STAR ELVES (MITHRAL ELVES)
The green depths of the Yuirwood hide an ancient secret long
forgotten by folk beyond Aglarond's borders, and not widely
known even within - the star elves, an elven subrace that retreated
from Faerûn to an extraplanar refuge known as
Sildëyuir. Sometimes referred to in ancient texts as mithral
elves, the star elves concealed the existence of their hidden
kingdom for almost two thousand years, leaving behind nothing
but mysterious ruins and old, strong magic in the stone circles
of the Yuirwood.
While the star elves have kept themselves apart from the
rest of Faerûn for many centuries, their isolation is coming
to an end. Besieged by an insidious peril from beyond the circles
of the world, they face the possibility of being driven
from Sildëyuir back to their ancient abode in the Yuirwood.
Personality: Star elves are cautious and aloof, keeping an
emotional distance from events. They can be judgmental, although
they take their time and consider many factors before
passing judgment on a creature or action. Once won, a star
elf's friendship (and enmity) is deep and long lasting. Star
elves love beauty in any form and have a knack for perceiving
inner beauty rather than outward appearance and actions.
Among their own kind, star elves delight in song, dance, and
works of magic, but away from their homeland they are slow
to bestow the gift of their voice or artistry.
Physical Description: Of all the elven subraces, star elves
most closely resemble moon elves. They have pale skin that
sometimes takes on a pearly gray or faintly violet tinge, and
hair of gold, red, or silver-white. Their eyes are gray or violet,
sometimes with gold flecks. Like the sun elves or moon elves,
star elves are tall and slender; men average between 5 1/2 and
6 feet in height and weigh around 140 pounds, while women
are about half a foot shorter and weigh around 110 pounds.
In their homes they favor elegant, embroidered tunics but
dress in neutral colors with dappled gray-green cloaks to
remain unseen in woodlands. Star elves are graceful and strikingly
handsome by human standards.
Relations: Most star elves have removed themselves from
the everyday life of Faerûn and therefore have little understanding
of humans, dwarves, and other races. They think of
humans as aggressive expansionists who readily take up blade
and spell to get what they want, and they regard humans with
caution. They get along well with other elves, especially sun
and wood elves, but fear trouble from the moon elves' unguarded
generosity and engagement of human realms.
Alignment: Most star elves prefer not to involve themselves
in the world's troubles. Star elf society values individual
accomplishment and rights over collective effort, so they
lean toward chaotic rather than lawful alignments.
Religion: Star elves venerate the Seldarine, the pantheon of
elven deities. They are not a devout race but hold a special reverence
for Corellon Larethian.
Language: Star elves speak Common and Elven. Those who
venture to Faerûn from Sildëyuir often learn Aglarondan,
Mulan, or Rashemi. In their refuge, Auran, Celestial, and
Sylvan are common, while some star elves learn Abyssal and
other evil tongues to converse with those seeking to destroy
Sildëyuir.
Names: Male: Aeril, Brevel, Dhisten, Jhered, Mourel,
Ourevel, Thaeleven.
Female: Bracatha, Calastra, Evindra,
Falindra, Lauratha, Nimara, Varele.
Surnames: Dawnsong,
Duskwood, Moonshadow, Nightsong, Nightwind, Starwind,
Woodsong, Woodwalker.
Adventurers: After two millennia in isolation, star elves
have realized that they know little about the world from
which they took refuge. As their ancient haven no longer
shields them entirely, many have begun to debate whether
Sildëyuir should remain closed. Certain Faerûnian realms
might make powerful and reliable allies in their war against
the abominations who threaten Sildëyuir. A few have taken it
upon themselves to spy out the lay of the land, seeking knowledge
to defend their home - or a place to call their own if
Sildëyuir must be abandoned.
Regions: Most star elves live in the extraplanar realm of
Sildëyuir; see the star elf region description. A small number already live quietly among
the people of Aglarond, and choose that region instead.
STAR ELF RACIAL TRAITS
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+2 Charisma, -2 Constitution: Star elves are graceful but
frail.
