon and instilling elven values
and culture in these young lands is a better way for the elven race
to survive and thrive than hiding away and avoiding all contact
with ambitious, grasping humans.
Moon elves are drawn to adventure through sheer wanderlust.
They desire to see and do everything possible during their long
lives. Like their allies the Harpers, moon elves believe that a
single person of good heart who stands up to injustice or evil can
make a big difference. The typical moon elf adventurer tends to
be a wandering protector of the common folk, not a dungeon-plundering
slayer of monsters.
Moon elves are nomadic spirits who rarely settle down for long
in one place. They are comfortable living among sun elves and
wood elves, but just as often they live in areas dominated by
humans, halflings, or even gnomes. Their homes tend to be
simple, unassuming, and comfortable.
Moon elves are much less solemn and serious in their ways and
actions than sun elves. Their songs and poems are lighter and
often quite humorous; tragedies have their place but the moon
elves prefer to balance such things with light-hearted and often
bawdy tales and songs. They also enjoy a wide variety of art
styles, including paintings and sculpture. Moon elves are fond of
games of chance and gambling. Drinking, feasting, and reveling
are all a strong part of their society.
A more serious side to the moon elves emerges in times of
trouble. Moon elves are just as skilled with weapons and magic as
their fellow elven subraces, and do not hesitate to act if a situation
calls for violence as a solution. Even in warfare, they try to
find hope and humor, for it is during these dark times that levity
and joy are most valuable.
Moon elves gather in loose bands, composed of a dozen or so
extended families. Leadership is democratic; all elves of the band
have a say in important decisions, although the voices of one or
two of the wiser and more experienced family heads tend to carry
the day. In times of danger, the band chooses an elder or warleader
to see them through the peril. Moon elves travel light and
travel often, rarely staying in the same place for more than a
season or two before moving on.
Moon elves have all the elven racial traits, except as follows:
-
Automatic Languages: Elven, Common, home region. Bonus
Languages: Auran, Chondathan, Gnoll, Gnome, Halfling,
Illuskan, Sylvan.
SUN ELVES (GOLD ELVES)
The majority of Faerûn's sun elves live on Evermeet, having
abandoned what remained of their ancient realms during the centuries
following the falls of Illefarn and Cormanthyr. They are
only now returning to the mainland to reestablish their presence
there. The sun elves are famed for their command of both arcane
and divine magic, which exceeds that of any other living race.
Works of elven high magic thousands of years old still survive in
the hidden refuges of the sun elves.
Sun elves are responsible for the majority of the great elven
cities of legend, although other elven subraces aided the construction
of many of these cities. Myth Drannor is perhaps their
most famous creation, although probably not their most magnificent.
Sun elf realms are the stuff legends are made of, an
integral part of the history of Faerûn for thousands of years.
The sun elves certainly know this, for they distance themselves
from nonelf races and often won't let such "lesser beings" into
their lands.
Sun elves have bronze skin, hair of golden blond, copper, or
black, and eyes of green or gold. They favor contemplation, lore,
and study over the quick games and light-hearted songs of other
elves, but seem to embody the unearthly beauty, grace, and presence
of the elven folk.
Sun elves dress in clothing that is at the same time magnificent
and understated, favoring cool colors such as blue and green.
They decorate their clothes with intricate gold- or mithral-thread
embroidery in exacting patterns whose subtle designs are easy to
miss at first. Jewelry is simple but painstakingly crafted.
Of all the elven subraces, sun elves are the most arrogant and
haughty - even more so than the avariels, whose haughtiness is
rooted in pity for the landbound races. Sun elves believe that
they are the true elven race, the builders and the leaders of the
elven realms, and that the other elven subraces fail to live up to
the solemnity and dignity of their ancient stock.
The sun elves believe that they were selected by Corellon
Larethian to be the defenders of elven tradition and history.
They are also the most patient of the elven races, and they
devote their time to perfecting a task rather than just merely
completing the task. To a sun elf, rushing a job or finishing a
project in anything less than perfection is betraying the elven
ideal. As a result, they tend to have a much narrower range of
skills than other elves, but they are the unrivaled masters of the
skill, art, or craft to which they turn their efforts. The only
exception to this rule is combat. Sun elves have no love for
combat, but they are nevertheless well trained in its ways. They
view combat as a necessary evil, and one that should be resolved
quickly so the task can be done and one can return to more pleasant
and constructive pursuits.
Sun elves are the least likely of the elven subraces to take up
the adventurer's path. They see little point in roaming around
the world and meeting other peoples, especially when any sun
elf can enjoy as much comfort, study, and contemplation as
she likes by remaining in one of the hidden sun elf realms.
Most sun elf adventurers are more properly thought of as
spies, dutiful scouts who make it their lifelong task to observe
the other peoples of Faerûn and keep a vigilant watch for the
rise of any threats to the elven homelands. A few sun elves are
also drawn to the mystery of ancient power and seek to add to
the lore of their people by exploring ruins of ancient empires
all across Faerûn.
Sun elves are deliberate, patient, and solemn, and their society
reflects this. Their buildings, while aesthetically beautiful and
architecturally brilliant, tend to be ostentatious. Nevertheless,
the sun elves take great pride in their buildings, believing that
nothing less than perfection will do for the chosen defenders of
elven tradition and history. Their art, poetry, and songs also
reflect their deliberate and regal attitudes. They prefer tales of
ancient battles, songs of the gods, and stories of great heroes
beset with terrible tragedies.
Sun elves revere wisdom and learning. Even the humblest sun
elf abode features a room or two filled with old scrolls, maps, and
books. Sun elves have a strong tradition of rule by nobility, and
most sun elf communities are ruled by a monarch who can trace
his or her line back to the First Crown War. Where a human
noble measures his power by the expanse of the lands under his
rule and the numbers of soldiers at his command, a sun elf noble
is known by the honor of her family name, the magical power
and lore her family has accumulated, and the wealth and beauty
of her palatial home.
Sun elves have all the elven racial traits, except as follows:
-
+2 Intelligence, -2 Constitution. Sun elves value study and contemplation
over the feats of agility learned by most other elves.
-
Automatic Languages: Elven, Common, home region. Bonus
Languages: Auran, Celestial, Chondathan, Gnome, Halfling,
Illuskan, Sylvan.
WILD ELVES (GREEN ELVES)
The wild elves of Faerûn are insular and savage,
and as a result are rarely seen outside their
forest homes. In ages past the wild
elves (or green elves, as they were
more commonly known) raised great
kingdoms in the forests and fielded
armies to defend their homes, but with
the march of time they have abandoned
the trappings of civilization,
becoming a furtive, reclusive race. The
wild elves were always close to nature,
even more so than other elves, but they
have forgotten many of the high arts and
lore of their people, choosing stealth and
survival over building and book learning.
Wild elves are stocky and strongly
built for elves. Their skin tends to be
dark brown, and their hair ranges from
black to light brown, lightening to silvery
white with age. They are quiet around
anyone except their own kind, and quickly
become hostile in these uncomfortable situations.
Clothing is kept to a minimum among
the wild elves, although they make up for this
with body decoration of all sorts - tattoos, war paint, feathers,
and beaded jewelry that shows a surprising streak of complex
and beautiful artistry.
The tragic history of the wild elves has left them untrusting of
outsiders. Their tactics for dealing with intruders vary from
tribe to tribe. Some simply hide and allow the trespassers to go
by unknowing, while others attack to capture such interlopers.
They rarely kill those they capture, preferring to use magic to
alter their memories and carry them far away before releasing
them. They make friends slowly, and most nonelves simply don't
have the lifespans required to gain the trust of a tribe of green
elves. They excel in combat and often revel in its chaos and
primal fury. Little can match the fury of an enraged tribe of
green elves.
Among their friends and kinfolk, wild elves are pleasant and
outgoing, somewhat like the moon elves. Their feasts and celebrations
are events of great joy, with singing, dancing, and all
manner of merry-making. One of the most beloved ways to celebrate
is to engage in a hunt. Hunts are tribal affairs in which
all elves, young and old, have a part. The actual hunt itself is
sometimes only a small part of the overall event, which also
includes a religious ceremony and a tribewide festival.
The scattered, tribal nature of the green elves also means that
no two tribes are exactly alike. Some have settled in permanent
villages with crude huts, while others are nomadic, dwelling in
tents and wandering over vast wilderness territories. Gender segregation
is common; some tribes are exclusively matriarchal,
while others are patriarchal.
Although they have a great interest in music and art, wild
elves create few permanent works of art. To the wild elf, the joy
of art lies in the creative process, the spontaneous creation of
song or dance or effects. They view with distaste attempts to
"capture" this process by making permanent works of art,
recording songs or stories in writing, and so on, maintaining that
to do so imprisons the ever-changing beauty of the world.
Wild elves have all the elven racial traits, except as follows:
-
+2 Dexterity, -2 Intelligence. Wild elves are hardier than other
elves, but favor physical action and feats of athleticism instead of
learning to solve problems.
-
Automatic Languages: Elven, Common, home region. Bonus
Languages: Gnoll, Illuskan, Orc, Sylvan, Tashalan.
-
Favored class: Sorcerer.
WOOD ELVES (COPPER ELVES)
The wood elves are among the most numerous of Faerûn's elven
people, a young and confident folk who hold the old elven forest
homelands in strength. Heirs to the second generation of elven
nations, the wood elves see their realms as the natural successors
to lands such as Eaerlann and Cormanthyr. Where the old
empires expanded with strength and pride, the realms of the
wood elves hope to grow with compassion and humility. The
wood elves do not view their homelands as a land apart from
Faerûn; they understand better than their kindred that for
better or worse, their fates are bound up with the fates of the
humans, dwarves, and halflings around them.
Also known as copper elves or sylvan elves, these people have
coppery skin tinged with green, and brown, green, or hazel eyes.
Hair is usually brown or black, occasionally blond or coppery-red.
Wood elves prefer to dress in simple clothing, similar to the
moon elves but not quite so colorful. They favor a simple cut to
tunic or dress, set off by common embroidery in natural designs.
They are particularly fond of leather armor, and they often
wear lovingly tooled and well-crafted suits even when they do
not feel endangered. Their clothing, leather armor or not, is usually
in dark shades of green and earth tones to better blend with
their natural surroundings. They are a humble race and only
rarely do they enhance their appearance with jewelry or similar
accessories.
Wood elves are calm, serene, and difficult to
surprise. Their patience is legendary. They are
at one with the world of nature, and are not
comfortable in areas of heavy civilization.
They have lost the urge to build and replace
nature with walls and palaces; even the cities
built by their elven kin seem to be foolish
to the wood elves. They have come to
believe that buildings of stone are
transitory in nature, and that in time,
the forest returns to overgrow the
greatest of cities. Other races interpret
this attitude as fatalistic or condescending, and as
a result wood elves find it hard to understand anyone
who isn't a wood elf.
Wood elves live at ease with nature, using
what naturally occurs in the world to
shelter or defend themselves. They
are not nomadic, and claim large
territories in the deepest woodlands
of Faerûn. Some wood
elves choose to do without
houses, furnishings, and any
possessions they can't carry,
using the high branches of great
trees or natural caves in their
roots for shelter and storage. Most
wood elves instead prefer to dwell in
small villages of permanent homes of
natural fieldstone and lovingly carved
wood, so carefully concealed among
the surrounding wilderness that a
human hunter might walk through the
center of a wood elf village and not
even notice that he had done so.
Wood elves adhere to a tradition of
leadership by their oldest and most
experienced druids, although most villages
form a council of elders selected
from the wisest and most experienced
elves of each family to
handle day-to-day affairs. The
druidical hierarchy serves to
unite wood elves of different
villages and weld all the wood
elves of a particular forest into a
common realm. The druids do not presume
to tell the elders how to run a village, but
the elders generally give great weight to anything a
druid chooses to say.
Wood elves excel in the hunt. They spend much of their time
stalking their chosen territory on the search for food or intruders
into their realm. The rest of their time is spent frolicking
among the branches; in this regard, they are quite similar to
moon and wild elves. With the end of the Retreat, wood elves
are quickly coming back into contact with the civilized world.
Although they are reluctant to allow others into their lands,
wood elves understand that times are changing. If they are to
survive as a people, it may be time to change for the copper
elves to change as well.
Wood elves have all the elven racial traits, except as follows:
-
+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2
Charisma. Wood elves are strong but slight, and tend to be less
cerebral and intuitive than other elves.
-
Automatic Languages: Elven, Common, home region. Bonus
Languages: Chondathan, Draconic, Gnome, Goblin, Gnoll, Sylvan.
-
Favored class: Ranger.
DEEP GNOMES
The deep gnomes are closest thing the gnome family has to
"black sheep." Many surface dwellers count the deep gnomes
along with their evil neighbors, the drow and the duergar, believing
them to be little more than dark reflections of the friendly
rock gnomes with whom they are more familiar. In fact, the
svirfneblin are just as good-hearted as their sunnier kin. However,
after centuries of dealing with the everyday perils of living
in the Underdark, they have become understandably distrustful
of all outsiders.
Compared to their better-known kin, the rock gnomes, the
deep gnomes are as gray and lifeless as the subterranean
caverns in which they choose to make their homes. They keep
to themselves out of fear of outsiders - a fear born from
numerous poor experiences with such people. To a deep gnome,
the only people you can trust are other deep gnomes from
your village, and preferably from your family. All others are
best avoided.
With strangers, most deep gnomes are sullen, reserved, and
suspicious, almost to a fault. However, when they are alone with
their own kind, they are friendly and respectful to each other.
Few people from outside a svirfneblin community have ever
seen this more pleasant side of the deep gnomes. For their part,
the deep gnomes would be horrified to find themselves observed
by outsiders, and they find such a person staring at them - or
even looking directly at them - quite rude.
Deep gnomes are gnarled and callused folk, with little fat at
all on their wiry bodies. Their skin is the color of the rocks
among which they live, almost as if they sprang directly from
the stones themselves. They have dark gray eyes, tending toward
black. Their hair is of a similar color, although it's only seen on
the woman, as the men are entirely bald and beardless.
Dour and cynical, deep gnomes are resigned to their lot in life.
They spend their days scratching out a living in the subterranean
passages near their home. The males mostly mine for precious
gems, while the females - who are rarely seen outside their villages -
gather food, care for the children, and keep house. Few
aspire to do anything other than live out their lives quietly
focusing on doing their jobs the best that they can.
The svirfneblin literally have little or no light in their lives.
To avoid detection by others in the Underdark, they often
refuse to use fire for cooking or warmth whenever possible.
Instead, they rely on their darkvision whenever possible, seeing
the world only in black and white. The deep gnomes live and
work in the eternal darkness out of their overwhelming love
for gems. Most males spend almost their entirely lives trying
to chip precious stones out of the earth. They favor rubies
most of all.
Outsiders often think of deep gnomes as irredeemably sullen
and suspicious. While there is some basis for this, these are the
outward results of survival techniques that these gnomes have
had to adopt to endure their harsh and unforgiving environment.
Sounds of any kind - especially voices - travel in strange
ways in the Underdark, and they have a tendency to attract visitors.
In the experience of most deep gnomes, such outsiders
have only the worst of intentions, so when a svirfneblin encounters
a stranger who is actually friendly, she normally is too suspicious
to even consider responding in a like manner. She may
eventually warm to a svirfneblin from another town, but even
this can take time.
While deep gnome adventurers are rare, some deep gnomes
succumb to gnomish curiosity about the world outside the caverns
and mine shafts of their daily lives. This is especially true
for those deep gnome illusionists who crave to learn more about
the nature of their chosen school of magic, but who lack for
instruction in the insular villages in which they live. Svirfneblin
prospectors are also occasionally encountered in the Underdark
far from their homes, questing for promising new veins to mine
for their beloved rubies.
Deep gnome communities are subterranean settlements deep
beneath the surface of Toril. The central part of the city is usually
set in a single large cavern with all sorts of other caverns,
rooms, and even buildings attached to the main section by a
complex system of narrow corridors and spiraling staircases.
When a town is first settled, the top-ranking members of the
svirfneblin clan usually grab the largest stalagmites in the
cavern and carve homes out of them. Most people, however,
must carve their homes out of the cavern floors or walls.
For gnome communities, deep gnome towns are large, usually
comprising around one thousand people. However, these places
are normally far more isolated than even the most remote surface
gnome town. Most svirfneblin go their entire lives without
ever traveling to another deep gnome town, much less actually
seeing daylight. Because of the relatively crowded conditions in
a deep gnome town, svirfneblin families typically crowd into a
single, small room. Children often stay with the family until
they are married, at which point they need to either find or
make a new home for themselves.
Deep gnome children are treasured greatly. It's rare for a
family to have more than six children in it, and most have less
than four. Deep gnome mothers dote on their children during
their childhood. Once the children reach adolescence, they are
immediately put to work in apprenticeships for whatever kinds
of jobs they expect to have in adulthood. Deep gnomes don't celebrate
the transition to adulthood the way their sunlit kin do.
Instead, they know they've reached adulthood when they start
working at the job of a real adult in earnest.
The great majority of male svirfneblin work in their town's
mining operations, extracting precious gems and metals from
the earth. Most of the rest spend their time processing and finishing
the raw materials the others pull from the earth. By contrast,
female svirfneblin spend their time gathering and
preparing food, raising children, and keeping house. There is a
strict division of labor along gender lines, and it's rare to see it
crossed: The female gnomes rule in the home and the males outside
it. Most deep gnomes work until they literally drop dead at
their jobs. There is no concept of retirement in deep gnome society.
Those who are able must pull their own weight as best they
can, since no deep gnome wishes to be a burden on her family
and community.
In keeping with the svirfneblin concept of equal division of
labor, every svirfneblin town is governed by both a king and a
queen, each of whom holds the position for life. The king oversees
the community's mining operations and is responsible for
managing the place's defense. The queen ensures that the town
has an adequate stock of both food and water, and she handles
the town's daily affairs. Each is supreme in his or her sphere,
though each usually advises the other. The two are rarely married
(at least, not to each other). When either monarch dies, the
other chooses a successor for the deceased monarch by deciding
on a contest that can be entered by any eligible member of the
community. Usually eligibility is based on gender and status. The
winner of the contest becomes the next monarch.
The staples of the deep gnome diet are a number of different
kinds of fungi found or even farmed in the Underdark. To this,
they sometimes add blind fish or occasionally a deep roth?, goat,
or sheep. Svirfneblin do not often cook their food, preferring
instead to preserve it by means of salting. These foods are so
salty that most outsiders cannot stomach them.
Besides water, svirfneblin drink a salty, intoxicating brew
made of fermented fish parts, which is best described as an
acquired taste. On special occasions, they drink a wine called
Gogondy, said to contain powdered ruby (among other mysterious
ingredients).
Svirfneblin have only two holidays universally celebrated by
all deep gnome communities, both in honor of Callarduran
Smoothhands, their favored god. The Festival of the Ruby celebrates
the mythical time when Callarduran hid rubies and other
gems in the earth for the deep gnomes to find; it is considered
a lucky day for seeking and finding. The Festival of the Star celebrates
the continued protection the Deep Brother provides to
the svirfneblin. Deep gnomes mark the holy day by assembling
on the shore of a subterranean lake or pool to watch small
patches of a specially bred species of phosphorescent fungi in the
cavern roof light up like stars, creating an illusion of the night
sky reflected in the waters below. This ceremony reaffirms the
deep gnomes' ancestral ties with the surface world, and reassures
them that they have not been abandoned in the deep places of
the world.
Svirfneblin have all the gnome racial traits, except as follows:
-
-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. Quick and
perceptive, svirfneblin are suspicious and retiring to an extreme.
-
Darkvision up to 120 feet. This replaces gnome low-light vision.
-
Spell-Like Abilities: 1/day - blindness, blur, and change self.
These abilities are as the spells cast by a wizard of the svirfneblin's
character level (save DC 10 + spell level + Charisma modifier). This ability replaces
the gnome ability to cast the 0-level spells dancing lights,
ghost sound, and prestidigitation.
-
Stonecunning: Like dwarves, svirfneblin receive a +2 racial bonus
on checks to notice unusual stonework. Something that isn't stone
but that is disguised as stone also counts as unusual stonework. A
deep gnome who merely comes within 10 feet of unusual
stonework can make a check as though actively searching and can
use the Search skill to find stonework traps as a rogue can. A
svirfneblin can also intuit depth, sensing the approximate distance
underground as naturally as a human can sense which way is up.
-
Nondetection (Su): Svirfneblin have a continuous nondetection
supernatural ability as the spell cast by a wizard of their
character level.
-
Spell resistance of 11 + character level.
-
+4 dodge bonus against all creatures (no special bonus against giants).
-
+2 racial bonus on all saving throws.
-
+2 racial bonus on Hide checks, which improves to +4 in darkened
areas underground.
-
Automatic Languages: Gnome, Undercommon, home region.
Bonus Languages: Common, Draconic, Dwarven, Elven, Illuskan,
Terran.