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Humanoid (Extraplanar): Star elves are not outsiders, but they are
not native to Faerûn. Spells and effects that target extraplanar
creatures affect star elves. Banishment, dismissal,
and similar effects that banish outsiders return a star elf
to Sildëyuir.
-
Medium-size.
-
Land speed 30 feet.
-
Immunity to magic sleep spells and effects, and a +2 racial
saving throw bonus against enchantment spells and effects.
-
Low-light Vision: Star elves can see twice as far as a human
in starlight, moonlight, torchlight, or similar conditions of
poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
Otherworldly Touch (Su): Between sunset and sunrise a star
elf confers the ghost touch ability on any melee weapon she
wields and any armor she wears, but only so long as she
keeps the weapon in hand or wears the armor. Star elves
have a magical affinity for starlight that gives them an unusual
edge in fighting extradimensional foes.
-
+2 racial bonus on Listen, Search, and Spot checks. A star
elf who merely passes within 5 feet of a secret or concealed
door is entitled to a Search check to notice it as if she were
actively looking for the door. A star elf's senses are so keen
that she practically has a sixth sense about hidden portals.
-
Star elves have no racial weapon proficiencies.
-
Automatic Languages: Common and Elven. Bonus Languages:
By character region.
-
Favored Class: Bard. A multiclassed star elf's bard class
does not count when determining whether she suffers an
XP penalty.
GNOLLS
Bestial and bloodthirsty, gnolls are a savage race of hyena folk
considered a blight upon the face of Faerûn by other races.
Great numbers of gnolls inhabit the Plateau of Thay, providing
the Red Wizards with fierce warriors to terrorize their
own people as well as the neighboring lands.
Personality: The typical gnoll has few redeeming virtues. He
is a cruel, hateful bully, quick to rob from or torment those
weaker than himself, and just as quick to grovel in the presence
of those stronger. Lazy and ill-tempered, he prefers to
steal what he needs and murder anyone who objects. Only the
promise of loot and easy slaughter can stir him to real effort,
and even then he is likely to abandon ongoing tasks to indulge
his larcenous instincts unless a strong leader cows him into
obedience.
A small number of gnolls rise above the craven and violent
nature of their fellows, taking pride in their skill at arms and
their natural ferocity. While still contemptuous of weaklings,
these gnolls have a savage nobility and can endure privation
and real danger to prove they're the toughest warriors around.
Where a common gnoll is all bluster and bullying, a superior
gnoll doesn't waste time on words - he strikes hard and strikes
fast to get what he wants. A gnoll with such determination
and courage is rare and generally rises to a position of leadership
among his people.
Physical Description: If a hyena could walk on two legs and
carry weapons, it would not be far from a gnoll. Gnolls' skin
is a greenish-gray color, and the furry hide is marked with
brown spots and a reddish-gray to dirty yellow mane. These
massive humanoids are nocturnal carnivores by nature, and
they're not particular about who or what they eat - or, for
that matter, whether it's been cooked. A gnoll can stand up
to 7 1/2 feet in height.
Relations: No one harbors goodwill toward gnollkind, not
even gnolls themselves. Civilized folk such as humans or elves
view them as cruel, rapacious marauders no better than orcs
or goblins, and even other savage races do not get along
with them. Gnoll bands serve the Red Wizards of Thay out
of fear and the chance to plunder or torment those weaker
than themselves.
Alignment: Most gnolls are chaotic and evil, taking what
they want from anyone not strong enough to defend it, and
having no patience for rules. Those who behave otherwise
either bury their nature beneath slavish devotion to a more
powerful master or drive themselves to be better at what
they do.
Religion: Gnolls worship Yeenoghu, a demon lord who is the
patron of their vile race. They are not particularly reverent,
but a tribe or clan down on its luck might propitiate Yeenoghu
through the sacrifice of living captives.
Language: Most gnolls speak only Gnoll, but player characters
speak Common as well. Bonus languages include Giant,
Goblin, Mulan, Orc, and Rashemi.
Names: Male: Brask, Durrash, Faush, Lask, Thovarr,
Wesk.
Female: Amal, Hett, Ishtish, Senga.