-
Level Adjustment: +3. Svirfneblin are more powerful and gain
levels more slowly than most of the other common races of
Faerûn.
FOREST GNOMES
If deep gnomes are thought by some the black sheep of the
gnome family (a title more fittingly reserved for the spriggans),
then forest gnomes are the shy cousins. They are so reclusive
that many times bigger people have "discovered" them, only to
find that the forest gnomes have been living nearby for centuries.
Forest gnomes are so quiet and painfully shy that they go
to great lengths to avoid contact with others unless there is a
great need to break their silence.
Whereas the rock gnomes are friendly and loquacious and the
deep gnomes are sullen and reserved, the forest gnomes are practically
invisible, the wallflowers of the gnomes. They have a
great love for nature, particularly deep and quiet forests far
from civilization or even anyone else's homes. For this reason,
many people - including other kinds of gnomes - have never
seen a forest gnome.
Most forest gnomes are extremely private, preferring to
simply be left alone by other peoples. When among their own
kind, they are a bit less reserved. They see themselves as caretakers
of the forests in which they live, and about the only way
to be sure to trigger a forest gnome attack is to directly harm
their beloved forest.
Forest gnomes are the smallest of the gnomes, averaging only
2 to 2 1/2 feet tall. Even the tallest forest gnome is less than 3
feet. They usually weigh around 25 to 30 pounds. Unlike other
gnomes, they wear their hair and beards long, often almost to
their feet when unbound. The males often trim their beards to
a fine point or curl them into hornlike spikes extending to either
side of their faces. Their skin is the color of bark, and their eyes
are usually brown or blue. Their hair is brown or black, becoming
gray or white with age.
The vast majority of forest gnomes would simply like to be left
alone to enjoy the beauty of their wooded homes. They are not
particularly distrustful of people outside their villages, nor do
they hate those who treat the woods with respect. However, they
just don't see how such people could have much interest in them
and their simple way of life.
Most forest gnomes encountered outside their homes are illusionists,
although clerics and druids sometimes show themselves
as well at great need. The illusionists help to conceal the gnomes,
their homes, and their efforts from the outside world. The clerics
and druids take great pains to help maintain the health of the
gnomes' forest home.
Most forest gnomes see no reason to ever leave their homes,
but sometimes doing so becomes unavoidable. Adventuring
forest gnomes may be hunting for a solution to some problem
back home or hoping to learn more about the surrounding area
so that they can defend their community against threats they
would otherwise know nothing about.
Life as a forest gnome is idyllic. They eat only that which they
can gather - mostly fruits, nuts, and berries, with the rare bit
of meat. Forest gnome communities often number fewer than
100 members and can be as small as a single family. The homes
in these hamlets are often carved out of the trunk of a handsome
hardwood tree, so skillfully fashioned that most people do
not even recognize the living tree as someone's home (Survival
DC 20 to detect the forest gnome abode); forest gnome druids
long ago learned how to create such homes without harming
the tree. These homes are often hundreds of feet apart, giving
the families plenty of privacy from even each other. The interiors
of these places consist of several tiny rooms stacked up
atop each other and connected by trapdoors and ladders. Each
room is only about 4 feet tall, making visiting uncomfortable
for the larger peoples without magical aid. Most of these cylindrical
rooms have windows to let in the sun, but these are so
cleverly disguised as to make them nearly impossible to find
from the outside.
The community normally gathers in underground chambers,
usually excavated in the local soil and shored up with stones and
beams. Each home in these hamlets is connected to the chamber
by a narrow tunnel just wide enough for a full-grown forest
gnome to slip through.
Most forest gnomes spend their day tending to the forest and
gathering food. A few search for gems underground - they prize
emeralds above all else - while others craft jewelry of extraordinary
quality. The designs in forest gnome jewelry are filled
with themes related to their woodland home: flowers, trees, local
animals, and the like.
Forest gnome children are allowed to do as they like. Often
they spend their days playing within arm's reach of their parents,
watching how their elders treat the environment in
which they live. These children learn how to behave by way of
example, and this results in a quiet and near religious reverence
for the teeming life of the forests that surround them. Forest
gnomes respect their elders, and the eldest member of the community
is usually the person in charge of it, regardless of
gender. They have little in the way of politics - the patriarch
or matriarch simply acts as a wise advisor most of the time.
Otherwise, the forest gnomes only act as a group when they
have a clear consensus on what course of action they might
wish to take.
Outside their homes, forest gnomes are solitary. If two or
more are together, they form an insular group, often whispering
among themselves at the slightest event. In such cases, the
eldest forest gnome present is the nominal leader.
Forest gnomes have all the gnome traits, except as
follows:
-
+4 racial bonus on Hide checks. This increases to +8 in forest
settings. (This is in addition to the Hide bonus for their
Small size.)
-
+1 racial bonus on attacks against kobolds, orcs, goblinoids, and
reptilian humanoids.
-
Automatic Languages: Common, Gnome, Sylvan. Bonus Languages:
Draconic, Elven, Goblin, Halfling, Treant, and Orc.
-
Spell-Like Abilities: At will - pass without trace and speak
with animals. Treat these abilities as spells cast by a druid of
the forest gnome's character level. These abilities are in addition
to the standard gnome ability to cast certain cantrips.
The gnome can only use these abilities on himself, not someone
else.
-
Favored Class: Illusionist.
-
Level Adjustment: +1. Forest gnomes are significantly more
stealthy than other characters and possess useful spell-like abilities.
They are slightly more powerful and gain levels more
slowly than the common races of Faerûn.
ROCK GNOMES
Rock gnomes are the gnomes that most people are familiar with,
so much so that when someone says "a gnome," he or she is
almost always speaking of a rock gnome. Unlike their reclusive
cousins, the deep gnomes and the forest gnomes, the rock
gnomes are an inquisitive and loquacious people. They are
renowned throughout Faerûn as technicians, alchemists, and
inventors, as well as illusionists of the highest order. They do not
care much for living in larger cities, where their talents are in
high demand, and prefer the rolling hills of the countryside. But
anywhere they find themselves, they display an amazing zest for
life and all the pleasures it holds.
Rock gnomes are far friendlier and more outgoing than the
other gnome kindreds. They are well known for their love of
jokes and pranks, as well as their fondness for finely made
things. As with all gnomes, they adore gems of all kinds, but
rock gnomes have a particular passion for the purity and perfection
of the diamond.
Rock gnomes average between 3 and 3 1/2 feet tall, and weigh
between 40 and 45 pounds. Their skin comes in many different
shades of brown, but is unaffected by exposure to the sun. The
hair of young gnomes can vary greatly in color, but in adulthood
they all tend toward gray or white. The males wear their beards
neatly trimmed.
From a rock gnome's point of view, life is meant to be
enjoyed in all its facets: work, play, and otherwise. Again, it's the
process that's important, not the goal, even if those goals - like,
say, finely cut gems - do end up being valuable on their own.
This shows in just about everything a rock gnome does, from
making a meal to working a mine to playing a practical joke.
The care they put into their actions always shines through.
Young rock gnomes have carefree childhoods. During their
adolescence, rock gnomes are expected to learn the basics of a
useful trade and to master the basics of self-defense. They are
encouraged to dabble in all sorts of pastimes until they find
something that perfectly fits their temperaments. They come of
age at 40, an occasion for the largest party of their lives. From
there, the average life expectancy is about 350 years, although
some have been known to reach 500 years in age.
Rock gnomes are generally optimistic.
They view the world as a
puzzle that the gods - in their
infinite wisdom - have laid out
before them as the ultimate challenge,
one that cannot ever be fully met.
It is their greatest joy to be involved in
the unraveling of the mysteries of creation, an
act they feel brings them closer to the gods with
each passing day.
In their adolescence, rock gnomes are encouraged
to dabble in as many different things as possible.
Eventually, they find something that truly
intrigues them, fires their imaginations, and
sets them on the path of a career that may last
them the rest of their lives. Almost every rock
gnome enjoys what she does for a living, which is
one of the reasons that they have such positive dispositions.
Of course, rock gnomes enjoy their leisure time at least as
much as their work. They are known for hosting wild celebrations
on the thinnest of pretenses. When they really have
a reason for cheer, the parties have been known to last for
tendays.
While most gnomes are homebodies at heart, a number
simply can't resist the urge to go out into the world to explore.
Inquisitive by nature, gnomes often find themselves almost
compelled to do everything they can to learn about anything
they want. Others, the greedier ones, set off in search of fame
and fortune. Sadly, these are fleeting dreams, as even the most
famous of gnomes is usually just another member of her community
when she returns home.
Rock gnome life is filled with long
days of work that stretch on for tendays
at a time, punctuated by jubilant
celebrations in which these
hard-driven workers finally get
to blow off some steam. This is
the kind of life that most gnomes
prize, and they feel blessed by the gods
that they are mostly able to manage it.
Once a gnome reaches adulthood, she is
expected to take up a career and work at it
tirelessly to become the best at it that she
can be. Some gnomes switch vocations later in life - some do it
several times, in fact - but this is relatively rare. The vast majority
of gnomes find something they like to do and then stick with
it for as long as they can.
Even on the job, though, gnomes are usually friendly and funloving
people. They are constantly telling jokes throughout their
days, many of which leave their coworkers in stitches. Practical
jokes are fine too, as long as they don't disrupt the work environment
too much. Every gnome loves a good prank, but they
all insist on getting their jobs done too.
Many gnomes work as miners. While they may not be as
aggressive at it as dwarves, they're actually much better at getting
the most possible out of a vein of ore. Others practice stonecutting
or gemwork. Their metalworkers prefer to work with
softer metals - gold, silver, and so on - although they do a fine
job with harder materials like steel too. They also make excellent
woodworkers and carpenters. Faerûnian rock gnomes are among
the finest artisans working in the fields of toymaking, clockwork
engineering, and gunsmithing. It's common for rock gnomes to
be armed with smokepowder pistols.
Gnome cooking is not much of a draw to outsiders. It tends to
be bland and overcooked or overcooked and over-salted; reliable
gnome-friends claim to have tasted some that was bland and oversalted,
though no one knows quite how the gnome cooks managed
this. Their (salty) bread is unleavened. All gnomes are very fond
of rock candy, and some eat rock salt with equal relish.
Gnomes do, however, make excellent brewers and vintners.
Many of them are talented musicians as well. These two facts
contribute greatly to the reputation of gnomes as wonderful
party guests and even better hosts.
Most rock gnome settlements are small. It's rare to find
one with more than five hundred adults in a widely scattered
area. However, these communities are usually found clustered
close together, usually within a few days' or tendays' travel of
each other.
Rock gnome burrows are usually small but tidy. Any married
couples have rooms to themselves, but the children usually share
a single room. Adolescents are segregated by gender, each sex
having its own room. Each burrow usually connects to those of
the same clan by tunnel, meaning that many gnomes rarely if
ever have to go outside during a day. This is one reason why
their communities can go unnoticed by the larger peoples for
so long.
When traveling or adventuring, gnomes appear both singly
and in small groups. These groups are usually composed of a
number of close friends or family members or both.
Rock gnomes have all the gnome racial traits, except as follows:
-
Automatic Languages: Gnome, Common, home region. Bonus
Languages: Chondathan, Draconic, Dwarven, Goblin, Illuskan,
Sylvan, Terran.
HALF-ELVES
Common half-elves are descended from humans and moon elves,
sun elves, wild elves, or wood elves. While these people can be
found all over Faerûn, this section describes the half-elf culture
of Aglarond, the land where the largest number of common
half-elves live.
Common half-elves blend human and
elven features, influenced by the subrace
of their elven parent and the ethnicity
of their human parent. Moon
half-elves have pale skin tinged bluish
around the ears and chin, framing
their lower faces. Sun half-elves
have bronzed skin, and hair of
gold. Wild half-elves have
brown skin. Wood half-elves
have coppery skin tinged with
green highlights.
Most common half-elves are a bit distant,
used to being cast in the role of outsiders.
In the Yuirwood, this isn't so: The
half-elves make up the majority and
have a long and proud history. Many
half-elves come to the Yuirwood once they
are old enough to leave home. Here, at
last, is a place in which they can hope
to be accepted.
Half-elves are more slender than
humans, and more heavily built than
elves. Since the elves of Faerûn are
taller and more sturdily built than
the elves of other worlds, Faerûnian
half-elves are very close to
human size and weight.
While elves and half-elves are
respected and admired in many
parts of Faerûn, humans in
lands where elves are not commonly
encountered can be resentful
of elven blood. Elves are
graceful, attractive, long-lived,
mysterious, and skilled with
mighty magic, and humans who
do not know them well can
easily come to regard elves - and,
by extension, half-elves - with envy
and fear. In places such as Silverymoon
or the Dalelands, a half-elf's race is nothing
remarkable, and she faces little or no bigotry. In
lands where there is a long history of elven-human
conflict, such as Tethyr or Sembia, her elven blood
marks her as different and dangerous, with all the fears and suspicions
one might expect.
Many half-elves respond to the suspicions and slights of their
human neighbors by staying well away from human civilization,
preferring a solitary life in the wildernesses of Faerûn. Others
instead take up a life of travel, never staying in one spot long
enough for racial prejudices to distance them from the folk
around them.
As the homeland of a mixed society of elves, humans, and
half-elves, Aglarond is unique among the lands of Faerûn. In
Aglarond, a half-elf's race is unremarkable, and a half-elf is
judged by her own actions and accomplishments, not her kindred.
Aglarondan half-elves are a quiet, thoughtful, and courteous
folk, slow to befriend outsiders, but unfailingly loyal to the
friends they've made. Many half-elves from other lands journey
to Aglarond at least once in their lives, and more than a few
remain there, enriching the Simbul's realm.
Aglarondan society is generally free and open. Despite being
caught between the reclusive people of Altumbel and the
aggressive zulkirs of Thay, Aglarond has known peace in recent
years. However, the Aglarondans know that the price of their
freedom is eternal vigilance. Only their resolve, courage, and
skill hold Thayan conquest at bay. Any folk of good heart who
are willing to stand shoulder-to-shoulder in the defense of their
homes and their liberty are welcomed in Aglarond, and over
forty years of the Simbul's rule, Aglarond has been greatly
strengthened by the immigration of half-elven craftsfolk,
foresters, and adventurers.
In Aglarond, humans, half-elves, and elves live side by
side, each accepting of their neighbors' ways. The half-elves
here reach adulthood at about age 20 and then take on whatever
role they feel best suited for in their society. Many work
in the woods, hunting wild animals, collecting pelts, harvesting
rare woods and herbs, and gathering nuts and berries. Aglarondan
foresters take care not to despoil the Yuirwood, and go
to great pains to avoid taking too much game or felling too
many living trees.
Elders are respected in Aglarond for the wisdom they have
presumably gained over the years. Once a half-elf is too old
to work, he is cared for by his family or his village until he
passes on.
When outside a place like Aglarond, half-elves are loners
and often keep to themselves. Some treasure the camaraderie
and the sense of family they get when traveling with a group
of adventurers.
Half-elves have all the half-elven racial traits, except as follows:
-
Automatic Languages: Elven, Common, home region. Bonus
Languages: Any (except secret languages, such as Druidic).
HALF-AQUATIC ELVES
Half-aquatic elves have no real society of their own. Born of
human and sea elf blood, they are extremely rare, since sea elves
rarely venture into human lands. Normally they live alone or in
small groups along the shore, or they simply take up life in a
human coastal community.
Half-aquatic elves have pale green skin. Their hair can be
any human color, but it usually has a faint green or blue cast
to it. As they age, their hair becomes blue-silver. They have
slight webbing between their fingers and toes, making them
excellent swimmers.
Although they cannot breathe water like their aquatic elf
ancestors, half-aquatic elves feel drawn to the sea. If they seem
distant or aloof, it's not because they're ignoring someone on
purpose. They're always listening to the roar of the nearby surf,
or imagining its sound if they travel far from the sea.
Half-aquatic elves reach the age of majority at 20 years old
and can live over to be over 180 years in age. Since aquatic elves
are larger and heavier than most elves, half-aquatic elves have
the same height and weight characteristics as a full-blooded
human.
Forced by nature to remain with her air-breathing parent, a
half-aquatic elf is cut off - except for short visits - from any
aquatic elves with whom she could identify, costing her half of
her heritage. Where some people with such an unusual heritage
would become bitter outcasts, half-aquatic elves instead tend to
be dreamers, content to keep their own company but not resentful
of their circumstances. Their human neighbors know much
less about aquatic elves than humans in other places know of
landbound elves, and therefore have little reason to fear the
half-aquatic elf's elven blood.
Most half-aquatic elves hail from a beach culture. As children,
they often get their sea legs on the family fishing boat. Some
such elves are fortunate to have aquatic elf parents who care
about them and visit them regularly. When they are on the
sea, these children have a guardian angel watching them from
the depths.
When half-aquatic elves reach the age of majority - and
often before that - they are drawn to the sea. They often work
on fishing boats or as pearl divers. They can swim much faster
than a human, although not even half as fast as a true sea elf,
so they find that employment in and around the water suits
them well. As they get older, half-aquatic elves find themselves
drawn more and more to the serenity of the sea. More than one
half-aquatic elf has been found alone in her boat, having passed
away from old age while fishing once again.
Half-aquatic elves have all the half-elven racial traits, except as follows:
-
Swim speed 15 feet. An aquatic half-elf gains a +8 racial bonus
on all Swim checks and can always choose to take 10 with
Swim checks, even if rushed or threatened. Aquatic half-elves
can use the run action while swimming, as long as they swim
in a straight line.
-
Sea Longing: A half-aquatic elf who remains out of sight of
the sea for more than a tenday longs for the sea, suffering
a -1 penalty on Wisdom-based checks until she returns to
the shore.
-
Favored Class: Any.
-
Automatic Languages: Elven, Common, Home Region. Bonus
Languages: Any (except secret languages, such as Druidic).
HALF-DROW
In most lands, half-drow are rare. Since so
many drow are irredeemably evil, they only
mate with humans by way of rape or slavery.
The only exception are the half-drow of the land of Dambrath
in the Shining South, who arise from the centuries-old drow subjugation
of the human folk of that land.
Half-drow have dusky skin, silver or white hair, and a broad
range of eye colors. They are often just as dark-hearted as their
elven parents, but with a bitter resentment that comes from
knowing that they are considered second-class members of drow
society. In human society, half-drow are distrusted nearly as
much as their full-blooded cousins. Despite this, good half-drow
are much less rare than good drow. Whether this has to do with
the influence of their human blood, or the desire to rebel against
the drow who treat them so poorly, is difficult to tell.
Dambrathan half-drow combine cold, condescending
arrogance with secret shame.
Although they consider themselves the
better of the humans over which they
rule, they know that their drow
cousins feel similarly about them.
They spend a great deal of time trying to
prove themselves to everyone around them,
including each other.
Many half-drow become adventurers to escape the bigotry
they face in just about every community they find outside Dambrath.
Dambrathans, on the other hand, often range far outside
their homeland to garner the wealth and fame that can prove
their superiority back home.
In Dambrathan society, half-drow are aristocrats by birth. They
grow up pampered, but a great deal is expected of them. When
they become adults, they must do their best to prove that they
are worthy of their blood. If they fail, they disgrace their entire
family, and may be disowned and expelled from the country
in shame.
Elderly half-drow who have proved themselves can settle
down and teach the younger ones what they know. Otherwise
they must keep at their chosen profession until they finally are
deemed worthy. In any event, elderly half-drow rarely live long
after age begins to weaken them, since there are always younger
relations hungry for the opportunity to claim the wealth and
station of an aged half-drow.
Outside Dambrath, many half-drow are solitary souls, preferring
to keep their own counsel than sully themselves with
the opinions of others. Other times, they band together into
a self-important group, often bullying those they feel they
can intimidate.
Half-drow have all the half-elven racial traits, except as follows:
-
Darkvision up to 60 feet.
-
Drow Blood: For all special abilities and effects, a half-drow
is considered a drow.
GRAY ORCS
The orcs of the eastern lands are concentrated in the Moonsea
and Endless Wastes today, with a much smaller number scattered
through the various lands that lie between. A gray orc looks less
bestial than their more savage northern kin, but is still obviously
nonhuman. They are somewhat hairy, with long manes of bristly
hair on their heads, shoulders, and backs. Their faces are less
porcine than the mountain orcs, with the exception of their tusks.
They have yellow, orange, or red eyes, lupine ears, and black or
gray hair. Gray orcs are more apt to wear "civilized" clothing than
mountain orcs, and prefer varying shades of brown, black, blue,
and other dark colors. Skin tones are usually gray with mottled
patches of lighter or darker gray on the chest and flanks.
Gray orcs are just as mean, savage, and barbaric as their northern
cousins, but they lack the mountain orcs' drive to conquer
and enslave. A gray orc is quite likely to react suddenly and
irrationally to events, trusting to his heart and instincts more
readily than logic. When presented with an opportunity to
attack a hated rival, a gray orc doesn't hesitate to attack even
if he has been brutally defeated dozens of times before by the
same enemy.