Surnames: Bloodfang,
Ear-taker, Face-ripper, Spearbreaker.
Adventurers: Generally regarded as vicious thugs and brigands,
most gnolls live down to expectations. However, in lands
where gnolls are common, a small number are reliable enough
(barely) to hold down jobs as guards, trackers, or hired muscle.
As a sword-for-hire, a gnoll usually falls in with the worst sort
of adventuring party. At best, a gnoll adventurer is willing
to go along with good-intentioned comrades, provided he's
paid well for his services and given the respect he feels his
prowess deserves.
GNOLL RACIAL TRAITS
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+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma:
Gnolls are tough and strong, but are not especially bright
or personable.
-
Medium-size.
-
Land speed 30 feet.
-
Darkvision: Gnolls can see in the dark up to 60 feet.
-
Racial Hit Dice: A gnoll begins with two levels of humanoid.
This provides 2d8 Hit Dice, a base attack bonus of +1,
and base saving throws of Fort +3, Ref +0, and Will +0.
-
Racial Skills: A gnoll character's humanoid levels give him
skill points equal to 5 × (2 + Intelligence modifier). Gnoll
class skills are Listen and Spot.
-
Racial Feats: A gnoll's humanoid levels give him one feat.
-
Natural Armor: +1 natural armor bonus.
-
Weapon Familiarity: Gnolls treat battleaxes and shortbows
as simple weapons. No gnoll grows to adulthood without
learning something about fighting.
-
Automatic Languages: Common, Gnoll. Bonus Languages:
By region.
-
Favored Class: Ranger. A multiclassed gnoll's racial Hit
Dice and ranger class do not count when determining
whether he suffers an XP penalty.
-
Level Adjustment: +1. A gnoll has an effective character
level (ECL) of 3 plus class levels, so a 1st-level gnoll ranger
would have an ECL of 4.
HAGSPAWN
Sons of malicious, predatory mothers, hagspawn are not a
complete race, as there are no females of their kind. Hags continue
their awful lineage by taking human males for mates,
usually murdering and devouring the hapless captive later.
The female children of a hag quickly grow into hags like their
mothers, but the male children are hagspawn, half-human outcasts.
Feared and hated by normal humans, hagspawn must
make their way in the world by dint of their strength, hardiness,
and sheer determination.
Hagspawn are found in any land but are especially
common where many hags dwell - Rashemen, for example.
Personality: All too often, hagspawn are filled with the
malice, violence, and resentment of their monstrous parent.
They are quick to take offense and view even the most innocent
remark as a hidden slight. People regard them as ill-tempered
monsters, and many hagspawn perpetuate distrust
of their kind by behaving exactly as expected. They look out
for themselves first and regard companions as temporary
allies to be discarded when convenient. Unlike many other
evil-natured creatures, though, hagspawn are capable of
working furiously to achieve a desired end and do not shy
away from physical hardship or danger if the reward seems
worth the risk.
Many hagspawn overcome their evil tendencies and strive
to get along as best they can in human society, enduring the
suspicions of their neighbors while proving themselves
through their actions. Stoic and uncomplaining, a hagspawn
of this sort can be a great force against evil.
Physical Description: Hagspawn are tall and powerfully
built, with long arms, big hands, and a hunched posture. Their
black hair is long and lank, and their eyes gleam red with
malice. Their faces are heavy-featured and coarse, and their
skin color often hints at their mother's subrace - pallid blue
for the sons of annises, sickly green for a green hag's spawn,
and so on. In lands where hags are scarce, a hagspawn might
pass for a loutish and ill-favored human, but the folk of the
East know them all too well.
Relations: Hagspawn don't get along well with anybody, although
they have a certain sympathy for half-orcs and
tieflings. Dwarves, elves, halflings, and other civilized nonhumans
generally judge a hagspawn based on his deeds, but not
so humans. In Rashemen, hagspawn are infamous for their
evil tempers, violent natures, and depraved crimes, and they
can expect no welcome in a Rashemi village. A few individuals
have overcome this social stigma by proving themselves
loyal and true, but most hagspawn either leave Rashemen or
die bitter and young, having finally done something awful
enough to rouse their neighbors against them.