Gray orcs are nomads. They dwell in remote, desolate corners of
northeast Faerûn and eke out a meager existence as they can,
traveling along traditional migratory routes between established
campsites and favorite caves as the seasons change. When
resources in an area run low, a tribe moves on to greener fields.
A typical gray orc tribe consists of 30 to 50 members, led by
the strongest orc in the tribe. This orc is known as a chieftain,
and he is responsible for deciding when the tribe attacks its
neighbors. The position tends to be a temporary one at best, for
orc chieftains are constantly being killed (either in battle or
through treachery) and replaced by new chieftains. The true
power behind a tribe of gray orcs, though, is the tribe's high
priest, who is typically an adept or cleric (often female) who has
held the position for many years. The gray orcs are zealots, and
the word of their tribal clerics is law. Clerics from other tribes
are usually viewed as heretics, despite the fact that both tribes
likely worship the same deity in the same manner.
GRAY ORC RACIAL TRAITS
-
+2 Strength, -2 Intelligence, +2 Wisdom, -2 Charisma: Gray
orcs are not as strong as mountain orcs, but they tend to be
much more independent and strong-willed.
-
Medium-size.
-
Gray orc land speed is 40 feet. Their gait is long and loping and
they can cover great distances quickly.
-
Proficient with the greataxe and longbow; gray orcs train with
weapons from childhood.
-
Light Sensitivity (Ex): Gray orcs suffer a -1 penalty on attack
rolls in bright sunlight or within the radius of a daylight spell.
-
Scent (Ex): Gray orcs have the scent ability.
-
Orc Blood: For all special abilities and effects, a gray orc is considered
an orc. Gray orcs, for example, can use or create orc
weapons and magic items with racially specific orc powers as if
they were orcs.
-
Automatic Languages: Common, Orc. Bonus Languages: Draconic,
Giant, Goblin.
-
Favored Class: Cleric.
-
Level Adjustment: +1. Gray orcs are slightly more powerful
and gain levels more slowly than most of the other common
races of Faerûn.
HALF-ORCS
Half-orcs are fairly common throughout Faerûn. They have no
true homeland to call their own and as a result most spend their
lives wandering the world in search of a purpose. Half-orcs are
invariably the product of a human and an orc, but stories are
told of half-orcs carrying the blood of dwarves, goblins, hobgoblins,
and even halflings, gnomes, and elves. Orcs are a fecund
race, and such stories likely have some genesis in truth.
A half-orc is usually about as tall as a human and a little
heavier. Their skin tends to be gray with green or even purple
undertones, and their faces feature sloping brows, jutting jaws
with prominent teeth, and flat, squashed noses. This and their
coarse body hair make their lineage plain for all to see.
Most half-orcs are surly individuals who endured horrible childhoods.
They are too coarse and savage to fit in well with
humans, and too fragile and thoughtful to fit in with orcs. As a
result, the majority of half-orcs grow up alone and without any
influence from orc or human society. Thus, half-orcs speak their
mind and act upon their feelings without any fear of repercussions.
They are nomads, loners, and hermits at best, and murderers
and savages at worst.
Without a place to call a home, and often without a family
or close friends to count on for companionship, half-orcs learn
from an early age to look out for themselves. This is often interpreted
as greed or selfishness by other races, but too many half-orcs
have learned the hard way that they are not welcome in any
land, and must provide for themselves.
Although the half-orcs of Faerûn have no true nation to call
their own, there are some small regions in the world that are
ruled by their kind. Strangely, it seems that when half-orcs
gather in large groups like this, they tend to be much more civilized
than their feral orc kin. The city of Palischuk in Vaasa, for
example, is a ruined city rebuilt by a large tribe of nearly ten
thousand half-orcs who now trade peacefully with their neighbors.
Another example is Phsant in Thesk, a city with a strong
gray orc presence and a growing half-orc community.
Half-orcs have all the half-orc racial traits, except as follows:
-
Automatic Languages: Orc, Common, home region. Bonus
Languages: Damaran, Giant, Gnoll, Goblin, Illuskan, Undercommon.
MOUNTAIN ORCS
The orcs of the North and the Spine of the World comprise the
oldest and most numerous of the various orc subraces active on
Faerûn. In fact, many people assume that all orcs are like the
savage warmongers found in these regions, and do not identify
gray orcs or even half-orcs as separate races.
A mountain orc is quite obviously a monstrous creature to
most of the civilized folk of Faerûn. Mountain orcs look
vaguely like primitive humans but are a fair bit taller at seven
or more feet in height; a rare few exceed eight feet in height.
They have stocky, powerful necks, and their bestial heads seem
to sit directly on their massive shoulders. Their eyes are
always a deep shade of red, and their faces are dominated by
porcine snouts and large tusks. Mountain orcs often weave
braids and tiny bones into their thick matted hair, which is
usually black. Their clothing is crude and primitive, often
composed of unpleasant colors like blood red, mustard yellow,
yellow-green, and deep purple. They are far from the cleanest
race on Faerûn and delight in decorating their bodies with
scars and warpaint.
The mountain orcs are above all else warlike and destructive.
They firmly believe that one day they shall finally crush the civilized
world and inherit the lands that are rightfully theirs.
Their previous defeats are not thought of as losses, but as preliminary
assaults designed more to test the resources and resolve
of their enemies.
Despite this shared vision of a savage Faerûn ruled by orcs,
the greatest hurdle they face is their inability to band together
for any other reason than warfare. When the orc populations
grow large enough and an orc leader emerges with enough
charisma and clout to rally them, the orc tribes of the North
can shake the world. But most of the time the mountain orcs are
consumed with bitter infighting among themselves.
The mountain orcs gather in immense tribes. Unlike their gray
orc kin, mountain orcs are not nomadic. They select a cavern or
old ruin as a lair and settle in. As their populations grow, crude
new buildings and keeps are built, and in many places in the
North, orc lairs have begun to resemble actual cities. When an
orc city grows too large, the usual result is a bitter civil war that
ends with the losing faction breaking off and fleeing to form its
own tribe elsewhere. This tradition of infighting keeps most orc
cities and fortresses from becoming too large. The size of a
mountain orc tribe varies greatly, depending on the success of
the tribe and its age. Smaller tribes are rarely less than 50 members,
and the larger tribes, such as the Tornskull Orcs, can
number in excess of 5,000 fighting orcs.
The number of orc tribes in the North is past guessing, and
tribes rise or vanish on a monthly basis. Nevertheless, several
tribes are large and old enough to have become infamous
throughout the region. The three major tribes of the Rauvin
Mountains are a perfect example: the Red Fangs, the Heart
Takers, and the Tornskulls have long terrorized this region. The
orc tribes in the foothills and heights of the Spine of the World
are by far the most numerous in total number, and it is also here
that one of the most notorious and successful orc tribes now
dwells - the Many Arrows tribe, led by King Obould.
MOUNTAIN ORC RACIAL TRAITS
-
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: Mountain
orcs are fantastically strong, but they react to situations
with violence and poor planning.
-
Medium-size.
-
Mountain orc land speed is 30 feet.
-
Darkvision up to 60 feet.
-
Proficient with the greataxe and javelin. Mountain orcs train
with weapons from childhood.
-
Light Sensitivity (Ex): Mountain orcs suffer a -1 penalty on
attack rolls in bright sunlight or within the radius of a daylight
spell.
-
Orc Blood: For all special abilities and effects, a mountain
orc is considered an orc. Mountain orcs, for example, can use
or create orc weapons and magic items with racially specific
orc powers.
-
Automatic Languages: Common and Orc. Bonus Languages:
Draconic, Dwarven, Giant, Goblin.
-
Favored Class: Barbarian.
DEEP ORCS
Although everyone in Faerûn
knows about the orc hordes of
the North (the mountain orcs)
and the nomadic orcs of the
East (the gray orcs), only a relative
few know of a third subrace
that hails from the deeps
below ground. The Underdark
is the chosen haunt of these
terrible creatures, the orogs.
After thousands of years of
survival in the harsh and dangerous
Underdark, the orogs
have changed to match their
home, becoming more ferocious
and better able to cope
with the dangers found there.
Physically, an orog looks
similar to a large mountain
orc, except that the ears are
somewhat larger, and their
eyes are huge and pale. They
average six and a half feet tall.
Over the centuries, orogs
have mastered the art of forging
armor and weapons from
the strange ores found in the
Underdark. They favor half-plate
and full plate armor,
which are typically adorned
with armor spikes. Orog weapons
are festooned with a multitude
of hooks, spines, and redundant cutting edges. An orog
rarely goes anywhere without being fully armed and armored.
The orogs spent thousands of years battling terrible creatures
for living space in the Underdark. Now that they have finally
begun to return to the surface world, they are finding it to be
something of a paradise. Stronger and better equipped than
most of their enemies, the orogs are quickly settling into positions
of leadership in the eastern tribes of mountain orcs near
Anauroch. Whereas mountain orcs revel in the act of war, the
orogs revel in its spoils. They are quick to rise to battle, but
afterward they fall back to enjoy the fruits of their victories.
The concept of leading a horde of raging orcs on a pointless
crusade that only ends when the last aggressor falls, still
advancing, is alien to the mindset of the orog. Why go to war
if you can't enjoy the results?
Deep underground, the orogs use slave labor to expand caverns
into well-defended cities. These cities are completely enclosed in
the rock and consist of huge, seemingly endless rooms connected
by numerous large processionals and public squares. Orog cities
often consist of layers, with rooms atop rooms atop rooms.
Nobility usually resides in the highest chambers, which are
accessed by trapped stairwells and vertical shafts with crude rope
lifts. Orog cities such as these can house upwards of eight thousand
orogs and up to three times that many slaves.
Most orog cities are much smaller and are comprised of only
a few hundred orogs and slaves. All the near-surface cities are
like this, although they mimic the larger cities' tendency to consist
of dozens (if not hundreds) of interconnected small rooms.
On the surface, orogs have so far not built cities of their own.
Rather, they have simply moved in and taken over tribes of
mountain orcs, seizing the best buildings for themselves and displacing
the orcs to the smaller ones.
The one thing that binds together all orog societies is the
placement of the forges. Orogs have a long tradition of armorsmithing
and weapon forging, and the first thing a tribe of orogs
look for when they pick a site for a new town is a natural place
to set up a forge. Volcanic vents and pools of magma are
favorites, but more traditional forges built on epic scales serve
as well. Orog forges are community-held, and any orog is welcome
to build armor and weaponry at the forge just as long as
what is produced is either put to immediate personal use or
placed in the community armory.
DEEP ORC RACIAL TRAITS
-
+6 Strength, -2 Dexterity, -2 Wisdom, +2 Charisma: Orogs
are incredibly strong, and they make natural leaders despite
their ferocious appearance.
-
Medium-size.
-
Orog land speed is 30 feet.
-
Darkvision up to 120 feet.
-
Proficient with greatsword and throwing axe. All orogs train
with some sort of martial weapon from a very young age.
-
+2 racial bonus on Craft (armorsmithing) and Craft (weaponsmithing)
checks. Orogs train from an early age at their tribal
forges.
-
+2 natural armor.
-
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds an orog for 1 round. In
addition, orogs suffer a -1 circumstance penalty on all attack
rolls, saves, and checks while operating in bright light.
-
Resistances: Orogs have fire resistance 5 and cold resistance 5.
They are inured to extremes of temperature.
-
Orc Blood: For all special abilities and effects, an orog is considered
an orc. Orogs, for example, can use or create orc weapons
and magic items with racially specific orc powers as if they
were ordinary orcs.
-
Automatic Languages: Orc, Undercommon. Bonus Languages:
Common, Dwarven, Elven, Goblin, Giant.
-
Favored Class: Fighter.
-
Level Adjustment: +2. Orogs are more powerful and gain
levels more slowly than most of the other common races of
Faerûn.
GHOSTWISE HALFLINGS
The ghostwise are easily the most uncommon of the three subraces
of halfling living in Faerûn. They are elusive and do not
welcome strangers to their lands. Instead, they prefer to pursue
a nomadic way of life within their adopted homeland, the Chondalwood,
associating mainly with those of their own clan. Those
who seek out the ghostwise most often fail to achieve their goal;
the fortunate among them live to regret their intrusion into
hin territory.
The defining characteristic of the ghostwise halflings is their reverence
for and devotion to their clans. Family is important to
most halflings and halfling communities, but the ghostwise hin
regard the familial bond with a degree of respect some might call
obsession. Following their self-imposed exile from Luiren and
resettlement in the Chondalwood, the ghostwise congregated into
groups demarcated along family lines. Those hin without surviving
family joined one of these groups. As the hin pursued their
quest for atonement, their clan system evolved
into the all-encompassing social structure
it is today.
Because clan is the focus of the ghostwise culture, it is not surprising
to find it the central factor in their society as well. The
wanderlust that is one of the most readily discernable traits of
both the lightfoot and strongheart subraces still survives in the
ghostwise, but on a more limited scale. The nomadic wanderings
of the ghostwise clans are confined almost exclusively to the
Chondalwood and its environs, where the few remaining survivors
of the Ghost Wars settled after departing their native
homeland of Luiren.
Each clan of ghostwise halflings has adopted a segment of the
Chondalwood as its territory. Clan territories vary in size from less
than fifty to several hundred square miles. The clan travels
together as its leader directs. A number of factors influence exactly
where the clan travels within its territory, including the presence
or absence of hostile creatures and the relative abundance of game.
There is ample room in the vast forest for all the ghostwise halfling
clans, and so their territories are only loosely defined.
Many clans designate a natural feature - a distinctive rock, a
lightning-struck tree, a stretch of a particular stream - as the
center of their territory and base their wanderings on their relative
distance from this place. Some clans carry a tiny portion
of this central feature with them as they travel, to reinforce
their spiritual connection with their territory and their homeland.
Such tokens might take the form of clay vials filled with
stream water, small leather pouches filled with dirt from a specific
spot, small bits of rock broken from a boulder and worn as
a necklace, or even a bit of tree bark carried in the hollowed end
of a deer's antler.
Among these clans, such tokens are considered a sacred charge:
To lose or misplace one is a mistake requiring that the transgressor
atone in a manner designated by the clan leader. If the halfling
who makes the error is a cleric or druid, the penance is
assigned by a representative of his faith. The act of atonement -
often a quest or other dangerous mission or errand - must be
completed successfully before the halfling may obtain another
portion of the clan's central feature. Willfully destroying a clan
token is a grievous crime, punishable by exile (a fate far worse
than death in the culture of the ghostwise halflings).
The only permissible use of the tokens
is when a member of the clan
falls in battle. In that event, all nearby hin who
share the same tribe as the fallen scatter their
tokens, be they wood, water, or stone, around the
corpse. The hin believe that doing so calls the attention of
He Who Must Be and ensures that no fell spirits will disturb
the body of their fallen clan member until it can be
attended to properly. The ghostwise hin clans cremate their
dead rather than inter them.
While clans keep to themselves, they do not shun one another
when they meet in their travels. Instead, they exchange news and
information about the forests' conditions and creatures. Indeed,
the matriarchs and patriarchs who lead the clans often meet formally
to discuss matters of mutual interest and importance. Multiple
clans cooperate for the purpose of mutual defense when
they are threatened by a common enemy, whether it be a band
of destructive humanoids or a marauding band of trolls.
Ghostwise halflings have all the halfling racial
traits, except as follows:
-
Speak without Sound (Su): A ghostwise halfling, unlike other halflings,
can communicate telepathically with any creature within
20 feet, just as if speaking to him or her. The halfling can only
speak and listen to one person at a time, and he must share a common
language with the person or creature he speaks to telepathically,
or the telepathic link fails.
-
Ghostwise halflings do not receive the standard halfling +1 racial
bonus on all saving throws. They simply are not as lucky as their
lightfoot cousins.
-
Automatic Languages: Halfling, Common, home region. Bonus
Languages: Chondathan, Elven, Gnoll, Shaaran, Sylvan.
-
Favored Class: Barbarian.
LIGHTFOOT HALFLINGS
The folk of Faerûn are more familiar with the lightfoot hin
than with either of the other two subraces, primarily because the
lightfoots are the most numerous and widely traveled of all the
halflings. Nearly every human community of any size larger
than a village has at least a few halfling residents. When most
Faerûnians think of halflings, the lightfoots are the people that
most often leap to mind.
Lightfoot halflings may be the most common of all the subraces,
but their behavior is also the most varied. It's impossible
to describe the "typical" lightfoot halfling because, much like
humans, the race embodies individuals that are the absolute
antithesis of one another. This diversity of behavior is mirrored
in a diversity of outlooks: Some halflings adopt views and
beliefs about the world that are very close or even identical to
whatever human community they happen to dwell in, while
others retain distinctive points of view that separate them from
other races and groups (including other halflings). It's not
uncommon to meet halflings who, because they spend the
greater part of their lives roaming from place to place, have
outlooks that are amalgams of those from multiple cultures
and environments.
The aspect of the lightfoot outlook that most nonhalflings
notice, however, is that they are the hin subrace that is most
likely to wander out of an innate desire. It is not unknown
for individual lightfoot halflings or even entire families to
decide that, after living in the same place for decades, they
want to move on to someplace else. Some learned folk speculate
that the lightfoot hin experience a habitual need to see
many different places and enjoy a variety of experiences. Other
sages and loremasters wonder if the lightfoot penchant for the
semi-nomadic lifestyle is socialized behavior, learned from centuries
of practice. These scholars theorize that the lightfoot
hin who left Luiren because of the Ghostwar massacres were
unable to find a new homeland that suited them as well, so
they wandered. After so many hundreds of years of wanderings,
the behavior is now natural to the lightfoot hin, or so
this school of thought holds. Whatever the case, there's no
denying that many lightfoot halflings seem determined to see
a great deal of Faerûn and have many interesting experiences
during their lifetimes.
Lightfoot halfling society is hard to quantify, because lightfoots
can be divided into three groups: those who live among humans,
those who live among other lightfoots, and those who wander
from place to place. Some lightfoot halfling families live their
entire lives in one place, sometimes as part of a human community,
and sometimes in a settlement populated almost
entirely by halflings. Others live their entire lives on the roads
and byways of Faerûn, never remaining in one place very long.
Lightfoot halflings have all the halfling racial
traits, except as follows:
-
Automatic Languages: Halfling, Common, home region. Bonus
Languages: Chessentan, Chondathan, Damaran, Dwarven, Elven,
Illuskan, Goblin.
STRONGHEART HALFLINGS
The strongheart halflings are, like the ghostwise and lightfoot
hin, native to Luiren. They trace their ancestry back to the same
long-lost days as the other subraces, but unlike their cousins, the
stronghearts elected to remain in their homeland following the
events of the Hin Ghostwar. The legacy of Chand, the strongheart
war chieftain who galvanized his tribe against the threat
of the feral ghostwise, lives on today in a nation that both reinforces
and defies many of the expectations nonhalflings have
of this race.
Prior to the Hin Ghostwar, the stronghearts were, like their
brethren, mostly a nomadic hunter-gatherer people. During the
centuries that followed that terrible conflict, however, the
stronghearts gravitated toward a more agrarian-based lifestyle
centered around permanent communities. But if the communities
were stationery, the stronghearts were not, moving from
established community to established community.
This strange duality of nature, consisting of a desire to move
about freely with a liking for permanent structures and settlements,
has produced some unusual outlooks among the stronghearts
of Luiren. Their viewpoint stresses cooperation above all
other traits, and the ability to work as a team is the most valued
behavior in their land. Cooperation transcends many boundaries
in Luiren, and even strangers of whom the locals are suspicious
can earn themselves considerable credit and tolerance by demonstrating
a willingness to cooperate.
The stronghearts have evolved a
unique, semi-nomadic lifestyle, in which
businesses, families, and even entire clans
move freely and independently from
place to place within Luiren. This
fusion of wanderlust and stability is a
source of wonderment and confusion for visitors,
who find it difficult to comprehend how a
society can enjoy such seemingly whimsical
mobility while retaining any viable structure.
For their part, most of the strongheart hin
cannot understand why anyone would want to tie themselves
permanently to any one community or structure for their
entire lives.
Strongheart halflings have all the halfling racial
traits, except as follows:
-
Strongheart halflings gain one extra feat at 1st level, because
they have a strong drive to compete and many opportunities to
practice their skills.
-
Strongheart halflings do not receive the halfling racial +1 bonus
on all saving throws. They have not experienced the same kind of
adversity that the lightfoot halflings have survived.
-
Automatic Languages: Halfling, Common, home region. Bonus
Languages: Dwarven, Gnoll, Goblin, Halruaan, Shaaran.
AASIMAR
The aasimar bear the legacy of a celestial being or even a deity
in their ancestry, and have incredible potential to do good in the
world. At the same time, their heritage marks them as different
and often leads to persecution, ridicule, or exile from superstitious
or backward communities. It is not unknown for an aasimar
to give in to bitterness in the face of adversity and turn
to evil.
Aasimar are the descendants of humans and some good outsider,
such as a true celestial, a celestial creature, couatl, lillend,
or even a servant or avatar of a good deity. (Some of these creatures
must use magic to assume a form that is compatible with
a human mate, of course.) While elves, dwarves, gnomes, and
halflings with good outsider ancestry are reputed to exist, those
crossbreeds are not true aasimar.
Aasimar look human except for one distinguishing feature
related to their unusual ancestor. Some examples of these features
(and the ancestors that cause them) are golden eyes, silver hair,
emerald skin (planetar), feathers at the shoulder (astral deva,
avoral celestial, planetar, solar, trumpet archon), feathers in
hair (avoral celestial), pearly opalescent eyes (ghaele celestial),
powerful ringing voice (lillend, trumpet archon), brilliant topaz
eyes (solar), silvery or golden skin (solar), or iridescent scales
in small patches (couatl or lillend).
Aasimar understand that they are special, even if they do not
understand their true heritage. Many aasimar from a latent
bloodline don't even know what creature engendered the line in
the first place. Two aasimar from the same bloodline often have
the same distinguishing feature.
Most aasimar are wary of their
human neighbors. Even those raised
by parents who understand their
heritage cannot escape the stares of
other children and adults, for
humans fear that which is different.
Aasimar usually experience a
great deal of prejudice, which is all
the more painful to the good-inclined
aasimar who truly wants to
help others survive in a hostile
world. Aasimar are often seen as
aloof, when in many cases this is a
protective measure born of years
of misunderstandings. Aasimar often
look upon true celestials and other
good outsiders with a mixed envy
and respect. The lucky ones receive
occasional guidance and advice from
their celestial ancestor, and these aasimar are more likely to
exemplify the stereotypical celestial virtues.
Because an aasimar's favored class is paladin, a majority of
them follow that path, at least for a time. The philosophy of the
paladin class resonates in the aasimars' hearts, and they are
innately suited for a career championing law and good. Some
aasimar, particularly those descended from a nonlawful outsider,
instead become clerics, since they are naturally wiser and more
charismatic than most humans. Even aasimar who don't
become divine spellcasters gravitate toward divine-related
classes such as the divine champion, for the call of the light is
very strong.
Not all aasimar live up to their potential. An aasimar blackguard
or sorcerer of evil is a terrible opponent, and deities
such as Shar and Set love to corrupt an aasimar, turning her
into a bitter, angry creature nursing old grudges from unjust
persecution.
Aasimar rarely have siblings who are
other aasimar, for the heredity of the
supernatural is a chancy thing. Because
of this, few aasimar get to know
another of their kind. On the rare
times they encounter another aasimar,
there is a sort of unspoken
understanding between them, and an
aasimar is likely to take another aasimar's
side in an argument, regardless
of other affiliations, just for a
taste of kinship.
Aasimar, being more rare than
even half-elves, have no true society
of their own. Few have the
opportunity to meet other aasimar or
celestial beings, so they attempt to
blend into the culture of their parents.
If they had such a thing, aasimar
would have a lawful good or
neutral good society, focusing on
charitable works, helping the
needy, and campaigning to
eradicate evil. In a few rare
places, aasimar can find true
acceptance and search for news
of other aasimar born in other lands,
hoping to make arrangements to have
the child brought to the sanctuary and raised in an environment
where he or she is cherished, not considered strange.
Aasimar have no common racial deity but often worship whatever
deity their supernatural ancestor serves (or that being
itself, if the ancestor is a deity). Because most aasimar in Faerûn
are descended from Mulhorandi powers, a large number of them
serve those gods. An aasimar born outside the Old Empires, or
whose travels have taken her far from those lands, might take
a like-minded patron appropriate to her new country.
Because several Mulhorandi deities are portrayed with animal
heads or have strong ties to certain animals, aasimar descended
from these deities or their supernatural agents often have an
affinity for that sort of animal, and sometimes have a faint
resemblance to a creature of that type.
AASIMAR RACIAL TRAITS
-
+2 Wisdom, +2 Charisma: Aasimar are blessed with insight and
personal magnetism.
-
Outsider: Aasimar are native outsiders.
-
Medium-size.
-
Aasimar base speed is 30 feet.
-
Acid, cold, and electricity resistance 5.
-
Light (Sp): Aasimar can use light once per day as cast by a sorcerer
of their character level.
-
+2 racial bonus on Listen and Spot checks.
-
Darkvision up to 60 feet.
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Paladin.
-
Level Adjustment: +1. Aasimar are slightly more powerful and
gain levels more slowly than most of the other common races of
Faerûn.
AIR GENASI
Air genasi are fast and free-willed. Because the traits that identify
an air genasi are subtle, many go unrecognized for what they
are for many years and are sometimes mistaken for sorcerers.
Those who are overtly different quickly learn to disguise their
nature from common folk, at least until they are able to protect
themselves and strike out on their own.
Air genasi are descended from outsiders native to the Elemental
Plane of Air and humans. Most air genasi in Faerûn
come from bloodlines established over nine thousand years ago
by the djinn who founded what is now Calimshan. A few rare air
genasi derive from djinn summoned in other parts of the world,
and some are said to be born of a line founded by a powerful air
mephit sorcerer who lived on the Great Glacier hundreds of years
ago. The numbers descended from the servants of air deities such
as Akadi, Auril, and Shaundakul are unknown, but likely to be
very small. Legends tell of elves similar to air genasi, possibly
descended from followers of the elven goddess Aerdrie Faenya,
but it is likely that these legends are just confused reports of
the avariels.
Air genasi look human except for one or two distinguishing
features related to their elemental ancestor. Some examples of
these features are light blue skin, pale white skin, white hair,
light blue hair, a constant slight breeze in their presence, flesh
that is cool to the touch, voice that can be heard over any
nonmagical wind, or any sudden movement is accompanied by whistling wind.
Air genasi revel in their unusual nature, although few ever try to
locate the being who founded their bloodline, since most are long
dead or banished back the Elemental Plane of Air. Because the
Calimshan djinn bloodlines are so old and have suffered many
crossbreedings, it is almost impossible to tell by normal means if
two air genasi are from the same bloodline. As a result, all air
genasi treat each other as "cousins," although in an arrogant and
competitive way.
Air genasi, like all the elemental planetouched, are proud of
their heritage, regardless of others' opinion of them. They know
they are descended from powerful beings, even nobles of their
kind. Outside Calimshan most people look upon such things
with awe instead of fear, so the air genasi are used to being
flamboyant with their abilities and expect
a certain amount of deference from
normal folk. Because they consider
themselves children of the sky, air
genasi move about a lot over the
course of their lives. Air genasi want
to see and taste the air in radically
different places and consider settling
in one place for any length of time to
be confining.
Air genasi view air elementals as
dumb brutes but see djinn and other
intelligent air-outsiders as potential
rivals for attention and power.
Although rarely is more than one air genasi born to any particular
couple, these planetouched see each other as members in
an extended family, and their tendency to wander means that
they are more likely than not to find another of their kind at
some point in their travels. Air genasi use these times to
exchange news of other air genasi, usually in the form of bragging
about their own deeds compared to others. Unlike the bonds
that aasimar share, air genasi feel no need to defend other air
genasi, and in fact see another air genasi's weakness as an affirmation
of their own strength.
In a few rare cases, particularly charismatic air genasi have
gathered a few dozen of their own kind to form a mercenary
company, cabal of mages, or mercantile group. These individuals
sometimes take air genasi children away from human parents
so they may be raised by their own kind. However, air genasi
rarely stay together for longer than a year, so these fosterlings
usually end up being raised by one or two air genasi who stick
together after the group dissolves. Still, these young genasi gain
some sense of community and often go on to start their own
temporary groups.
Air genasi have no common racial deity. Because air
genasi clerics must choose deities who grant the Air
domain, all air genasi clerics worship Aerdrie Faenya, Akadi, Auril,
Set, Shaundakul, Sheela Peryroyl, or Valkur. Those who are not
devout enough to be clerics still worship those deities or a sky-themed
deity appropriate to their region. For example, air genasi
in Calimshan often worship Bhaelros (their name for Talos, the
god of storms) and those in Amn may worship Selûne (the goddess
of moon, stars, and wanderers). Surprisingly, Akadi is not the
most common choice of deity for an air genasi, possibly because
she associates with true elementals rather than the anthropomorphic
elemental outsiders such as djinn. However, among the
clergy of Akadi, air genasi are considered particularly blessed.
Aerdrie Faenya, the elven goddess of the skies, is normally
only worshiped by air genasi with strong ties to elven communities,
particularly communities of avariels. The air genasi
of Aerdrie's faith act as protectors of avian creatures and
encourage elves to explore other parts of the world, including
human societies.
Auril, the Frost Maiden, is worshiped by air genasi who live
in colder regions or enjoy cold magic. They tend to be zealots,
inflicting pain upon others through the use of cold and wind to
show supremacy of the air element and their own power. A disproportionate
amount of Auril's genasi worshipers have pale
blue skin. Shaundakul is also popular among air genasi. With his
worship on the upswing, this deity has attracted many air genasi
followers both for his focus on wind and because he espouses frequent
travel. It is said that centuries ago he took a human lover
in Myth Drannor, and from that line a handful of white-bearded
male air genasi have sprung.
Air genasi who enjoy destruction, violence, or simple chaos are
often drawn to Talos. Evil druids and rangers sometimes worship
him, as do mages with a talent for large-scale battle magic.
These beings do much to sully the name of air genasi across
Faerûn, for they loudly proclaim their elemental heritage and
their faith, causing many ignorant folk to assume that all this
race are of similar temperament.
AIR GENASI RACIAL TRAITS
-
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma: Air genasi
are quick of hand and sharp of wit, but easily distracted and arrogant.
-
Outsider: Air genasi are native outsiders.
-
Medium-size.
-
Air genasi base speed is 30 feet.
-
Darkvision up to 60 feet.
-
Levitate (Sp): Air genasi can use levitate once per day as cast by a
5th-level sorcerer.
-
Clerical Focus: An air genasi cleric must choose a deity who
grants access to the Air domain and select Air as one of her two
domains.
-
+1 racial bonus on saving throws against all air spells and effects.
This bonus increases by +1 for every five class levels the genasi
attains.
-
Breathless: Air genasi do not breathe, so they are immune to
drowning, suffocation, and attacks that require inhalation (such
as some types of poison).
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Fighter.
-
Level Adjustment +1: Air genasi are slightly more powerful and
gain levels more slowly than most of the other common races of
Faerûn.
EARTH GENASI
Earth genasi are patient, stubborn, and contemplative in their
decision-making. Marked at birth with obvious traits reflecting
their heritage, earth genasi are often shunned by others, but
their physical gifts make them able to defend themselves against
most attackers. Their strength and girth means that they sometimes
become bullies, attracting sycophants out of fear and
respect for their power.
At least three-quarters of the earth genasi in Faerûn are
the descendants of outsiders native to the Elemental Plane of
Earth and humans. The rest are descended from earth deities
or servants thereof instead of elemental outsiders. Most of
the elemental bloodlines originate in the North, particularly
near the Spine of the World, as natural portals to the Elemental
Plane of Earth form there, allowing meetings between
natives of both planes. The bloodlines spring up wherever
worship of earth deities is common. It is thought that the
Ludwakazar clan of shield dwarves deep in the Earthspurs in
Impiltur and the Tobarin family of rock gnomes in the Great
Dale have elemental blood, but both are mute on the question
and neither would be a true earth genasi, but something
quite different.
Earth genasi are obviously not human, but have mostly
human features except for one or two distinguishing traits
related to their elemental ancestor. Some examples of these features
are earthlike skin, eyes like black pits, eyes like gems, gravelly voice,
very large hands and feet, iron gray hair, sweats mud instead of water, or
metallic sheen to skin or hair.
Earth genasi, like all elemental planetouched, are proud of
their nature and abilities, but their pride is a quiet, confident sort
rather than a boastful one. Earth genasi are pragmatic about
their parentage, usually not going out of their way to learn their
ancestry but not avoiding the topic either. Earth genasi have no
special relationship with others of their kind, although they seem
to prefer others who share their physical differences.
Proud of their heritage despite the opinions of others, earth
genasi know they are born of beings touched by the might of
the earth itself. Although they know the circumstances of their
outsider heritage are rare and mark them as unlike anyone they
might meet, each still feels a strong kinship to the earth itself.
Earth genasi feel most comfortable when their feet are on the
ground and prefer to go barefoot if appropriate for the
weather and environment (earth genasi develop
thick calluses easily and can even walk on gravel
without discomfort). They are used to being
treated differently, but have the strength to
defend themselves if harassed. Earth genasi
respect their earth elemental cousins for
their strength but are usually indifferent to
other earth elemental creatures.
Earth genasi like to stake out a piece
of land as their own and defend it,
which makes them particularly
valuable homesteaders in frontier
regions like the Silver Marches.
A few unusual ones come down
with a strange form of wanderlust, wishing
to plant their feet on every nation's soil
before they die. Such a journey might take
thirty years, but with methodical determination
certain genasi have become famous for
their long-distance travels.
Earth genasi are among the most isolated of the elemental planetouched.
They are indifferent to others of their kind, believing
that each should rely on his or her own strength to persevere.
The only time this emotional barrier is easily breached is when
two or more genasi with the same physical traits meet. The superficial
resemblance awakens an echo of sympathy and kinship in
the earth genasi, and these similarities often lead to deep friendships
and even marriages.
It is among these groups that small clans of earth genasi form,
usually military-based groups such as a mercenary company, a
squadron of rangers, or a gang of barbarian thugs. The bonds
between these individuals can grow very strong, and the bards
tell of entire bands of earth genasi meeting to punish a cruel
lover or person responsible for the death of one of the band.
Because the genasi are patient, sometimes this revenge comes
about months or even years after the event, usually in a surprising
and painful encounter.
Because of their strength, earth genasi often fall into
relationships where they are the dominant
person. This means that earth genasi are
known to collect like-minded warriors
about them, genasi or not, and carve
out small baronies for themselves in
isolated lands. Several leaders in the
history of the Border Kingdoms
have been earth genasi.
Earth genasi have no racial deity or pantheon. Because earth
genasi clerics must choose deities who grant the Earth domain,
all air genasi clerics worship Callarduran Smoothhands, Chauntea,
Dumathoin, Geb, Gond, Grumbar, Luthic, Moradin, Segojan
Earthcaller, Urdlen, or Urogalan. Those who are not devout
enough to be clerics still worship those deities or an earth- or
nature-themed deity appropriate to their region.
Revered by earth genasi as the fusion of the powers of earth
and life itself, Chauntea is a popular choice among this race.
Many of the earth genasi who worship this deity ignore her
agricultural aspect and instead focus on her role as the benign
Earthmother, a foundation of life and strength that suffuses
the ground they walk on. The more gentle worshipers of
Chauntea are all too happy to hire an earth genasi of the faith
as a guard.
Mulhorand and the lands adjacent to it have a small earth
genasi population, most of whom revere Geb, for the children
of his divine line become earth genasi instead of aasimar.
Earth genasi from Geb's bloodline often have an affinity for
bears and sometimes have a faint resemblance to a creature
of that type.
Many earth genasi worship Grumbar, the lord of earth elementals.
Although he shows them no more favor than any
other worshiper, the genasi respect this and see it as proof that
each should rely on his or her own abilities to succeed.
EARH GENASI RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: Earth
genasi are strong and tough, but somewhat oblivious and stubborn.
-
Outsider: Earth genasi are native outsiders.
-
Medium-size.
-
Earth genasi base speed is 30 feet.
-
Darkvision up to 60 feet.
-
Pass Without Trace (Sp): Earth genasi can use pass without trace
once per day as cast by a 5th-level druid.
-
+1 racial bonus on saving tlirows against earth spells and effects. This
bonus increases by +1 for every five class levels the genasi attains.
-
Clerical Focus: An earth genasi cleric must choose a deity who
grants access to the Earth domain and select Earth as one of his
two domains.
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Earth genasi are slightly more powerful
and gain levels more slowly than most of the other common races
of Faerûn.
FEY'RI
The result of four noble houses of sun elves breeding with demons
in an attempt to strengthen their bloodline, fey'ri are a type of
planetouched that breeds true among their own kind. Marked by
their fiendish blood, fey'ri are unique among most planetouched
in that they have a self-sustaining community, so they are raised
among their own kind. Because of this, young fey'ri do not suffer
the feelings of ostracism that other planetouched do despite
growing up among creatures with strong fiendish blood. Most
fey'ri are evil, but a few are able to shrug off the fiendish taint's
influence on their behavior and emulate some small part of the
innate good nature of the elves.
Fey'ri are the descendants of sun elves and demons (usually
succubi in male or female form). Having bred with these demons
and among their own kind, fey'ri are a distinct race and share the
same common fiendish traits. In general form they resemble sun
elves, although all have large batlike wings. They all have one or
more unusual features reflecting their fiendish heritage, such as
fiery red eyes, fine scales all over the skin, long pointed tails,
batlike ears, or deep red skin.
Fey'ri are obviously different from normal elves and would
quickly be killed by most other elves if discovered. Luckily for
them, their demonic bloodline gives them several abilities,
including the ability to change their shape. Thus they can pass
freely among other creatures without causing an alarm.
There may be other fey'ri in Faerûn other than those allied
with House Dlardrageth, but since the likelihood of an elf breeding
with a demon is very small, such an individual would be
essentially unique outside these four elven houses. The rest of this
section assumes Dlardrageth fey'ri are the subject matter.
Most fey'ri live for revenge. They feel wronged by other elves,
particularly moon elves, and superior to all other races (as befits
their lineage, which ties them to the ancient elven kingdoms that
predate human civilization). While their plans for revenge
unfold, they wish to restore the glory of the elven empires with
themselves at their head, not realizing that their fiendish taint
has corrupted the sun elf qualities that they prize the most. Individual
fey'ri comply with these goals, knowing that their half-fiend
rulers are too powerful to challenge and feeling that they
themselves have been punished unfairly by the moon elves with
their too-long magical imprisonment. The fey'ri also suffer from
unfamiliarity with the changes to the world and are still learning
about its current state. A fey'ri is patient, calculating, and suspicious,
but her fiendish blood makes her prone to undeserved
acts of cruelty and rage.
Of special note are the fey'ri who have chosen to
leave the banner of House Dlardrageth. The
members of the house considered these
renegade fey'ri a great risk to their
plans, for the Dlardrageth nobles
know their numbers are too
small to survive a concerted
effort to eradicate them - they
must act in secrecy, or risk discovery
and death. This makes
any renegade fey'ri a creature
marked for death by
the entire house. Since
Countess Sarya Dlardrageth is a powerful spellcaster,
these renegades must
be even more cautious than
their isolated kin, or they could
be discovered and destroyed.
Fey'ri are usually chaotic
evil. Some hear an echo of their
elven heritage and are chaotic
neutral, and a few may be entirely
neutral. None have yet been found
who are lawful or good.
Fey'ri society is very close-knit. They are all close relations, and
so each fey'ri has a very good idea how each of his or her family
members would react to a situation. Yet they have a subtle
loathing for each other, both because their elven nature rejects
the taint of their kin and because their demonic ancestors are so
chaotic and rebellious that they find it difficult to work together.
As a result, fey'ri society is based on power and fear - power to
make your commands obeyed, fear that your superiors could
destroy you if you fail to comply. House Dlardrageth is a house
that cannot stand the test of time, and the only reason it has
lasted as long as it has is the magic that imprisoned its members
for centuries. In the next hundred years, it is likely that the fey'ri
will scatter across Faerûn, creating their own pockets of evil, possibly
accompanied by near-adult offspring. Until that time, this
group of evil-tainted but magically powerful
elves has the potential to incite a great
slaughter of their enemies.
FEY'RI RACIAL TRAITS
-
+2 Dexterity, +2 Intelligence, -2 Constitution. Fey'ri are quick
and smart, but their inbreeding makes them weak.
-
Outsider: Fey'ri are native outsiders.
-
Medium-size.
-
Fey'ri land speed is 30 feet. When in their winged form, they
may fly at a speed of 40 feet with a maneuverability rating
of Poor.
-
Darkvision up to 60 feet.
-
Low-light vision: Fey'ri 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.
-
Immunity to magic sleep spells and effects.
-
+2 racial bonus on Will saves against enchantment spells
and effects.
-
Change Shape: Fey'ri can assume any
humanoid form at will, and can remain in that form indefinitely.
-
+2 racial bonus on Bluff, Hide, Listen, Search, and
Spot checks.
-
Elven Blood: For all special abilities and effects, a fey'ri is considered
an elf. Fey'ri, for example, can use or create elven
weapons and magic items with racially specific elven powers as
if they were elves.
-
Demonic Abilities: Every fey'ri has four special abilities drawn
from the following list: charm person (Sp) 1/day,
clairaudience/clairvoyance (Sp) 1/day, damage reduction 5/magic*, darkness
(Sp) 1/day, detect thoughts (Sp) 1/day, dimension door* (Sp)
1/day, enervation* (Sp) 1/day, fire resistance 10, suggestion (Sp)
1/day, +2 racial bonus on saves against electricity, or +2 racial
bonus on saves against poison. Fey'ri spell-like abilities use the
fey'ri's character level for their effect. The DC is Charisma-based.