Alignment: A typical hagspawn is a malefactor through and
through. Those who conquer their violent heritage don't fit in
with very lawful societies but do best where an individual is
judged on his own merits.
Religion: Hagspawn most often adopt a faith that appeals
to the lonely, embittered, and vengeful. Bane, Shar, and Cyric
are common patron deities, although the elemental fury of
Talos and the battle skill of Tempus also speak to the hagspawn's
violent nature. Good hagspawn most often worship
the deity of whatever community they eventually find a
home in.
Language: Hagspawn speak Common, Giant, and the human
language of their native region (usually Rashemi). Bonus languages
depend on their home region.
Names: Hagspawn usually take simple human names for
themselves in the language of their home region. In Rashemen,
these include Bor, Dor, Josel, Kurg, Sergel, and Vladir.
Some claim their father's surname, while others who do not
care to hide their heritage call themselves "Hagson," or use
their monstrous mother's name.
Adventurers: In one sense, almost all hagspawn are adventurers,
with dim prospects for staying at home and living as
normal members of a human community. Many are wandering
brigands, thugs, and sellswords, never staying too long in
any one spot lest their neighbors blame them for some crime
or misfortune. Hagspawn make good fighters and rogues and
are well suited to a life of violence and robbery.
HAGSPAWN RACIAL TRAITS
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+2 Strength, +2 Constitution, -2 Charisma: Hagspawn are
strong and hardy, but are sullen and ill-tempered.
-
Monstrous Humanoid: Hagspawn are not subject to spells
or effects that affect only humanoids, such as charm person
or dominate person.
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Medium-size.
-
Land speed 30 feet.
-
Darkvision: Hagspawn can see in the dark up to 60 feet.
-
Natural Armor: +2 natural armor bonus.
-
Spell resistance of 11 + character level.
-
Automatic Languages: Common, Giant. Bonus Languages:
By character region.
-
Favored Class: Barbarian. A multiclassed hagspawn's barbarian
class does not count when determining whether he
suffers an XP penalty.
-
Level Adjustment: +2. A hagspawn has an effective character
level (ECL) of 2 plus class levels, so a 1st-level hagspawn
barbarian would have an ECL of 3.
GRAY ORCS
Descended from the hordes that invaded Faerûn in
the Orcgate Wars, the gray orcs are a distinct subrace of
orckind with their own unique abilities and traits. Mountain
orcs (common orcs) can be found in Thesk and the northern
borderlands of the Unapproachable East, but many of the
orcs of the Sunrise Mountains and the Endless Wastes are
gray orcs. The orcs of Thay include large numbers of both
subraces; while the gray orcs invaded the Thayan Plateau in
great numbers long ago, for centuries now the Red Wizards
have imported mountain orc mercenaries and slaves.
Gray orcs look less bestial than their more savage northern
kin but are 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.
Unlike common orcs, gray orcs are nomads. They dwell in
remote, desolate regions 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 thirty to fifty members,
led by the strongest orc in the tribe. 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.
GRAY ORC RACIAL TRAITS
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+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 take 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. Gray orcs are comfortable with the
savage life of the barbarian, but they tend to be more calm
and devout than northern orcs, focusing their rage and
hatred inward. This allows them to excel as clerics of the
warlike orc deities.
-
Level Adjustment: +1. A gray orc has an effective character
level (ECL) of 1 plus class levels, so a 1st-level gray orc
cleric would have an ECL of 2.
SPIRIT FOLK
Spirit folk are the descendants of humans and various spirits
of nature. They are not common in any land but are found
most often in and around Rashemen, a land renowned for its
guardian spirits. A small number of spirit folk can also be
found in Thesk, among Shou immigrants from distant Kara-Tur.
The spirit folk of the Unapproachable East belong to two
distinct branches - mountain spirits and river spirits.
Personality: Spirit folk tend to be serene, attuned to their
surroundings and at peace with the world. Their ancestry gives
them an awareness of the spirit world, but they have little
desire to manipulate that world through magic. They manifest
a love and enjoyment of life that many humans envy.