A fey'ri can only have one ability from the list that is
marked with an asterisk (*), and any fey'ri with one of these
three abilities has a higher level adjustment than a fey'ri without
one.
-
Level Adjustment: +2. Fey'ri are slightly more powerful and
gain levels more slowly than the common races of Faerûn.
This is because the elders of House Dlardrageth bred for
immediate power at the expense of long-term ability. Fey'ri
with damage reduction or the dimension door or enervation
spell-like abilities have an level adjustment of +3 instead of +2.
FIRE GENASI
Fire genasi are usually thought of as
hot-blooded and quick to anger, and
they have earned that reputation.
Mercurial, proud, and often fearless,
they are not content to sit
and watch the world pass them
by. Fire genasi have obvious
physical traits that mark them as
different from humans, and they
are often the target of mistrust and
persecution. Some fire genasi are able to
use their quick wits to turn the tables on
their tormentors, while others find that
their barbed words only make their foes
more angry. Many fire genasi are destroyed
as infants by their own parents, who fear that
they are demonspawn.
Most fire genasi in Faerûn are descended from the efreet
that once ruled Calimshan. Planetouched of this derivation live
all over the Lands of Intrigue, and some have traveled away
from their ancestral homeland to escape the fear and prejudice
that Calishites bear for genies. Chult, the Lake of Steam, and
Unther also have a small number of fire genasi, for those lands
bear volcanoes that sometimes act as natural portals to the Elemental
Plane of Fire, allowing efreet and other fiery outsiders
to make contact with humans. A large family of fire genasilike
halflings was known to live in Unther, but the war with
Mulhorand has displaced them and their current whereabouts
are unknown.
Fire genasi are obviously not fully human, having mostly
human features except for one or two exceptional traits related
to their elemental ancestor. Some examples of these features are
charcoal gray skin, deep red skin, red or orange hair that waves
like flames, eyes that glow when the genasi is angry, unusually
warm skin, large red teeth, or always smells like smoke.
Fire genasi are proud of their ancestry and consider themselves
superior to normal humans, although the smarter ones
don't make an issue of it. Because the efreet-descended genasi
of Calimshan have almost no chance of finding their original
elemental ancestor (who have long since been
slain, banished, or imprisoned
when their empire was overthrown),
they make no effort to
do so and enjoy the gifts that
ancestor's blood has granted
them. Fire genasi enjoy the
company of their own kind and
have been known to form elite
groups of mages or fighters that
hire themselves out on the basis
of their skill and heritage. They
have been known to adopt the
fire genasi children of human
parents as well.
The fire genasi are a proud people, knowing that they are born
of great genies. They prefer to dress elegantly and flamboyantly,
reveling in their differences and advertising their superior taste
and abilities. Fire genasi respect their pure elemental kin, and
most treat efreet and other large fire outsiders with a great deal
of courtesy and respect, both out of a sense of the creature's
power and as a subtle gratitude for their own bloodline-granted
talents. Because of their high opinions of themselves, fire genasi
often elect themselves the leader and spokesperson of a group,
even if they have no particular talents in those areas.
Fire genasi are impatient and don't take well to pursuits that
require a lot of time and study. They like to travel, if only to
escape the presence of their enemies or people who frustrate
them. Fire-genasi enjoy collecting treasure, preferring jewelry to
bags of coins.
Fire genasi are competitive among their kind, but their rivalry is
rarely lethal. Even two fire genasi of radically different alignments
or philosophies are capable of putting down their swords
for a talk on elemental nature and comparative histories, and
should they come to blows they are more likely to ask for and
grant mercy than slay each other outright. Although they have
hot tempers, arguments between fire genasi quickly burn out,
although their allies or minions might suffer the smoldering
aftereffects.
Other than this friendly banter, fire genasi often go for years
without seeing one of their own kind. Descended from beings who
have strong and close (if argumentative) society, fire genasi still
have a tendency to collect in groups when circumstances allow.
Children raised by two fire genasi parents see a wide range of
emotions in their parents, from phenomenal passion and epic
poetry to screaming matches and thrown furniture. This is
accepted as normal, and they are taught that a life not lived vigorously
is not worth living.
Fire genasi have no common racial deity. Since fire genasi clerics
must choose deities that grant the Fire domain, all fire
genasi clerics worship Gond, Kossuth, or Talos. Because they
are impatient, quite often a fire genasi will advance a short
while as a cleric and progress in another class thereafter. Those
who are not devout enough to be clerics worship fire deities or
martial deities.
Traditionally, few fire genasi worshiped Gond, for he represents
the skill of crafting, which requires too much patience
for their liking. However, a number of fire genasi have discovered
the wonders of smokepowder weapons and now worship
the Wonderbringer for the creation of this device. These
zealous fusiliers are often hired to guard shipments of the
magical explosive.
Kossuth is a favorite among fire genasi, for he represents the
apex of the element that grants them their special gifts. They
revere his fiery aspect rather than his purification aspect. Kossuth
shows no unusual favor toward his fire genasi worshipers.
Talos, the Stormlord, welcomes any worship involving
destruction, and some fire genasi enjoy the destructive aspect of
their nature so much that Talos is the only clear choice for
them. His faith is very popular among fire genasi sorcerers.
FIRE GENASI RACIAL TRAITS
-
+2 Intelligence, -2 Charisma: Fire genasi have bright minds, but
.are impatient and quick to anger.
-
Outsider: Fire genasi are native outsiders,
-
Medium-size.
-
Fire genasi base speed is 30 feet.
-
+1 racial bonus on saving throws against fire spells and effects. This
bonus increases by +1 for every five class levels the genasi attains.
-
Darkvision up to 60 feet.
-
Control Flame (Sp): Fire genasi can cause a nonmagical.fire within
10 feet of them to diminish to the level of coals or flare to the
brightness of daylight and double the normal radius of its illumination.
This ability does not change the heat output or fuel consumption
of the fire source, lasts 5 minutes, and may be done
once per day. They use this ability as 5th-level sorcerers.
-
Clerical Focus: A fire genasi cleric must choose a deity who grants
access to the Fire domain and select Fire as one of his two domains.
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Fire genasi are slightly more powerful and
gain levels more slowly than most of the other common races of
Faerûn.
TANARUKKS
Bred from orc slaves and
demons, tanarukks are a powerful
and evil strain of planetouched
who are spreading across
the North. Because of their orc
blood they breed rapidly, and
there are more tanarukks than
any other kind of planetouched.
Entire tribes of the creatures
have taken root in the Nether
Mountains and continue to
breed true, so in another twenty
years they will be a serious threat to
the tenuous peace in the North. With evil parentage on both
sides of the family, tanarukks are almost always evil, without a
drop of human blood in them to influence their disposition.
Tanarukks are the descendants of orcs and tanar'ri (vrocks, in
particular). Similar to tieflings, tanarukks are a mortal Faerûnian
creature with the bloodline of an evil outsider. They breed
true with their own kind or with pureblooded orcs, and even orcs
with one tanarukk grandparent have all the abilities of a
tanarukk. Theoretically tanarukks could breed with goblinoids or
even ogres and produce strange crossbreeds, although these are
likely to be sterile.
Unlike most planetouched, tanarukks have a fairly uniform
appearance, resembling short, stocky orcs with stooped postures.
Their hair is coarse, whether on their heads or the odd patches
that grow on other parts of their bodies. They have sharp teeth
and prominent lower tusks, with their lower jaw protruding farther
than their small snouts. Their eyes are red and glow when
angry. Their foreheads are low and ridged with horn or scales;
their skin varies from gray-green to dun brown.
Tanarukks have the worst traits of orcs or half-orcs mixed with
the temper and power of demons. Generally sullen and prone to
rages, tanarukks would rather fight than ponder and would
rather kill than argue. Their orc heritage impressed them with
a respect for power, which was only reinforced by their tanar'ri
mentors. They live recklessly and without moderation, feasting,
drinking, and fighting if the opportunity presents itself. They
are contemptuous of those weaker than themselves, and consider
themselves a superior breed of orc. They are impressed
by strength, and only a very powerful leader can convince
them to settle down long enough to follow orders against a
common enemy.
Among the typical rough-minded tanarukks are a few who are
smarter or more moderate in their temperament, possibly
because one of their demonic ancestors was a marilith or some
other sort of demon prone to thinking before acting. It is these
tanarukks who become leaders or, dissatisfied with the life available
to them among their own kind, seek out other challenges in
new places. These tanarukks can be the most dangerous but also
have the greatest chance of being befriended by something other
than an orc or tanarukk.
Of all the planetouched, tanarukks are the only ones with a large
and thriving society, for not even the fey'ri have numbers comparable
to the tribes of fiend-touched orcs. Of course, tanarukk
society is a mixture of orc and demon society, which means that
they act like orcs infused with supernatural evil power. However,
unlike typical orc society, the strong influence of the mariliths
involved in the breeding program has moderated the patriarchal
tendencies, resulting in a culture where females are treated much
better than slaves. Tanarukk females who give birth to many
strong young can earn a measure of respect for themselves and
carry some influence over their mates.
Like orcs, tanarukks perform ritual scarring on themselves
and each other, particularly as part of adulthood rites. Because
they are resistant to fire, many scarring rituals use acid or jagged
weapons. Others have iron jewelry or weapons (such as tanarukk
battle gauntlets) hammered into place around their limbs while
still hot, fusing the item in place when it cools, which prevents
theft without killing the tanarukk first.
TANARUKK RACIAL TRAITS
-
+4 Strength, +2 Dexterity, -2 Wisdom, -4 Charisma.
Tanarukks are strong and agile, but have short attention spans
and aggressive natures.
-
Outsider: Tanarukks are native outsiders.
-
Medium-size. Tanarukks are squat, but broad, like a dwarf.
-
Tanarukk land speed is 20 feet.
-
Darkvision up to 60 feet.
-
Fire resistance 10.
-
Spell resistance of 14 + class level.
-
+4 natural armor.
-
Proficient with all martial weapons.
-
Outsider Hit Dice: A tanarukk has 5d8 racial Hit Dice from
his demonic heritage. A tanarukk character receives maximum
hit points for his first outsider Hit Die, and rolls his other outsider
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. A tanarukk's racial Hit Dice also provide
a +5 base attack bonus and saving throws of Fort +4, Ref
+4, and Will +4. Tanarukks with class levels add their class
attack bonus and save bonuses to their racial attack bonus
and saves.
-
Outsider Skills: A tanarukk's outsider Hit Dice grant him skill
points equal to (8 + Int modifier) × 8. Class skills for these skill
points are Hide, Intimidate, Listen, Search, and Spot. A
tanarukk does not get the × 4 multiplier for skill points
acquired from his first class level.
-
Outsider Feats: A tanarukk's demonic Hit Dice grant him two
feats. A typical tanarukk chooses Alertness and Weapon Focus
(battleaxe).
-
Natural Attack: A tanarukk may use his bite as a natural
weapon, dealing 1d6 points of damage. A tanarukk can attack
with a weapon at his normal attack bonus, and make a bite
attack as a secondary attack (-5 penalty on the attack roll and
half Strength bonus on the damage roll).
-
Control Flame (Sp): Tanarukks can cause a nonmagical fire
within 10 feet of them to diminish to the level of coals or
flare to the brightness of daylight and double the normal
radius of illumination. This ability does not change the heat
output or fuel consumption of the fire source, lasts 5 minutes,
and may be done once per day. They use this ability as 5th-level
sorcerers.
-
Orc Blood: Despite all their special abilities and effects,
tanarukks are still basically orcs. Thus tanarukks can use or
create orc weapons and magic items with racially specific orc
powers as if they were orcs.
-
Automatic Languages: Abyssal, Orc, home region. Bonus Languages:
By region.
-
Favored Class: Barbarian.
-
Level Adjustment: +3. Due to his racial Hit Dice, plus his spell
resistance, fire resistance, natural armor, and advantageous
ability score modifiers, a tanarukk has an effective character
level of 8 plus his class levels. Thus, a 2nd-level tanarukk barbarian
would have an ECL of 10.
TIEFLINGS
Carrying the taint of evil in their very souls, tieflings are persecuted
and feared in most parts of Faerûn. Those with gross
physical alterations are often killed at birth, and even those
with less noticeable physical traits are sometimes killed by their
own horrified parents. Occasionally a tiefling is born to someone
indifferent to its appearance, determined to redeem it, willing to
exploit it, or evil enough not to care about its nature, and these
tieflings are most likely to survive to adulthood. Most tieflings
are evil, but a few have managed to overcome their bloodline's
influence to make their own choices about good and evil.
Tieflings are the distant descendants of a human and some
evil outsider, such as a demon (usually a marilith or succubus),
devil (usually an erinyes, gelugon, or pit fiend), night hag, rakshasa,
or even a servant of an evil deity (some of these creatures
must use magic to assume a form that is compatible with a
human mate, of course). Fiend-touched and similarly tainted
mixes of elves (notably the fey'ri), orcs (such as the tanarukk),
and other races are known, but those are distinct lines and are
not true tieflings.
Tieflings look human except for one or two distinguishing
features related to their unusual ancestor. Some examples of
these features (and the ancestors that cause them) are
small horns on head (demon, devil, night hag), fangs or pointed teeth,
forked tongue (demon, devil), glowing red eyes (demon, devil, night hag),
cat eyes (rakshasa), more or less than 5 fingers (demon, devil),
goatlike legs (devil), hooves (devil), non-prehensile tail (demon, devil),
furry, leathery, or scaly skin (demon, devil, rakshasa), red skin (demon, devil),
bruised blue skin (night hag), casts no shadow (demon, devil),
throws no reflection (demon, devil), skin is hot to the touch (demon, devil),
or smell of brimstone (demon, devil).
Tieflings are aware at an early age that they are different
from the people around them, and often have strange urges,
desires, or needs because of their evil heritage. Because tieflings
are born of many different creatures, it is difficult to tell if any
two of them are related, and because many of them come from
demonic bloodlines, even two tieflings descended from similar
demons or the very same demon might look very different.
Tieflings live as outcasts. Feared for their evil heritage and often
acting appropriately to their ancestry, they learn to keep people
at a distance and hide that which makes them different. Like all
the planetouched, they are different from their own parents;
rarely has a tiefling been raised in a home filled with love.
Tieflings are bitter folk who expect eventual rejection from
even their best friends and easily fall into lives of crime, depravity,
and cruelty. Tieflings look upon true fiends and other evil
outsiders with envy and fear.
Some tieflings reject their tainted blood and seek the light.
Not many succeed for long, and far more slide to a comfortable
place midway between evil and good. But of the creatures
who work to be good, good-aligned tieflings probably work
the hardest.
Because of the varied circumstances of their births, most
tieflings become adults without knowing another of their kind.
Given their scattered heritage and tendency toward evil,
tieflings mistrust each other, while at the same time wanting
another of their kind near to experience a limited kinship.
Therefore it is not unusual to find a small group of like-minded
tieflings at the head of a thieves' guild. Sometimes a good
tiefling will search out others of her kind in the hopes of rescuing
them from evil or persecution, but most tieflings are so
used to looking out only for themselves that such a thought
never occurs to them.
Thay is unusual because of its numbers of tiefling slaves. An
unknown number of fiendish bloodlines exist in Thay, some of
them lost for generations. When a true tiefling arises from a
latent bloodline, there is often a scramble as the Red Wizards
struggle to collect the planetouched offspring. Some Red Wizards
train these young tieflings with others of their kind, either
to work as spies in other households, personal assassins, or as
some sort of sacrifice to an evil being. These tieflings can
develop a sense of community among their fellows. If they are
lucky, they may manage to escape their evil masters, scattering
to the four winds to elude pursuit. Some of these slaves start
revolts to cover their tracks, others return to kill their former
owners, and still others leave and never look back. In this way,
certain tieflings have extended families, although how to find
their adopted siblings usually poses a problem.
Tieflings have no common racial deity, but sometimes worship
powerful demons, devils, or whatever divine being their ancestor
serves (or that being itself, if the ancestor
is a deity). A tiefling born outside the
Old Empires or Thay, or one whose travels
have taken her far from those lands,
usually takes a like-minded patron appropriate
to her new country. The following
deities are the most common
patrons of evil tieflings but are certainly
not the only ones.
Beshaba, the Maid of Misfortune,
appeals to a number of tieflings. This
wicked and beautiful goddess has created
a few tiefling bloodlines over the
ages, many of which have white hair
and manifest antlers instead of other
kinds of horns. Tieflings who worship
Beshaba do so because they
believe they are unlucky to have
been born as what they are and
seek to pass this misfortune on to
others. While Cyric has not
fathered any tiefling bloodlines
since his apotheosis, tiefling assassins,
illusionists, and those drawn to
conflict and aggression because of
their heritage often worship Cyric.
Gargauth, the god of corruption,
betrayal, and cruelty, has been known to
disguise himself as a helpful stranger, befriend
a good woman in difficult circumstances,
and leave her just before she gives birth to
their halfbreed child. These children of evil emulate their
father's practices, and so the bloodline of Gargauth has many
scions in Faerûn. He is worshiped by tieflings looking to
destroy a hated rival (possibly a good-aligned temple that
harassed them as a youth) or those looking to gain power
very quickly.
As many tieflings naturally gravitate toward the arts of the
rogue, a number of them have taken Mask for their patron.
Only one Maskarran tiefling bloodline is known, a line from
Thesk noted for never casting reflections, but Mask's secretive
nature means that others could be almost anywhere. Mask is
worshiped by tiefling thieves or those who must do their work
concealed by shadows. Shar is not known to have any planetouched
offspring, but she draws the worship of those who wish
to forget their old pains and hurts. She particularly enjoys
pitting her tiefling worshipers against the aasimar servants
of Selûne.
TIEFLING RACIAL TRAITS
-
+2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted
with heightened reflexes and cunning, but tend to disturb people
with whom they interact.
-
Outsider: Tieflings are native outsiders.
-
Medium-size.
-
Tiefling base speed is 30 feet.
-
Cold, fire, and electricity resistance 5.
-
Darkness (Sp): Tieflings can use darkness once per day as cast by
a sorcerer of their character level.
-
+2 racial bonus on Bluff and Hide checks.
-
Darkvision up to 60 feet.
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Rogue.
-
Level Adjustment +1: Tieflings are slightly more powerful and
gain levels more slowly than most of the other common races of
Faerûn.
WATER GENASI
Water genasi are patient and independent, used to solving
problems on their own and not afraid to take a lot of time
doing so. At times they are fierce and destructive like terrible
storms, but more often than not they present a tranquil
appearance, despite whatever emotions run underneath that
quiet surface. Because their elemental forebear usually has no
interest in them, water genasi are often abandoned by their
human parents and raised instead by aquatic creatures such as
aquatic elves, dolphins, locathah, merfolk, sahuagin, or even
aboleths. Water genasi usually leave their parents (real or
adoptive) upon reaching maturity, taking to the open sea in
order to explore, learn, and develop their own personality and
place in the world.
Most water genasi are descended from a water elemental
outsider such as a marid (water genie) or triton. A rare few are
born of outsider servants of the evil water goddess Umberlee
(although it is not known why these matings eventually
produce water genasi instead of tieflings). Aquatic elves tell of
a lost line of sea-elf planetouched descended from minions of
Deep Sashelas, but these are not true water genasi, lacking a
genasi's human heritage.
Water genasi look human except for one distinguishing feature
related to their elemental ancestor. Some examples of these
features are lightly scaled skin, clammy flesh, blue-green skin or hair,
large blue-black eyes, or webbed hands and feat.
Water genasi feel that they are unique and superior to the
humans who bore them. They have little or no interest in others
of their kind - since they can wander both the land and the seas,
they feel there is room enough in the world that water genasi
need not crowd each other or even meet. Only in large communities
of aquatic elves are two or more water genasi likely to
spend much time together.
Water genasi take pride in their special abilities and can be boastful
if in the right mood. Tougher than humans and able to
breathe water, these genasi sometimes view human sailors and
naval merchants as vulnerable fools who are as likely to drown
at sea as they are to get seasick. The people of the Sea of Fallen
Stars are familiar enough with the stories of water genasi to recognize
them and ignore their rude behavior.
Water genasi have the best of both worlds. They can walk on
land for an indefinite time (unlike aquatic elves, whom they
secretly pity) and can always retreat to the tranquil depths of
the ocean. Often loners, they sometimes establish a home in a
remote underwater cave, going for years without encountering
another intelligent being. They feel a kinship to other aquatic
creatures, particularly tritons and water elementals, who can
easily outswim the genasi.
Water genasi tend to be neutral and therefore avoid extremes
in politics, opinion, or career. Some find a quiet spot to call
home, others enjoy riding the currents for months, allowing the
water to take them places hundreds of miles away.