Physical Description: Spirit folk look human, although they
are fine-featured, with small mouths, thin eyebrows, and pale
or golden complexions. They have no facial or body hair, but
the hair on their heads is thick and luxurious. They appear in
all the diversity that humans display, although most spirit
folk in the East show Rashemi features and coloring. Many
are strikingly beautiful.
Relations: Spirit folk typically live as part of human society,
although they rarely remain in any one village or town
for more than a single human generation. Spirit folk prefer
to blend in with the surrounding population, acknowledging
human rulers and making their way through life as any full-blooded
human would. Their neighbors don't realize how different
the spirit folk truly are and regard them as "wise ones"
who understand things most people do not perceive.
Spirit folk get along well with elves and fey creatures of all
sorts, as well as the spirits of Rashemen.
Alignment: Perhaps because of their strong ties to the natural
world, spirit folk seek a benevolent balance between extremes.
They tend toward neutral good alignment.
Religion: Spirit folk share the religious habits of their
human neighbors. In Rashemen, they often venerate Silvanus,
Mielikki, and Selûne.
Language: Spirit folk speak Common, Sylvan, and the local
human language of their native region - usually Rashemi, but
sometimes Shou or Tuigan.
Names: Spirit folk of Rashemi descent usually have Rashemi
names.
Male: Andar, Chevik, Daumar, Hladislak, Ilvik,
Olek, Pergaur.
Female: Ayvarra, Belmith, Emmezel, Gevarra,
Iseldra, Karra, Ranya.
Surnames: Antonin, Fyodorin, Gudenny,
Kerska, Molotva.
Adventurers: Some spirit folk more acutely feel their differences
from their human neighbors and take up the life of
an adventurer to find their way. More rarely, sheer wanderlust
impels spirit folk to explore the world and experience its
natural beauty.
Regions: Most of the spirit folk found in the Unapproachable
East are native to Rashemen or Thesk and choose the
appropriate region. The Shou region is also appropriate for
spirit folk immigrants from Kara-Tur.
MOUNTAIN SPIRIT FOLK RACIAL TRAITS
-
Medium-size.
-
Land speed 30 feet.
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Mountain spirit folk have a base climb speed of 30 feet.
They gain a +8 racial bonus on all Climb checks. The mountain
spirit folk must make a Climb check to climb a wall or
slope with a DC of more than 0 but can always choose to
take 10, even if rushed or threatened while climbing. A
mountain spirit folk who chooses an accelerated climb
moves at double the listed climb speed and makes a single
Climb check at a -5 penalty. Mountain spirit folk cannot
use the run action while climbing. They retain their Dexterity
bonus to Armor Class (if any) while climbing, and opponents
get no special bonus to their attacks against
climbing mountain spirit folk.
-
Low-Light Vision: Spirit folk can see twice as far as humans
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
+2 racial bonus on Balance, Jump, and Tumble checks.
Mountain spirit folk are at home on steep slopes and sheer
pinnacles that would terrify most humans.
-
Once per day, a mountain spirit folk can use speak with
animals to speak with any bird. This ability is innate to
mountain spirit folk. It has a duration of 1 minute (the
spirit folk is considered a 1st-level caster when using this
ability, regardless of actual level). See the speak with
animals spell description.
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Automatic Languages: Common and Sylvan. Bonus Languages:
Aquan, Auran, Giant, Goblin, Mulan, Rashemi, Shou, Tuigan.
-
Favored Class: Any. A multiclassed spirit folk's highest-level
character class does not count when determining whether
she suffers an XP penalty.
RIVER SPIRIT FOLK RACIAL TRAITS
-
Medium-size.
-
Land speed 30 feet.
-
River spirit folk have a base swim speed of 30 feet. They do
not need to make Swim checks to swim normally. They gain
a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard, and they can always choose to
take 10 on these checks, even if distracted or endangered
when swimming. They can use the run action while swimming,
provided they swim in a straight line.
-
Water Breathing: River spirit folk can breathe water as
easily as they breathe air.