Water genasi have no society of their own, but often subconsciously
adopt traits of the people who raised them, so a water
genasi raised by aquatic elves is likely to believe in personal
freedoms and good behavior, while one raised by sahuagin will
be bloodthirsty and militaristic. Water genasi from different
cultures can be as radically different as a quiet spring and a
raging waterfall.
Water genasi do not prefer the company of other water
genasi. If anything, it makes them feel less special and unique in
the context of the other beings they live near. Accordingly, they
rarely live in the same communities and none have been known
to marry. This keeps the population of repeat-generation water
genasi low, with new genasi coming from new bloodlines or
from lines that skipped a generation.
Their self-contained nature makes water genasi unlikely leaders.
A water genasi is more likely to guard or support a person
he respects and admires than to be a person who attracts or welcomes
subordinates.
Water genasi have no common racial deity. Those who live with
a community of other aquatic creatures usually adopt
the patron deity of their allies. Because
water genasi clerics must choose deities
who grant the Water domain, all
water genasi clerics worship Auril,
Deep Sashelas, Eldath, Isis, Istishia,
Sebek, Silvanus, or Umberlee. Those
who are not devout enough to be
clerics still worship those deities or
another water-themed deity such
as Valkur.
While few water genasi enjoy
very cold weather, those who do
usually worship the Frostmaiden.
These eccentric genasi often swim
in arctic waters with seals and similar
creatures, and are known for
their habit of pairing up with a
large cold-based monster. They
often make friends with frost
giants.
Deep Sashelas, the elven god of
waves and waters, is a natural
choice for genasi who associate
with aquatic elves. They often
act as emissaries and messengers
between colonies of aquatic elves
and their landbound cousins. As the
patron of water magic, he also has
many arcane spellcasters worshiping him.
The most placid and introspective water
genasi worship Eldath. Her clerics and druids
are benign and helpful beings, which makes them a favorite prey
of followers of Malar. Mages who worship Eldath prefer abjuration
spells over all other kinds. Istishia's idea of embracing
one's personal excellence is appealing to water genasi, as is his
message of flexibility and overcoming obstacles over time. His
worshipers are mediators, often interceding between rival groups
using the same body of water, whether two different fishing villages
or a colony of aquatic elves annoyed by merchant traffic
above their kelp beds.
Rough waters and remote naval exploration are meat and
bread to water genasi. Water genasi revering Valkur are welcomed
by sea captains and respected by common sailors. Some
lack a taste for adventure but love working with boats, and these
make a living in coastal communities repairing ship damage
below the water line.
Many evil water genasi in the vicinity of Mulhorand, Unther,
and Chessenta worship the crocodile god Sebek, sometimes
becoming lycanthropes. They harass shipping routes and folk
living on or near rivers. Like their deity, they constantly feel
the need to prove their strength and justify their existence by
bullying creatures weaker than themselves. Worshipers of
Umberlee, the Bitch Queen, can be the most cruel and temperamental
of all the water genasi. They enjoy extorting money
for their church, and a shipboard cleric has nothing to fear
should the crew decide to push him overboard when the weather
turns nasty. Evil spellcasters who practice water magic often
worship her as well.
WATER GENASI RACIAL TRAITS
-
+2 Constitution, -2 Charisma: Water genasi have high endurance,
but are cold and emotionally distant.
-
Outsider: Water genasi are native outsiders.
-
Medium-size.
-
Water genasi base speed is 30 feet. They swim at a speed of 30 feet.
-
Darkvision up to 60 feet,
-
Create Water (Sp): Water genasi can use create water once per
day as cast by a 5th-level druid.
-
+1 racial bonus on saving throws against water spells and effects.
This bonus increases by +1 for every 5 class levels the genasi attains.
-
Water genasi breathe water as an extraordinary ability.
-
Clerical Focus: A water genasi cleric must choose a deity who
grants access to the Water domain and select Water as one of her
two domains.
-
Automatic Languages: Common, home region. Bonus Languages:
Any (except secret languages, such as Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Water genasi are slightly more powerful
and gain levels more slowly than most of the other common
races of Faerûn.
AARAKOCRAS
The aarakocras are a race of intelligent birdlike people who live
in mountainous areas around Toril. Aarakocras love to soar high
in the sky for hours on end, riding the thermal currents and
updrafts with their wings spread wide. From a distance, it's easy
to mistake them for eagles or some other large bird of prey.
Aarakocras stand about 5 feet tall and have a wingspan of 20
feet. On average, they only weigh about 90 pounds. Midway
along each wing they have a three-fingered hand, which is only
useful when the wings are folded in. Their wing muscles attach
to a bony chestplate, and their powerful legs end in sharp talons
that can be drawn back, allowing aarakocras to use their feet as
hands. Their heads combine the features of an eagle and a
parrot. Their beaks are gray-black, and their eyes are black as
well. The males are brightly colored, usually red, orange, or
yellow, while the females are either brown or gray.
Aarakocra hatchlings aren't permitted to leave the nest for
the first three months of life. After that, they are considered
children for only about five years. At this point, they are kicked
out of the family's portion of the tribe's communal nest and
given a place of their own. Aarakocra can live to be over 100
years old.
Aarakocra look down on other races, both literally and figuratively.
They pity the poor landbound fools for their lack
of mobility, and they often criticize them for a "lack of
perspective."
Aarakocras have a need to travel, to see the world unroll
beneath their feet. This, combined with a lust for vengeance
against the creature who murdered their fellows in the Star
Mounts colony, has thrust many of them out into the
wider world.
Life as an aarakocra is mostly spent hunting or making tools
and weapons. While not every male aarakocra is expected to
snatch up the tribe's meals on a daily basis, those who don't
better have good reasons why not. Children and the extremely
old are excused from this duty.
As a young aarakocra nears maturity, his elders teach him to
hunt for himself. If he shows a great reverence for the sky and
his prey, he may be steered into a career as a cleric.
Tribal life is everything to most aarakocra. The tribe shares
a large, roofless communal nest made
of thick vines woven together into
a gigantic bowl. The eldest member
of the tribe, whether male or
female, leads the tribe with the
help of the tribal shaman (cleric).
Away from the tribe, aarakocras
are aloof, whether singly or in a
group. They are extremely claustrophobic
and refuse to enter any
enclosed area unless there is no other
choice. To them, being trapped in a
room with no way to reach the sky is
akin to death.
AARAKOCRA RACIAL TRAITS
-
-2 Strength, +4 Dexterity. Lightweight but fast, the
aarakocras are built for speed over bulk.
-
Medium-size: As Medium-size creatures, aarakocras have no
special bonuses or penalties due to their size.
-
Aarakocra land speed is 20 feet. Their fly speed is 90 feet, with
average maneuverability.
-
+1 natural armor.
-
Natural Attacks: A flying aarakocra can attack with 2 talons,
dealing 1d4 points of damage each, or he can use a weapon in
his talons. An aarakocra on the ground can wield weapons in
his wing-claws at his base attack bonus and attack with his
bite as a secondary attack (-5 penalty on the attack roll, and
half Strength bonus on the damage roll), dealing 1d3 points
of damage.
-
Proficient with javelin.
-
+2 racial bonus on Craft (any one), Knowledge (nature),
Listen, and Spot checks. Aarakocras spend a great deal of their
time hunting, building nests, or making tools.
-
Claustrophobic: Aarakocras suffer a -4 circumstance penalty
on all attack rolls and skill checks when in an enclosed area.
-
Automatic Languages: Common, Auran, and home region.
Bonus Languages: Draconic, Elven, Orc, Sylvan. When
aarakocras speak, they punctuate their words with birdlike
sounds, much in the way of a parrot imitating human speech.
-
Favored Class: Fighter.
-
Level Adjustment: +2. The aarakocras' ability to fly is the
greatest reason for this. A player may play an aarakocra as a
character with total levels equal to his class levels + 2.
CENTAURS
Centaurs are magnificent
creatures. From the waist up,
they appear like well-muscled
humanoids. Their pointed
ears suggest they were once
related to elves. From the
waist down, however, they
have the bodies of horses. The
centaur's humanoid skin is
usually bronzed from many
hours in the sun. Their equine
coats vary greatly in color and
pattern, just as much as any traditional
horse. Many different species of
creatures appear to be conglomerations
of two or more other species, but few of
these are as handsome, noble, and articulate as the
centaurs.
Centaurs are usually honorable and affable people. They
prefer to stick to their own kind, but they are not afraid to
socialize with those from other races.
The main aim of most centaurs is to live in harmony with
their forest homes. They are uneducated, but few are wiser than
they in the ways of the woods. They care far more for the wilds
in which they live than for what someone might have once written
in some moldering old book.
Centaurs mature early and live short but happy lives. Like
horses, they can walk from birth, albeit on shaky hooves at first.
They are considered children for only two years, after which
they are adolescents for another three. Once they reach five
years of age, centaurs are considered full adults. On average,
centaurs live around 40 years, although some have been known
to reach the ripe old age of 60.
From their chests to the back of their rumps, full-grown centaurs
measure six to eight feet long. From their front hooves to
their crowns, they are seven to eight feet tall. Centaurs weigh
anywhere from 950 to 1,200 pounds.
Centaurs see themselves as the noble
guardians of the forest. They are the
royalty of the woods. Because of this,
they feel protective of their homes
and responsible for the defense of the
creatures with which they share
their space.
Male centaurs spend almost all
their waking hours either hunting or out
patrolling their lands, keeping their sharp
eyes peeled for any outsiders who might be encroaching on
their territory and doing the forest harm. If the centaurs believe
that their "guests" are acting out of simple ignorance or carelessness,
they confront the strangers and deliver them a warning
to change their ways. But if the centaurs see these people
acting maliciously against their people or the forest, the noble
creatures attack without warning and without mercy.
Most centaurs who take up adventuring are young mares or
stallions looking for a bit of adventure in their lives before they
settle down. Perhaps they're hoping to find a mate from a tribe
other than their own. Sometimes, centaurs who lose their
spouses or families take up wandering about the world to distract
them from their grief.
Centaur stallions may be hunters, but the mares actually run the
tribe and supplement the local food supply with cultivated produce.
They also bring some less common goods into their communities
through trade. They pay with treasure stripped from
the monsters or people who have been foolish enough to challenge
them. They don't care to trade with humans, as centaurs
consider them basically untrustworthy. They deal freely with
elves, however, mostly for elven foods and wines.
Centaurs are massive creatures, and they eat and drink a lot.
Unfortunately, they are notoriously wild drunks, given to high-spirited
rampages when overindulging. Noncentaurs should note
that although centaurs have generally wonderful senses of
humor, they are sensitive about their physiology. They take
direct offense at any horse jokes. ("The horses don't tell us
human jokes, you know. Nor do they ask if they can climb on
our backs!") While centaurs can give most humanoids a ride in
times of need - and are often willing to offer such assistance
when it's needed - they are offended when asked to perform
this service. They are noble and intelligent creatures, not beasts
of burden, and they are touchy about anyone even insinuating
otherwise.
Centaurs mate for life. Once they promise themselves to each
other, centaurs are always faithful, even should one of the pair
die. Divorce is unknown among these people.
Young centaurs are encouraged to play freely, and they
mostly do so by running wild through the forests that make up
their homes. As centaurs grow up, they are gradually asked to
share more and more of the tribe's duties. When a centaur
reaches the age of five, she officially becomes an adult, and the
tribe hosts a large party to celebrate. Centaurs gallop in from
miles around to eat, drink, and race.
As centaurs get older, they start to slow down. Eventually,
when it's their turn to die, they drift off into the woods and
expire peacefully and privately, offering their bodies up for the
creatures of the forest to consume, just as they have consumed
so many such creatures during their own lives.
Outside the tribe, most centaurs work alone, confident in
their ability to handle most situations. They are often happy to
join up with a band of adventurers, especially if there are any
elves in it. They know that they are unschooled in the ways of
civilization and are always happy to be given a hand dealing
with such situations.
CENTAUR RACIAL TRAITS
-
+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2
Wisdom. Centaurs are literally as strong, fast, and healthy as
the proverbial horse. While they may not have a great deal of
formal knowledge, their practical experience in the wild serves
them well.
-
Large: As large creatures, centaurs suffer a -1 size penalty on
attack rolls and Armor Class. They also suffer a -4 size
penalty on Hide checks. However, they can use larger weapons
than humans can, and their lifting and carrying limits are
twice those of Medium-size characters.
-
Centaur face is 10 feet, with a reach of 5 feet.
-
Centaur land speed is 50 feet.
-
Darkvision up to 60 feet.
-
Proficient with all simple weapons, the longsword, the heavy
lance, and the composite longbow.
-
+2 natural armor.
-
Monstrous Humanoid Hit Dice: A centaur has 4d8 racial Hit
Dice. A centaur character receives the maximum hit points for
her first monstrous humanoid Hit Die, and rolls her other
monstrous humanoid Hit Dice normally. She rolls all Hit Dice
from class levels and does not automatically get maximum hit
points on her first class level Hit Die. A centaur's monstrous
humanoid Hit Dice also provide a +4 base attack bonus and
saving throws of Fort +1, Ref +4, and Will +4. Centaurs with
class levels add their class attack bonus and save bonuses to
their racial attack bonus and saves.
-
Monstrous Humanoid Skills: A centaur's monstrous humanoid
Hit Dice grant her skill points equal to (2 + Int modifier, minimum
1) × 7. Class skills for these skill points are Hide, Listen,
Move Silently, Spot, and Survival. A centaur does not get the × 4
multiplier for skill points acquired from her first class level.
-
Monstrous Humanoid Feats: A centaur's monstrous humanoid
Hit Dice grant her 2 feats. A typical centaur chooses Weapon
Focus (hoof) and Improved Natural Armor.
-
Natural Attacks: A centaur may make 2 hoof attacks, each
dealing 1d6 points of damage plus the centaur's Strength
bonus. A centaur can attack with a weapon in her hands at her
normal attack bonus, and make 2 hoof attacks as secondary
attacks (-5 penalty on the attack roll, and half Strength bonus
on the damage roll).
-
Automatic Languages: Common, Sylvan, home region. Bonus
Languages: By region.
-
Favored Class: Ranger.
-
Level Adjustment: +3. Due to her racial HD, plus her size and
phenomenal physical ability, a centaur has an effective character
level of 7 plus her class levels. Thus, a 3rd-level centaur
ranger would have an ECL of 10.
GOBLINS
Goblins are the smallest of the goblinoid races. They stand only about
four feet tall and weigh roughly 60 pounds. Like all goblinoids,
they have flat faces, broad noses, pointed ears, wide mouths, and
sharp fangs. Their arms hang down almost to their knees. Goblin
hides range in color from yellow through orange to red, and
members of the same tribe usually share similar coloring. Goblins
wear dark leather clothing, which is usually heavily soiled
due to their lack of concern with hygiene.
Life in a goblinoid community is cheap. There are always a
dozen people behind you, trying to trip you up, ready to take
over your place as soon as you fall. Goblinoid leaders rule through
aggressive ruthlessness, bullying any who get in their way and
killing those who are foolhardy enough to challenge them. Goblinoids
are constantly trying to get ahead of each other, mostly
by backstabbing those in front of them.
Of course, goblins lack the strength and ferocity to lord it
over hobgoblins. Similarly, hobgoblins are usually at the mercy
of bugbears. The differences in size between the races are too
great to overcome. A group of smaller goblinoids can sometimes
band together to overpower a larger cousin, but they often end
up betraying each other to the bigger creature. Even should they
succeed in their efforts, the smaller creatures regularly fall to
squabbling among each other as to who is now in charge, and
another of the larger goblinoids often arrives on the scene to
put an end to the argument by killing off any who might lay
claim to such leadership.
GOBLIN RACIAL TRAITS
-
-2 Strength, +2 Dexterity, -2 Charisma. Small and unsociable,
goblins rely on their speed and reflexes in combat.
-
Small: As Small creatures, goblins gain a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on
Hide checks. However, they must use smaller weapons than
hobgoblins can, and their lifting and carrying limits are three-quarters
that of Medium-size characters.
-
Goblin land speed is 30 feet.
-
Darkvision 60 feet.
-
+4 racial bonus on Move Silently and Ride checks.
-
Favored Class: Rogue.
-
Automatic Languages: Common, Goblin, home region. Bonus
Languages: By region.
HOBGOBLINS
Hobgoblins are much larger than goblins, usually reaching 6 1/2 feet in
height and weighing up to 275 pounds. Their hairy hides come
in dark shades ranging from reddish-brown to gray. Their eyes
are yellowish or dark brown, and their teeth are yellow and
strong. They like to wear bright clothing, usually red with black
leather. They keep their weapons clean, even if they don't take
so much care with themselves.
HOBGOBLIN RACIAL TRAITS
-
+2 Dexterity, +2 Constitution. Fast and hardy, hobgoblins are
tenacious and deadly in combat.
-
Medium-size: As Medium-size creatures, hobgoblins have no
special bonuses or penalties due to their size.
-
Hobgoblin land speed is 30 feet.
-
Darkvision 60 feet.
-
+4 racial bonus on Move Silently checks.
-
Automatic Languages: Common, Goblin, home region. Bonus
Languages: By region.
-
Favored Class: Fighter.
-
Level Adjustment: +1. Hobgoblins are slightly more powerful
and gain levels more slowly than the common races of Faerûn.
A player may play a hobgoblin as a character with total levels
equal to his class levels + 1.
BUGBEARS
The largest of the goblinoids, bugbears stand about 7 feet tall
and often top 300 pounds. Their hides are usually yellowish,
ranging from brownish to mustard yellow. Their coarse hair
runs from brown to brick red. Their eyes are green-white with
crimson pupils, and their ears are more wedge-shaped than those
of their smaller kin.
BUGBEAR RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Strong, fast, and tough, bugbears seem to be built for combat,
but they are crude and coarse.
-
Medium-size: As Medium-size creatures, bugbears have no special
bonuses or penalties due to their size.
-
Bugbear land speed is 30 feet.
-
Darkvision 60 feet.
-
+3 natural armor.
-
Proficient with all simple weapons and the goblin stick.
Proficient with light armor and shields.
-
+4 racial bonus on Move Silently checks.
-
Humanoid Hit Dice: A bugbear has 3d8 racial Hit Dice. A bugbear
character receives the maximum hit points for his first
humanoid Hit Die and rolls his other humanoid 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. A bugbear's racial Hit Dice also provide a +2 base
attack bonus and saving throws of Fort +1, Ref +3, and Will
+1. Bugbears with class levels add their class attack bonus and
save bonuses to their racial attack bonuses and saves.
-
Humanoid Skills: A bugbear's humanoid Hit Dice grant him
skill points equal to (2 + Int modifier, minimum 1) × 6. Class
skills for these skill points are Climb, Hide, Listen, Move
Silently, and Spot. A bugbear does not get the × 4 multiplier
for skill points acquired from his first class level.
-
Humanoid Feats: A bugbear's humanoid Hit Dice grant him
two feats. A typical bugbear chooses Alertness and Weapon
Focus (morningstar).
-
Automatic Languages: Common, Goblin, home region. Bonus
Languages: By home region.
-
Favored Class: Rogue.
-
Level Adjustment: +1. Due to his racial Hit Dice and physical
ability bonuses, a bugbear has an effective character level of 4
plus his class levels. Thus, a 3rd-level bugbear rogue would
have an ECL of 7.
DEKANTER GOBLINS
Dekanter goblins were created from regular goblins by the
alhoon (illithid lich) known as the Beast Lord in the mines of
Dekanter. They are larger than the race from which they
sprang, ranging in height from 4 to 5 feet. Their tough hides are
orange-red, and they have manes of wiry black hair that tumble
down past their shoulders. Their heads squat atop thick, powerful
necks, and they have a sharp, rhinolike horn at the tip of
their elongated snouts.
Dekanter goblins live only to serve their
creator, the Beast Lord. They are the terror of the Dekanter
mines, mostly because of the alhoon's cunning in his command
of them. Originally, these creatures only guarded the Beast
Lord's domain. Today, however, they have begun ranging far
and wide, perhaps signaling that the alhoon has larger schemes
to execute.
DEKANTER GOBLIN RACIAL TRAITS
-
+6 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, +2
Wisdom, -2 Charisma. Physically powerful and cunning,
Dekanter goblins have literally been made for battle.
-
Medium-size: As Medium-size creatures, Dekanter goblins
have no special bonuses or penalties due to their size.
-
Dekanter goblin land speed is 20 feet.
-
Darkvision 60 feet.
-
+4 natural armor.
-
Fast Healing 3.
-
Cold Resistance 5.
-
Proficient with all simple weapons.
-
Monstrous Humanoid Hit Dice: A Dekanter goblin has 2d8
racial Hit Dice. He receives the maximum hit points for his
first monstrous humanoid Hit Die and rolls his other monstrous
humanoid Hit Die normally. He rolls all Hit Dice from
class levels and does not automatically get maximum hit
points on his first class level Hit Die. A Dekanter goblin's
racial Hit Dice also provide a +2 base attack bonus and saving
throws of Fort +0, Ref +3, and Will +3. Dekanter goblins with
class levels add their class attack and save bonuses to their
racial attack bonus and saves.