-
Low-Light Vision: Spirit folk can see twice as far as humans
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
+2 racial bonus on saving throws against spells and spell-like
effects with the word "water" in the name of the effect.
-
Once per day, a river spirit folk can use speak with animals
to speak with any fish. This ability is innate to river spirit
folk. It has a duration of 1 minute (the spirit folk is considered
a 1st-level caster when using this ability, regardless
of actual level). See the speak with animals spell description.
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Automatic Languages: Common and Sylvan. Bonus Languages:
Aquan, Auran, Giant, Goblin, Mulan, Rashemi,
Shou, Tuigan.
-
Favored Class: Any. A multiclassed spirit folk's highest-level
character class does not count when determining whether
she suffers an XP penalty.
TAERS
Primitive hunters of the icebound north, taers are cruel and
savage creatures who haunt the remote mountains and passes
of the East. They launch war parties into warmer lands, carrying
off livestock, food stores, or even people for the clan's
larder. Even more so than other evil folk such as orcs or
gnolls, taers are regarded by other races as crude, bloodthirsty
beasts without a single redeeming quality.
Although taers regard other creatures as potential enemies
or meals, they possess a surprisingly complex store of oral histories,
rules for conduct within the clan, and tribal wisdom.
Long ago, the race developed a comprehensive code to govern
its tendency toward violence, at least between its own members.
Anyone not of the taer's clan is beyond the protection
of this code and can be robbed, murdered, or eaten at will.
Those few taers who wander into civilized lands either extend
their concept of "clan" to some other set of intelligent creatures,
such as a group of bandits, a village, or an adventuring
band, or quickly die at the hands of an angry mob.
Personality: They lack the cognitive and innovative intelligence
of humans and other such races, but taers are intuitive
and imaginative in their own way. They think in analogies and
metaphors, most of which are mythic sagas handed down by
the storytellers of the clan from generations past. Taers see
themselves as characters in a life-story that began long before
they were born and will go on long after they are dead.
Taers who leave their clans and learn to regard people of
other races as fellow tribesfolk (as opposed to prey) slowly
weave their new experiences into their old worldview, constructing
new myths to explain what they cannot understand
any other way. A taer can literally "turn off" cognitive
thought and descend into bestial rage in the blink of an eye
to meet a physical challenge, but for days afterward, he ponders
the experience and seeks to explain what happened.
Physical Description: Taers are powerfully built creatures
about 5 to 6 feet in height, with thickly muscled arms and apelike
faces. They are covered in thick white fur that blends in with
snowy backgrounds, although their hands and faces are bare of
fur. Beneath their fur, their skin is dark gray and leathery in texture.
A male taer weighs about 220 pounds, while a female is
more lightly built, weighing about 180 pounds. Taers carry
themselves in a crouch, their knuckles almost dragging on the
ground; a taer that straightens up stands almost 7 feet in height.
Relations: No other race gets along well with taers, although
frost giants, ogres, and white dragons occasionally ally with
a taer clan to achieve some greater goal. In turn, taers typically
view all other creatures as either enemies or prey. A taer
who learns to include nontaer companions as part of his "clan"
can be a loyal comrade, but he often measures his companions'
actions against taer expectations.
Alignment: Taers are drawn neither to law or chaos. They
value the complex rules of their clan life but yearn for wild
freedom. They tend to be evil, preying on nontaers too weak
to defend themselves. Even within the clan, taers use their traditions
ruthlessly to attain the highest status possible. A fair
number of adventuring taers are of neutral alignment.
Religion: Taers possess a complex pantheon filled with spirits
and mythical figures, but they most often revere aspects
of Auril the Frostmaiden and Loviatar. Giant deities such as
Grolantor and Thrym also appear in taer mythology.
Language: Taers speak Giant. Player character taers speak
Common as well. Bonus languages include Auran, Damaran,
Draconic, Orc, and Rashemi, although it's a rare taer who can
manage more than two languages.
Names: Taers name themselves after landmarks and natural
phenomena, preceded by a simple clan name. Examples include
Hrusk Mountain Thunder, Vulg Falling Ice, or Chark
Smoking Sky.