-
Monstrous Humanoid Skills: A Dekanter goblin's monstrous
humanoid Hit Dice grant him skill points equal to (2 + Int
modifier, minimum 1) × 5. Class skills for these skill points are
Climb, Intimidate, Jump, Listen, Sense Motive, and Spot. A
Dekanter goblin does not get the × 4 multiplier for skill points
acquired from his first class level.
-
Monstrous Humanoid Feats: A Dekanter goblin's monstrous
humanoid Hit Dice grant him one feat. A typical Dekanter
goblin chooses Power Attack.
-
Natural Attacks: A Dekanter goblin can attack with his horn
and 2 claws. The horn deals 1d6 points of damage plus the
character's Strength bonus, with ×3 damage on a critical hit.
The claws are secondary attacks (-5 penalty on attack rolls,
and half Strength bonus on damage rolls), and deal 1d4 points
of damage. The character can attack with a weapon at his
normal attack bonus, and make a horn or single claw attack as
a secondary attack.
-
Automatic Languages: Goblin, Undercommon, Common.
Bonus Languages: By region.
-
Favored Class: Barbarian.
-
Level Adjustment: +4. Due to his racial Hit Dice plus his ability
bonuses, fast healing ability, natural weapons, and cold resistance,
a Dekanter goblin has an effective character level of 6
plus his class levels. Thus, a 5th-level Dekanter goblin barbarian
would have an ECL of 11.
KIR-LANANS
Falsely labeled gargoyles by some, kir-lanans are actually creatures
who arrived on Faerûn during the Time of Troubles (1358
DR). They have made it their mission to destroy the gods of
Toril by first executing all who believe in them. In a world in
which religion plays a central part in the lives of so many people,
this is a no small task. It essentially calls for the murder of just
about every person on the face of the planet.
Kir-lanans are only vaguely similar to true gargoyles. They
have a humanoid form and large, batlike wings. They stand
about 6 feet tall and weigh around 220 pounds. Their finely
scaled hides are all dark in color, normally ranging from midnight
blue through deep purple to black. Some rare individuals
come in deep crimson, emerald, dun, or gray colors instead. They
all have mouths full of sharp, pointed teeth, and they have
small, blunt horns just above their temples. They eschew traditional
clothing, instead binding their torsos with cloth wrappings
interwoven with strips of metal, ivory, or stone.
Kir-lanan have no established life expectancy or age categories,
as the oldest members of the race are
only about 15 years of age. They are
fully grown within one year of birth, and
as yet show no signs of deterioration from
aging. How long their lifespans are likely
to be, none can say.
Kir-lanans don't care much for life - their own or that of
anyone else. They exist solely to cause misery for
the gods and those who call upon these feckless
and fickle deities.
Kir-lanans are born in secluded rookeries
and raised by all the adult kir-lanans
who call the place home. They
come into the world only three
months after conception, and they
are fully grown within a matter of
only one year. During this painfully
short childhood, these new kir-lanans
are indoctrinated in the
hatred that their elders hold for the
gods. By the time these new adults
are ready to stretch their wings,
they bear as much hatred toward
the deities who have damned them
as any other kir-lanan.
Some rare kir-lanans do not
spend their days slaughtering the
followers of the gods. Instead, they
observe the actions of the people of
Faerûn from a distance, hoping to
learn their strengths and weaknesses.
They then bring this newfound knowledge
back to their people so that the kir-lanans
can figure out a better way to murder
people more efficiently.
Life as a kir-lanan is relentlessly harsh. They exist only to kill,
to breed, and to learn how to become better at killing. Both male
and females are treated equally in kir-lanan society. This is a
meritocracy. The strongest rule, no matter who they are.
Most kir-lanans wander about the world in wings of two to
five creatures. These wings rarely have a stable roster, with kir-lanans
joining and leaving as the mood suits them. The leaders
of these wings are chosen by combat, and those who are not the
leaders constantly jockey to be in the right position to challenge
the leader the moment she leaves herself vulnerable. Wings of
kir-lanans mount their operations out of breeding grounds
known as rookeries. At certain times of the year - based on a
schedule of which only the kir-lanans are aware - individual
members of a wing leave their fellows and travel back to their
rookeries to breed.
Other than the members of these wings, there are two others
positions in kir-lanan culture: the valrak and the kivar. Both of
these vocations stand outside the traditional structure of the
wing, allowing the valraks and kivars to avoid the normal rivalry
for leadership that causes so many of the wings to waste time and
energy on internal struggles. The attention of the kir-lanans
would be better spent on taking the battle to the believers, and
it's the duty of the valraks and kivars to help direct this.
The word "valrak" means "eye" in the guttural kir-lanan
tongue. These creatures travel around Faerûn individually,
watching the native peoples and learning everything they can
about them and their rich and complex history. By doing this,
the valraks free up the others to cause as much destruction as
they can, while the valraks scout out new victims and locations.
"Kivar," on the other hand, means "voice." The kivars are a combination
of morale officers and strategic planners for the kir-lanans.
Although they spend most of their time in the field,
exhorting the wings to attempt greater and more terrible acts
of destruction, when back at the rookery the kivars gather to
absorb and discuss the information gathered by the valraks.
They use this to guide the kir-lanan campaign against the gods.
Kivars also are the ones who negotiate temporary alliances with
other groups of people who are less devout in their worship of
the gods. Of course, once these allies have served their purposes,
they are to be murdered as well, but the kivars are willing to let
them serve their purpose for a time.
New kir-lanans are born in these rookeries and raised by the
kivars. Once they are one year or so in age, they are released into
the wild and sent to join up with a new wing or to reinforce an
old one. No one knows what happens to kir-lanans as they get
older. The eldest ones are only 15 years old, and many of those
who were part of the race's creation have been killed off by
either their intended victims or in leadership challenges.
KIR-LANAN RACIAL TRAITS
-
+4 Strength, +2 Dexterity, -2 Wisdom. Strong and fast, kirlanans
don't bother much with keeping in touch with the
world around them. They usually prefer the direct approach to
most problems.
-
Medium-size: As Medium-size creatures, kir-lanans have no
special bonuses or penalties due to their size.
-
Kir-lanan land speed is 30 feet. Their fly speed is 90 feet, with
good maneuverability.
-
Darkvision 60 feet.
-
+3 natural armor.
-
+4 racial bonus on Hide checks.
-
Proficient with all simple weapons and light armor.
-
Monstrous Humanoid Hit Dice: A kir-lanan has 4d8 racial Hit
Dice. A kir-lanan character receives the maximum hit points
for her first monstrous humanoid Hit Die and rolls her other
monstrous humanoid Hit Dice normally. She rolls all Hit Dice
from class levels and does not automatically get maximum hit
points on her first class-level Hit Die. A kir-lanan's racial Hit
Dice also provide a +4 base attack bonus and saving throws of
Fort +1, Ref +4, and Will +4. Kir-lanans with class levels add
their class attack bonus and saves to their racial attack bonus
and saving throws.
-
Monstrous Humanoid Skills: A kir-lanan's monstrous
humanoid Hit Dice grant her skill points equal to (2 + Int
modifier, minimum 1) × 7. Class skills for these skill points are
Escape Artist, Hide, Listen, Move Silently, Spot, and Use
Magic Device. A kir-lanan does not get the × 4 multiplier for
skill points acquired from her first class level.
-
Monstrous Humanoid Feats: A kir-lanan's monstrous
humanoid Hit Dice grant her 2 feats. A typical kir-lanan
chooses Flyby Attack and Weapon Focus (claw).
-
Natural Attacks: A kir-lanan can attack with 2 claws, dealing
1d4 points of damage each. A kir-lanan can attack with a onehanded
weapon at her normal attack bonus and make a claw
attack as a secondary attack (-5 penalty on the attack roll, and
half Strength bonus on the damage roll).
-
Negative Energy Touch (Su): Three times per day, a kir-lanan
can use a touch attack similar to the chill touch spell. If she hits
with a melee touch attack, she deals 2d6 points of damage and
1 point of temporary Strength damage. A Fortitude save (DC
12 + Cha modifier) negates the Strength damage. The kir-lanan
heals the same number of points of damage as she deals with
this attack, although she cannot exceed her normal maximum
hit points. The kir-lanan can use this power in conjunction with
a claw attack, but she must hit with a melee attack to do so. She
does not regain hit points for the claw damage she deals.
-
Ray of Enfeeblement (Sp): Three times per day, a kir-lanan
can use ray of enfeeblement as if the spell had been cast by a
4th-level sorcerer.
-
Rebuke Undead (Su): A kir-lanan can rebuke or command
undead three times per day as an evil cleric with as many levels
as the kir-lanan has Hit Dice.
-
Harmed by Positive Energy: A kir-lanan suffers damage from
cure wounds spells, holy water, and blessed weapons just as if
she were undead. Conversely, she is healed by inflict wounds
spells and other applications of negative energy. Kir-lanans
are not undead, but their bodies are infused with negative
energy. They cannot be turned, but they are uncomfortable
around such displays and usually seek to avoid a turning
cleric anyhow.
-
Soulless: Kir-lanans cannot become clerics, druids, or paladins,
and they cannot use positive energy of any kind. They cannot
ever use divine magic. They may become rangers, but they
never gain that class's spellcasting abilities. A kir-lanan bard,
however, can learn inflict wounds spells instead of cure
wounds spells. Since kir-lanan don't have souls, they can only
be brought back from the dead with a wish or miracle spell,
just like an outsider.
-
Automatic Languages: Kir-Lanan, Common. Bonus Languages:
By region.
-
Favored Class: Fighter.
-
Level Adjustment: +4. Due to her 4 racial Hit Dice and her
supernatural and spell-like abilities, a kir-lanan has an effective
character level of 8 plus her class levels. Thus, a 7th-level
kir-lanan fighter would have an ECL of 15.
LIZARDFOLK
Living mostly in the marshy areas of Faerûn, lizardfolk are
large, scaly humanoids who are savage marauders
and scavengers. They have no traditions for
cultivating food, so they arrange their meals
by either hunting prey or raiding the larders
of others.
Lizardfolk grow to between 6 and 7
feet tall, and weigh between 200 and 250
pounds. Their scales range in color from
dark green to gray to brown. Their
thickly muscled tails run from 3 to 4
feet long. Most nonlizardfolk have a
very hard time telling the difference
between males and females, but the
lizardfolk have no such troubles,
of course.
Lizardfolk young are hatched
from eggs, which are carefully protected
in the tribe's lair. This is usually
hidden deep in a swamp, but
about a third of the time it's
an air-filled underwater cave.
Hatchlings grow to maturity
within about five years. Lizardfolk
have been known to live as
long as 80 years, although it's
common for the males to die in
combat long before they reach
such an august age.
In Faerûn, lizardfolk are
found anywhere there are temperate or
warm marshes and swamps. This includes the Deepwash,
the Flooded Forest, the Marsh of Chelimber, the Marsh
of Tun, and Rethild, the Great Swamp. A large population of
lizardfolk is also found in the Lizard Marsh, despite the relatively
cold climate of the Sword Coast.
Lizardfolk mostly assess everything in terms of whether or not
it is good to eat. They have no use for money or jewels. They
fashion their own crude weapons from rocks, trees, and plants
found in their wetland homes. If something might be worth
eating, it immediately captures the interest of the lizardfolk.
Otherwise, it is not worth bothering with.
Growing up in a lizardfolk tribe is hard. The young are often
hungry, as they are only giving the leavings of the meals the
males capture once the adults are done with them. They often
subsist on edible plants found nearby the tribe's lair. Lizardfolk
are omnivorous, although they have a strong preference for
meat, and they find human flesh to be the tastiest of all.
Most lizardfolk don't care much about strategy or tactics.
They are cunning hunters, but in battle they simply rush their
foe and try to overwhelm him with their superior strength or
by force of sheer numbers. When the lizardfolk are attacked,
however, they use their skill as hunters to lay snares, pitfalls,
and other traps for those who pursue them. Simple but deadly
traps such as these protect many lizardfolk lairs.
Lizardfolk sometimes leave their homes to hunt for larger,
more formidable prey. Others wish to learn more about the
world beyond the swamps, so that they can report back to the
leaders of their tribes. While lizardfolk aren't evil by nature,
they are savage, and they have a difficult time assimilating into
Faerûnian society. Most don't even try. They are there to learn
about the softskins and perhaps to teach them a thing or two
about how real people - lizardfolk, that is - live.
The lizardfolk have a patriarchal society. The strongest member
of the tribe rules over the others by virtue of his power alone.
Most are wise enough to recognize this power, so challenges only
happen infrequently. When they do, they entirely disrupt the
life of the tribe until either a new leader has been established or
the old one has reaffirmed his position.
Lizardfolk females concentrate on hatching eggs and raising
the hatchlings. It is also their job to maintain the tribe's
camp. Sometimes this is little more than bits of wet plants
the lizardfolk use for beds, but some tribes fashion crude huts
and make and use shields and weapons. Some have even learned
to use the weapons they have stripped from the bodies of
earlier prey.
Mothers watch over their hatchlings closely. In this, they
have the help of all female members of the tribe. The hatchlings
are often hard to handle, prone to wandering out of the
camp and into the wider swamp. At any time, there are half as
many hatchlings as there are adults. In a typical camp of 150
lizardfolk, about 50 are adult males, 50 are adult females, and
50 are hatchlings.
As lizardfolk age, they slow down. Over the age of 60 or so,
they do not care to do much more than lie on a warm rock and
bask in the sun. When these creatures die, they are consumed by
the rest of the tribe at a ceremonial wake, their flesh becoming
part of the tribe both literally and figuratively.
When wandering outside their marshy territories, most lizardfolk
work in small groups of two to three. On rare occasions, one
can be found traveling alone. Normally, though, lizardfolk feel
the need to have at least one other lizardfolk with them to
remind them at all times of who they are. Otherwise, they fear
that they might be seduced by the civilized ways of the outside
world and never return home.
LIZARDFOLK RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Intelligence. Strong and
hardy warriors, lizardfolk place little value on the accumulation
of knowledge.
-
Medium-size: As Medium-size creatures, lizardfolk have no
special bonuses or penalties due to their size.
-
Lizardfolk land speed is 30 feet.
-
Darkvision 60 feet.
-
+5 natural armor.
-
Proficient with all simple weapons, shields, and barbed darts.
Lizardfolk usually stick to weapons they can fashion out of
available materials.
-
+4 racial bonus on Balance, Jump, and Swim checks.
-
Humanoid Hit Dice: A lizardfolk has 2d8 racial Hit Dice. A
lizardfolk character receives the maximum hit points for his
first humanoid Hit Die and rolls his other humanoid 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. A lizardfolk's racial Hit Dice also provide a +1 base
attack bonus and saving throws of Fort +0, Ref +3, and Will
+0. Lizardfolk with class levels add their class attack bonus and
save bonuses to their racial attack and save bonuses.
-
Humanoid Skills: A lizardfolk's humanoid Hit Dice grant him
skill points equal to (2 + Int modifier, minimum 1) × 5. Class
skills for these skill points are Balance, Jump, and Swim. A
lizardfolk does not get the × 4 multiplier for skill points
acquired from his first class level.
-
Humanoid Feats: A lizardfolk's humanoid Hit Dice grant him
one feat. A typical lizardfolk chooses Multiattack.
-
Natural Attacks: A lizardfolk can attack with 2 claws and a
bite. The claws deal 1d4 points of damage, and the bite is a secondary
attack (-5 penalty on the attack roll, and half Strength
bonus on the damage roll) that deals 1d4 points of damage. A
lizardfolk can attack with a weapon at his normal attack bonus,
and make either a bite or a claw attack as a secondary attack.
-
Hold Breath: A lizardfolk can hold his breath for a number
of rounds equal to 4 × Constitution score before he is at risk
of drowning.
-
Automatic Languages: Draconic, home region. Bonus Languages:
Common, by region.
-
Favored Class: Druid.
-
Level Adjustment: +1. Due to his racial Hit Dice, his natural
attacks, and his racial skill bonuses, a lizardfolk has an effective
character level of 3 plus his class levels. Thus, a 3rd-level
lizardfolk druid would have an ECL of 6.
LYCANTHROPES
Lycanthropes aren't a race, so much as a group of people whom
all suffer from a common curse. Lycanthropes have the ability
to change into animal or hybrid forms, and they sometimes do
so involuntarily. Any kind of giant or humanoid can suffer
from lycanthropy. In Faerûn, the following kinds of lycanthropes
are common: Werebat, werebear, wereboar, werecats,
werecrocodile, wererat, wereshark, weretiger, werewolf, and the
elven lythari, a special kind of werewolf. Each of these lycanthropes
can transform from its normal humanoid form to that
of a particular animal or a hybrid form that is a cross between
the humanoid and the animal forms.
In their humanoid forms, lycanthropes are essentially the
same as they ever were. While their chances to die a violent
death have likely increased greatly, their natural life expectancy
is the same as it was before they became lycanthropes. Their
height, weight, and other physical features are unchanged as
well. In their animal forms, lycanthropes appear to be of an age
proportional to their human forms. In other words, an elderly
human werewolf in her wolf form looks like an elderly wolf,
despite the fact that a real wolf her age would have long been
dead.
There are, in fact, two kinds of lycanthropes: those who have
contracted the condition as a curse (afflicted lycanthropes), and
those who were born with it (natural lycanthropes). The child of
a natural lycanthrope is always a natural lycanthrope, but the
child of an afflicted lycanthrope is a normal example of his or
her race until puberty, at which point there is a 50% chance that
the child manifests lycanthropy as a natural lycanthrope.
A lycanthrope's outlook is usually based upon its life in its
humanoid form. However, there are some generalizations that
can be made.
Natural lycanthropes rarely have a problem with their lycanthropy.
They view their "curse" as a gift. These folk realize that
their lycanthropy makes them special, and many of them take up
careers as adventurers. If lycanthropy is feared or reviled in their
humanoid culture, they may feel some shame for being so different
from those around them, but they rarely if ever wish to
be "cured" of their condition. Natural lycanthropes of evil alignment
revel in their feral nature, and view themselves as stronger
and more fit than their normal fellows. Their strength gives
them the right to murder, plunder, and terrorize any who are too
weak to defend themselves.
Afflicted lycanthropes are often horrified to find that they
have contracted the condition. Waking up covered with blood
and a convenient case of amnesia is bad enough. To learn that
this is a situation that is going to repeat itself three nights every
month for the rest of your life can be nearly intolerable. Most
such people try to find a cure as quickly as possible. Of course, not
everyone has access to belladonna - which must be taken within
an hour of the attack anyhow - or to a high-level spellcaster who
can remove the condition.
The worst part for a cursed lycanthrope is that any voluntary
change into an animal or hybrid form immediately changes the
humanoid's alignment to that of the lycanthropic form. If this
differs from the character's current alignment, it can be a jarring
shift, and the larger the shift the worse it is on the character. It's
hard for a paladin-werewolf to remain a paladin for long in the
face of the seductive lure of giving in to his feral side.
Once a character's alignment is in accord with that of her
animal shape, though, the afflicted lycanthrope comes to terms
with her curse. The battle between the two sides of her personality -
her humanoid and her animal selves - is over.
Most lycanthrope adventurers are loners. They may join a
band of like-minded adventurers and even work with them for
several tendays at a time. Once that full moon rises, though, they
disappear in search of a place to be by themselves. They know all
too well that many people are not fond of lycanthropes, so they
take great pains to conceal their true nature.
Natural lycanthropes often come from a family of lycanthropes
who have passed the "curse" down through the generations. They
are usually careful to conceal their true nature from people they
don't know very well, since there are many non-lycanthropes
who believe that the only good lycanthrope is a dead one. Children
of natural lycanthropes can start to change form on the
first full moon after their birth.
Afflicted lycanthropes rarely have any kind of society or
family to support them. Unless they are found by the lycanthrope
who bestowed the curse on them in the first place, many
afflicted lycanthropes never meet another of their own kind.
Evil lycanthropes have been known to carelessly spread their
curse in order to create a pack of followers. Of course, if the new
lycanthropes are less than thrilled about their affliction, this
strategy can easily backfire.
Lycanthropes age, become adults, and die just like anyone else
of their humanoid race. Their animal forms ages proportionally
with the humanoid forms. A young lycanthrope becomes a young
animal. An elderly lycanthrope who can barely walk finds herself
in the same situation as an animal.
Again, lythari are the exception. Lythari are almost always
friends with each other to begin with. They often run in a pack
together, and are usually revered by other elves as creatures of
powerful magic.
LYCANTHROPE RACIAL TRAITS
-
Wisdom +2 in all forms. In addition, the lycanthrope's physical
abilities are increased by the animal form's ability modifiers
when the lycanthrope changes to her hybrid or animal
forms.
-
Size as per the base character or creature (or by the animal form).
-
Low-light vision in any form.
-
Scent in any form.