Adventurers: Adventuring taer are almost always outcasts
from their clan, who were defeated in (or failed to pursue correctly)
the endless taer measurement of fitness. They are more
comfortable joining a small band they can think of as a new
clan than living among the folk of a large settlement. Most
taer adventurers are simple brigands, but some become mercenaries
who sell their strength and ferocity, and a few rare individuals
attach their loyalties to a band of good-hearted heroes.
Regions: Almost all taers choose the taer region, which describes
an individual driven from his clan and sent into exile
in human lands.
TAER RACIAL TRAITS
-
+4 Strength, +2 Constitution, -4 Intelligence (to a minimum
of 3), -2 Charisma: Taers are tough and tremendously
strong, but are insular and do not have the reasoning capacities
of other races.
-
Giant: Taers are not subject to spells or effects that affect
only humanoids, such as charm person or dominate person.
-
Medium-size.
-
Land speed 30 feet, climb speed 30 feet. Taers gain a +8
racial bonus on all Climb checks. A taer must make a Climb
check to climb a wall or slope with a DC of more than 0 but
can always choose to take 10, even if rushed or threatened
while climbing. A taer who chooses an accelerated climb
moves at double the listed climb speed and makes a single
Climb check at a -5 penalty. Taers cannot use the run
action while climbing. They retain their Dexterity bonus to
Armor Class (if any) while climbing, and opponents get no
special bonus to their attacks against climbing taers.
-
Racial Hit Dice: A taer begins with two levels of giant. This
provides 2d8 Hit Dice, a base attack bonus of +1, and base
saving throws of Fort +3, Ref +0, and Will +0.
-
Racial Skills: A taer character's giant levels give him skill
points equal to 5 × (2 + Intelligence modifier). Taer class
skills are Climb, Hide, and Spot. A taer's pelt blends in with
snowy backgrounds, conferring a +4 racial bonus on Hide
checks in snow-covered locales.
-
Racial Feats: A taer's giant levels give him one feat.
-
Weapon Familiarity: Taers treat greatclubs and longspears
as simple weapons.
-
Darkvision: Taers can see in the dark up to 60 feet.
-
Natural Armor: +2 natural armor bonus.
-
Natural Attacks: An unarmed taer can make two slam attacks
at his normal attack bonus and a bite attack at a -5 penalty
on his normal attack bonus. The taer's slam attacks deal 1d3
points of damage, and the bite deals 1d4 points of damage.
-
Cold Subtype (Ex): Taers are immune to cold damage but are
vulnerable to fire attacks. They take half again as much
(+50%) damage as normal from fire, regardless of whether a
saving throw is allowed, or if the save is a success or failure.
-
Automatic Languages: Common, Giant. Bonus Languages:
By character region.
-
Favored Class: Barbarian. A multiclassed taer's barbarian
class does not count when determining whether he suffers
an XP penalty.
-
Level Adjustment: +1. A taer has an effective character level
(ECL) of 3 plus class levels, so a 1st-level taer barbarian
would have an ECL of 4.
VOLODNIS
More than a thousand years ago, at the end of the terrible
wars that racked Narfell and Raumathar, a proud Nar lord led
a host of his people into the great forests of the ancient
empire, seeking to escape the roaming demons and magical
plagues that ravaged his lands. Some power of the old woods -
perhaps an elder treant, or even the Oakfather himself - confronted
the Nar refugees to deny them refuge unless they
forswore their demon-summoning ways and agreed to take the
forest's blood for their own. The lord agreed on the spot, convinced
that any bargain was better than returning to certain
destruction, but the price was greater than he could imagine:
He and his followers surrendered their humanity in exchange
for sanctuary. Thus the volodnis, the pine folk, were born.
The volodnis are a humanlike race of treefolk who defend
their forest homes with iron resolve. Unlike other sylvan
beings, volodnis aggressively seek to expand into new forests
and grow the borders of old ones, regardless of who gets in the
way. Many feel that only the fall of "warm folk" civilization
can preserve Faerûn's forests, but others hope to peacefully
persuade humans to allow the return of the ancient forests.