-
Racial Hit Dice: A lycanthrope adds the Hit Dice of her
animal form to her base Hit Dice for race, level, and class.
This modifies the lycanthrope's base attack and base saving
throws accordingly.
-
Racial Skills: A lycanthrope adds skill points for her animal
Hit Dice much as if she had multiclassed into the animal type.
She gains skill points equal to (2 + Intelligence modifier, minimum 1) per Hit
Die of the animal form. Any skills that appear in the animal
description are treated as class skills for the lycanthrope's
animal levels. The lycanthrope's maximum skill ranks are
equal to her animal form Hit Dice + her racial Hit Dice (if
any) + her class levels + 3. Any racial skill adjustments of the
lycanthrope's base race and her animal form (but not conditional
adjustments) are added to her skill checks in any form.
-
Racial Feats: Add the animal's Hit Dice to the base character's
own Hit Dice to determine how many feats the character has.
All lycanthropes gain Iron Will as a bonus feat.
-
Natural Armor: A lycanthrope gains +2 natural armor in
any form.
-
Alternate Form.
-
Lycanthropic Empathy.
-
Curse of Lycanthropy (natural lycanthrope only).
-
Damage Reduction 10/silver (in animal or hybrid form only).
-
Automatic Languages: As base creature.
-
Favored Class: As base creature.
-
Level Adjustment: +1 (afflicted) or +2 (natural). A natural
lycanthrope has an effective character level (ECL) of 2 +
animal form HD + racial HD (if any) + class levels, so a 4th-level
human werebear fighter would have an ECL of 12.
SHADES
Over two thousand years ago, the ruler of a Netherese flying
city transported his entire city onto the Plane of Shadow in
order to explore that dim and perilous plane. For thousands of
years, the City of Shade was lost to human knowledge, but in
1372 DR it abruptly returned to Faerûn above the Dire Wood.
Today it soars above the deserts of Anauroch, land that was once
a fertile part of the Empire of Netheril. Why the Netherese -
now known as the Shadovars - returned, and what they are planning,
are two mysteries that trouble the rulers of every nation
in Faerûn. Most fear that solving these vital riddles will provide
them with answers they will not care to hear. Until then, the
Shadovars scheme in secret, their true goals a mystery to all but
their ruler, the High Prince Telamont, and his twelve sons, the
Princes of Shade.
Not all Shadovars are shades. The Princes of Shade decide who
is to be given such a blessing, and they are stingy with their
favors, careful to only empower those who are sure to be loyal
to them and their causes. Prospective candidates are stringently
tested for ability, loyalty, and resourcefulness.
Shades look just like normal humanoids, although their skin is
gray to inky black, as are their eyes. They are thinner than most
humans, and they prefer to dress in dark-hued clothes or armor.
Human Shadovars are never made into shades until after they
have reached the age of majority. There are no such things as
young shades, and shades who marry produce normal offspring.
Shades have extraordinarily long lifespans. By trading some
portion of their souls for the stuff of shadow, they extend their
lifespans tenfold.
Shades live to serve the High Prince and their fellow Shadovars.
Most have grown up in the City of Shade as loyal champions of
the High Prince's regime. While individual shades may have personal
agendas, few conflict with the purposes of Shade's rulers,
since disobedient or disloyal Shadovars are not likely to have
been transformed into shades in the first place.
Shades consider themselves superior to all nonshades around
them. After all, that's what they've been raised to believe from birth.
Only the most worthy Shadovars are chosen to become shades.
Most shades go adventuring only at the behest of their
superiors. They are normally given specific orders about what
they are to do on such missions. Shades rarely share their true
reasons for adventuring with any non-Shadovar allies they
may temporarily make. They do not trust those outside Shade,
and any relationships they strike up with strangers are sure to
be temporary.
Life in the City of Shade fits into a strictly controlled hierarchy.
The High Prince sits at the top of the hierarchy's pyramid,
with his sons - the Twelve Princes of Shade - right below him.
Beneath them, the arcanists (Shadovar sorcerers and wizards)
stand, with the military next down in importance. At the base
of the pyramid, there are four levels of commoners. In descending
order, these are the crafters (skilled laborers), the merchants
(those who distribute necessary goods throughout the City of
Shade and import and export needed materials), the servants
(those who work as personal servants to people above them), and
the slaves (who do the worst of the society's grunt work).
At the age of ascension (13 years old),
every citizen is tutored in basic spellcraft
and subjected to a battery of tests
to determine how his skills can best
serve the City of Shade. Then, at the age
of majority (18 years old) each person
embarks upon the job for which he was
trained. Unless the person suddenly
displays a new aptitude, he works at his
designated career until the day he dies.
Those citizens who prove to be especially
important and loyal are transformed
into shades. This is one of the
greatest honors a Shadovar can receive.
Only a small percentage of Shadovars
are transformed, and commoners and
low-ranking military officers are never
chosen for transformation.
Outside the City of Shade, most
shades keep to themselves. They may
travel singly or in small groups, but
any alliances they make with non-Shadovars - which are rare - are sure
to be alliances of convenience. Only a
Prince of Shade or a Shadovar officer
of captain's rank or higher can leave
the City of Shade without an escort,
and such a person had better have a
defensible reason for doing so.
SHADE RACIAL TRAITS
All shades have the following powers when within shadows or
darkness. In well-lit surroundings (daylight or the radius of a
daylight spell) none of these powers function.
-
Ability Scores: A shade's Constitution and Charisma scores
increase by +2.
-
Speed: Increases by 20 ft. (or 15 ft., if the character wears
medium or heavy armor).
-
Armor Class: The shade gains a +4 deflection bonus to AC.
-
Attacks and Damage: The shade gains a +2 competence bonus
on attacks and damage.
-
Saves: The shade gains a +4 luck bonus on all saving throws.
-
Skills: The character gains a +4 racial bonus on Listen and
Spot checks, and a +8 racial bonus on Hide and Move Silently
checks. He does not suffer skill check penalties due to darkness.
-
Control Light (Sp): The shade can decrease the levels of light
within a 100-foot radius by a factor of 10% per level. For
characters and creatures dependent on light to see, this
decreases the effective range of vision for them by the same
percentage. For each 25% decrease in light, anyone within the
area gains a +1 circumstance bonus on Hide checks.
-
Fast Healing 2.
-
Invisibility (Sp): The shade can use this ability once per round
as a sorcerer of his level.
-
Shadesight (Sp): The shade has 60-foot darkvision. He can see
normally through any darkness effects but not through fog,
invisibility, obscurement, and so on.
-
Shadow Image (Sp): Three times per day, the shade can use this
spell-like ability (similar to the mirror image spell) as a sorcerer
of his level. This creates 1d4 figments of the shade, +1
per three levels.
-
Shadow Stride (Sp): As often as once every 2 rounds, a shade
of 8th level or higher can vanish from his current location
and reappear in any shadowy area within 300 feet. This is a
move-equivalent action.
-
Shadow Travel (Sp): If the shade is 12th level or higher, then
he can use teleport without error to reach a shadowy locale on
the same world or plane shift to access the Plane of Shadows.
A shade can shadow travel once per day.
-
Spell Resistance: 11 + character level.
-
Level Adjustment: +4. Shades are more powerful and gain
levels more slowly than the common races of Faerûn. Their
many bonuses and powers are hindered only by the fact that
they do not work in bright light. Shadovars do not create
shades from characters who are less than 5th level.
WEMICS
Wemics are centaurlike creatures with the upper torso of a
humanoid atop a lion's broad shoulders. They are a proud and
noble people who may be the most skillful hunters in all Faerûn.
From head to rump, wemics are 10 to 12 feet long, and they
stand 6 to 7 feet tall from their front paws to the tops of their
heads. They weigh around 600 pounds. Dusky golden fur covers
them from head to tail. Their tails feature a brush of black hair,
and the males have a long black mane. Wemics' faces are a mixture
of humanoid and leonine, and their golden eyes have the slitted
pupils of a cat. Their ears are set high on their heads. All six
of their limbs end in claws, but the ones on their hands and their
front paws are retractable.
Wemics remain children for only five years, and live about 40
years on average. Most wemics die in dangerous hunts on the
savanna long before age can take them.
Wemics live in harmony with
nature, uncivilized and proud of
it. They eschew the ways of
civilization, since they can't
see why anyone would ever
want to live under a shingled
roof when she could have the sky
itself as her roof. Wemics are a
proud people, usually slow to anger,
but they have no patience for civilized
folk who take their lack of
familiarity with human society
for ignorance.
Wemics learn to hunt and
fight from a very young age.
Female wemics do most of the hunting.
The males sometimes lead the hunt, but more often they roam the
plains, protecting the pride from outside threats.
Adventuring wemics sometimes leave their remote homes to
see more of the world. They are fascinated by the colorful human
merchants who travel through their territory. With civilization
creeping closer to their hunting lands every year, some of the
more adventurous wemics realize that it's in the interest of the
pride for them to learn everything they can about their neighbors
before it is too late.
Life as a wemic is simple. Most of the day is spent playing
around, basking in the sun, or hunting for food.
In a single pride of wemics, there are usually 1 to 4 males, 2
to 12 females, and 1 to 6 cubs. The cubs are allowed to play freely
until they reach 5 years of age, at which point they are brought
out on their first hunt to make their first kill. Once they have
proven themselves, they are considered adults.
In these prides, the males spend the nights patrolling the area,
protecting the pride from any threats. They mostly sleep during
the day while the females hunt for food. The leader of the pride
is the strongest male. When he is eventually challenged and
removed from power, he usually wanders off to live alone or join
with other males who have left their prides for various reasons.
Sometimes prides join together to form a tribe that can defend
itself against a threat larger than a single pride could handle.
Older wemics eventually slow down too much and are picked
off from the pride by predators, much in the same way that a
wemic might cull a herd of antelope. This is considered the natural
order of things. Some older wemics, realizing that
they are slowing down the pride, instead wander
into the nearest humanoid community,
retiring from the pride but taking
up a whole new life elsewhere.
WEMIC RACIAL TRAITS
-
+8 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Strong, fast, and hardy, wemics do not care much for impressing
others outside their pride.
-
Large: As Large creatures, wemics suffer a -1 size penalty on
attack rolls and AC. They also suffer a -4 size penalty on Hide
checks. However, they can use larger weapons than humans
can, and their lifting and carrying limits are twice those of
Medium-size characters.
-
Wemic facing is 10 feet They have a reach of 5 feet.
-
Wemic land speed is 40 feet.
-
+4 natural armor.
-
Darkvision 60 feet.
-
Proficient with all simple weapons and shields.
-
+8 racial bonus on Jump checks.
-
Monstrous Humanoid Hit Dice: A wemic has 5d8 racial Hit
Dice. A wemic character receives the maximum hit points for
his first monstrous humanoid Hit Die and rolls his other monstrous
humanoid 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. A wemic's racial Hit Dice also
provide a +5 base attack bonus and saving throws of Fort +1, Ref
+4, and Will +4. Wemics with class levels add their class attack
bonus and save bonuses to their racial attack bonus and saves.
-
Monstrous Humanoid Skills: A wemic's monstrous humanoid Hit
Dice grant him skill points equal to (2 + Int modifier, minimum
1) × 8. Class skills for these skill points are Hide, Jump, Listen,
Move Silently, Spot, and Survival. A wemic does not get the × 4
multiplier for skill points acquired from his first class level.
-
Monstrous Humanoid Feats: A wemic's monstrous
humanoid Hit Dice grant him 2 feats. A typical wemic
chooses Alertness and Great Fortitude.
-
Natural Attacks: Wemics can make 2 claw attacks, dealing
1d6 points of damage each. A wemic can attack with a one-handed
weapon at his normal attack bonus, and make a claw
attack as a secondary attack (-5 penalty on the attack roll,
and half Strength bonus on the damage roll).
-
Automatic Languages: Sylvan, Common. Bonus Languages:
By region.
-
Favored Class: Barbarian.
-
Level Adjustment: +3. Due to his 5 racial Hit Dice, his natural
attacks, and his racial skill bonus, a wemic has an effective
character level of 8 plus his class levels. Thus, a 5th-level
wemic barbarian would have an ECL of 13.
YUAN-TI PUREBLOODS
The yuan-ti are a race of snake people descended from an unholy
crossbreeding between humans and an ancient reptilian race.
They come in three distinctly different forms (purebloods, halfbloods,
and abominations), and they have created two subraces of
servitors as well (tainted ones and broodguards). Together, they
form a horrific threat to the rest of Faerûn.
Purebloods have some serpentine characteristics, but can generally
pass for human. They are the weakest of the true yuan-ti, serving
as overseers and taskmasters over the yuan-ti servitors and
slaves, as well as spies and assassins. Purebloods have subtle reptilian
features, such as snake eyes, forked tongues, pointed teeth, patches
of scaly skin, and the like. They are human-sized. Purebloods answer
to the halfbloods and the abominations, even more powerful creatures
whose serpentine features are too pronounced to allow them
to infiltrate humanoid society without powerful magic.
All of the true yuan-ti subraces can interbreed, although most
stick to their own kind. Yuan-ti lay eggs, like reptiles. The hatchlings
from these eggs reach adulthood at about 12 years of age.
On average, yuan-ti live to be about 80 years old, although some
have been known to live over 120 years.
All yuan-ti - even the servitors - are arrogant, convinced that
their race is superior to all others. They believe it is only a matter
of time before their machinations allow them to take over the
nations of Faerûn from within. While they are not averse to
open battle and actually excel at it, they realize that they are
greatly outnumbered by their chosen foes, and prefer to use more
subtle means to weaken their enemies from within.
From the moment they are hatched, young yuan-ti are led to
believe that the world once belonged to their ancestors, the
saurians. As such, it rightly belongs to them, and it is only a
matter of time before they recover it. This justifies any kind of
evil they may do to the peoples of Faerûn. After all, they are
not proposing to take over someone else's country. They simply
want back what is rightfully theirs, and they are prepared to go
to any lengths to get it.
The yuan-ti spend a great deal of time hiding in the wild, hunting
for their food while they wait for their tainted ones to bring
them the information they need to be able to plan an attack. For
this reason, they often end up as rangers. However, they are
devout worshipers of Sseth, the yuan-ti god, so there are a
number of clerics within their ranks too.
Most yuan-ti become adventurers because they want to increase
their own standing within their communities. Tainted
ones, in particular, are often found far from any yuan-ti home,
since it is their task to infiltrate humanoid society in preparation
for the next attack.
The temples of Sseth (a yuan-ti
aspect of Set) are the center of
yuan-ti life. Each yuan-ti community
has one, and bloody
services involving human sacrifice
are held regularly.
The yuan-ti tend to build
their communities in or beneath
ancient ruins. The leaders of the
community - the priests of the
temple - like to reinforce
the connection to their
ancient heritage in this
way. Other times, the
yuan-ti occupy caverns,
sewers, or catacombs beneath human cities. This positions
them closer to the societies that they wish to conquer, and it
improves communication with their tainted ones. It also exposes
them to greater risk should their presence be discovered, but this is
a risk many yuan-ti leaders are willing to shoulder.
Abominations, the most powerful and least humanoid of the
race, rule over the yuan-ti. The ruler of the community is always
an abomination, often one with a human head. Halfbloods are
considered the next most important because they exhibit more
snakelike qualities than the purebloods. Halfbloods are captains
and elite guards. The tainted ones come below the purebloods,
and the broodguards come last of all. Tainted ones sometimes
serve in yuan-ti communities, but they are more often sent into
nearby towns and cities as agents. Broodguards get their name
from their function in the yuan-ti society. They guard the yuan-ti
brood chambers, in which the yuan-ti females lay and then
hatch their eggs. Broodguards also look after the young, making
sure they don't wander off unexpectedly.
Yuan-ti young are trained from a very early age in the use of
their special abilities. The most important of these is the ability to
change shape into a viper. When young yuan-ti are threatened,
they invariably turn into Tiny vipers and slither away through
cracks or holes in walls, escaping by going places where their
attackers cannot follow. Elderly yuan-ti are respected for their
wisdom, the result of long years of experience. Unlike many other
evil societies, yuan-ti very rarely turn on an aging leader, instead
allowing the elder to pass his final days in somnolence and quiet.
When yuan-ti leave their homes, they usually arrange themselves
into war, hunting, or spy parties, depending on their need.
Purebloods and tainted ones often work alone or in small groups.
They sometimes form yuan-ti cells in humanoid cities, meeting in
secret to discuss their findings and argue about how to best
advance their racial agenda.
YUAN-TI PUREBLOOD RACIAL TRAITS
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+2 Dexterity, +2 Intelligence, +2 Charisma. Purebloods
are fast as a striking cobra, sharp as a serpent's tooth,
and have the magnetism of a snake charmer.
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Medium size.
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A yuan-ti pureblood's base land speed is 30 feet.
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Darkvision out to 60 feet.
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Monstrous Humanoid Hit Dice: A yuan-ti pureblood has 4d8 racial Hit Dice. A pureblood
character receives the maximum hit points for her first monstrous humanoid Hit Die and
rolls her other monstrous humanoid Hit Dice normally. She rolls all Hit Dice from class
levels and does not automatically get maximum hit points on her first class-level Hit
Die. A pureblood's racial Hit Dice also provide a +4 base attack bonus and saving throws
of Fort +1, Ref +4, and Will +4. Purebloods with class levels add their class attack
bonus and save bonuses to their racial attack bonus and saves.
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Monstrous Humanoid Skills: A pureblood's monstrous humanoid Hit Dice grant her skill
points equal to (2 + Int modifier) × 7. Class skills for these skill points are
Concentration, Disguise, Hide, Knowledge (any), Listen and Spot. A pureblood does
not get the × 4 multiplier for skill points acquired from her first class level.
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Monstrous Humanoid Feats: Yuan-ti gain Alertness and Blind-Fight as bonus feats. In
addition, a pureblood's monstrous humanoid Hit Dice grant her 2 feats. A typical
pureblood chooses Dodge and Improved Initiative.
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Proficient with all simple weapons, scimitar, and longbow. Proficient with light armor and shields.
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+1 natural armor bonus.
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Spell-Like Abilities: Caster level 4th. The save DCs are Charisma-based.
1/day - animal trance, cause fear, charm person, darkness, entangle.
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Alternate Form (Sp): All yuan-ti can assume the form of a Tiny to Large
viper as a psionic ability. This ability is similar to a polymorph spell (caster
level 19th), but a yuan-ti does not regain any hit points for changing form, and
it can only assume viper forms. The yuan-ti loses its natural weapons (if any)
and gains the natural weapon of the viper form it assumes. If the yuan-ti has a poisonous
bite of its own, it uses its own or the viper's poison, whichever is more potent.
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Detect Poison (Sp): All yuan-ti have the psionic ability to detect poison
as the spell (caster level 6th).
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Spell resistance equal to class levels + 14.
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Automatic Languages: Common, Yuan-Ti, home region. Bonus
Languages: By region, plus Abyssal and Draconic.
-
Favored Class: Ranger.
-
Level Adjustment: +2. Due to her 4 racial Hit Dice plus her
many powers and bonuses, a pureblood yuan-ti has an effective
character level of 6 plus her class levels. Thus, a 9th-level
pureblood sorcerer would have an ECL of 15.
TAINTED ONES
Tainted ones are humanoids who have been corrupted by drinking
a special yuan-ti elixir. The result is a person who looks almost
exactly like his normal self, but whose mind has been twisted to
the yuan-ti way. They serve as yuan-ti agents and spies in
humanoid lands. Tainted ones sometimes develop distinctive mannerisms
such as licking their lips constantly, drawing out their
sibilants when speaking, or keeping large serpents as pets.
TAINTED ONE RACIAL TRAITS
Tainted ones have the following racial traits in addition to the
traits of the base creature:
-
+2 Constitution. Surviving the transformation makes the
tainted one stronger.
-
Poison Bite: A tainted one gains a venomous bite, although he
does not gain a natural attack with which to deliver it. In order
to use his poison, he must make a successful grapple check
against a foe, and then make a successful melee attack. Fort
save (DC 10 + the tainted one's Con modifier) negates, initial
and secondary damage 1d4 temporary Constitution. The poison
can also be injected against an unresisting foe with a kiss.
-
Poison Immunity: Immune to all forms of snake venom,
including his own.
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Spell resistance 12 + 1 per two levels.
-
Psionics (Sp): The tainted one can produce the following
effects labeled in italics. Treat these as if cast by a sorcerer of
the tainted one's level.
Poison 1/day: Fort save (DC 13 + the tainted one's Con modifier).
Polymorph 3/day: Into viper forms only.
-
Feats: The tainted one gains Alertness as a bonus feat.
-
Automatic Languages: As base race. Bonus Languages: Abyssal,
Common, Draconic, Yuan-Ti.
-
Favored Class: By base creature.
-
Level Adjustment: +2. Tainted ones are more powerful and
gain levels more slowly than the common races of Faerûn.
Their many powers and bonuses comprise this level adjustment.
A player may play a tainted one yuan-ti with class levels
as a character with total levels equal to his class levels + 2.
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