Personality: Volodnis are cold and dispassionate, remorseless
in pursuit of any tactic that serves their ends. They remember
every injury but have the patience of the forest itself
when exacting vengeance. They are not acquisitive, as they
have little need for material possessions. Some volodnis feel
the blood of their human ancestors more deeply than others
and are capable of benevolence - or spitefulness and crime.
Physical Description: Volodnis resemble their human forebears,
but their skin is the deep olive-green of a pine needle,
and their flesh is woody and tough. Clear sap runs through
their veins instead of blood, and their hair grows in long, thick
locks scaled like the bark of a young tree. Their eyes are gleaming
black, and they tend to be tall and lean, with wide shoulders
and long arms. The pine folk favor weapons and armor
made from leather and wood, dyed in green and brown to
blend in with the terrain of their forest home.
Relations: Volodnis get along reasonably well with other
sylvan creatures such as centaurs and satyrs and usually work
toward the same ends as elves. They revere treants and are
warm to druids of any race, but they do not care for people who
see a forest only as uncut firewood and unbuilt homes. Those
who despoil natural settings out of spite rather than necessity
wake a volodni's latent hostility into pure, cold rage (the most
militant volodnis see no difference between the two actions).
Consequently, volodnis harbor a stronger dislike for goblins,
orcs, and such creatures than they do for dwarves or humans.
Alignment: Volodnis are not actively malicious, but they
are not benevolent, either. They believe in the individual's call
to act as he or she sees fit rather than laws and rules to guide
behavior and so favor a chaotic disposition.
Religion: As one might expect, the pine folk have a strong
druidic tradition. Druid circles govern their society, and all
volodnis venerate nature gods. Among the forest deities they
hold a deep reverence for Silvanus the Oak Father.
Language: Volodnis speak Common and Sylvan as well as
the human language of the surrounding region - usually
Damaran or Rashemi in the East. They often learn Draconic,
Elven, Giant, Gnoll, Gnome, Goblin, or Treant to communicate
with creatures of the woodlands.
Names: The pine folk go by simple human names, usually
followed by a description of a favorite forest locale, such as
Andror of the Deepspring, Harl of the Old Grove, or Mara
of the Windridge.
Male: Andror, Huvast, Isilvor, Leped,
Normol, Strevast, Yevgen.
Female: Atryanna, Hela, Kari,
Lara, Naskyara, Slaela, Zashi.
Adventurers: Volodnis who leave their home forest to
wander the world are unusual, but not as rare as one might
think. The pine folk have a great desire to explore and see the
wonders of Faerûn's surviving forests. Volodni druids and
rangers go out into the world to protect woodlands and to spy
out the civilized lands near their homes.
Regions: Most volodnis choose the volodni region, which reflects
a pine folk character native to one of the large forests
of the Great Dale. A small
number of volodni characters choose human character regions
such as Rashemen, the Great Dale, or Thesk.
VOLODNI RACIAL TRAITS
-
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma:
Volodnis are hardy and intuitive, but are not exceptionally
bright or personable.
-
Plant: Volodnis are immune to poison, sleep, paralysis, stunning,
and polymorphing. They are not subject to critical hits
or mind-affecting effects.
-
Medium-size.
-
Land speed 30 feet.
-
Cold resistance 5.
-
+4 racial bonus on Hide checks in wooded terrain.
-
Low-Light Vision: Volodnis 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.
-
Half damage from Piercing: Piercing weapons deal only half
damage to volodnis, with a minimum of 1 point of damage.
-
Sustenance: Volodnis require only 2 hours of sleep per day
to gain the benefits of 8 hours of sleep (although arcane
spellcasters must still have 8 hours of rest to prepare
spells). Volodnis only require one-quarter the food and
water a human requires, as they absorb nutrients from
their environment.
-
Automatic Languages: Common, Sylvan. Bonus Languages:
By character region.
-
Favored Class: Druid. A multiclassed volodni's druid class
does not count when determining whether he suffers an
XP penalty.
-
Level Adjustment: +2. A volodni has an effective character
level (ECL) of 2 plus class levels, so a 1st-level volodni druid
would have an ECL of 3.
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