RACES OF NEHWON
Standard races of a Dungeons and Dragons game aren't found in the lands of Nehwon. The primary inhabitants of this land are humans, though a varied and strange lot they are. This doesn't mean that they have no variety; in fact it's quite the contrary. The varied environments have led to many different builds and attitudes toward life. In effect, these are sub races of mankind. Each of the following peoples can be considered as potential player character races for a Lankhmar styled campaign.
Mingols
EEVANMARENSEERS
These people live in a distant, decadent empire. They have an old culture that has decayed from its once great mastery over the distant eastern lands. The only remaining city in the empire is its capital, Eevanmarensee. From this city they still occasionally head out into the world to find what few wonders and pleasures their culture has yet to learn.
Personality: Eevanmarenseers are considered a shallow, petty lot. They enjoy food and reverie more than even the most depraved Lankhmart noble. Because of this attitude they lost an empire, and deep down they have yet to truly forgive themselves for it. Many think this is the reason that so much of their time is spent in drug and alcohol induced stupors. Still they aren't a completely wasted culture. Some of those who try and maintain sobriety can become quite learned in the ancient and often neglected library found within Eevanmarensee.
Physical Description: These folk have the same basic build as all other typical humans. The startling difference is in their hair. All people native to the distant city are completely hairless; they have none at all anywhere. This lack of body hair extends to all other animals born in this crumbling city. Dogs, cats, horses, none of them have any hair at all. Even a few breeds of birds have begun to appear that lack feathers.
To make up for the lack of hair, these people often dress in very rich and extravagant clothing made from the finest silks and cloths. Eve the lowliest peasants of this culture dress in a quality of finery that would make even an Ilthmar merchant jealous.
Relations: Eevanmarenseers typically get along fairly well with other races, though the superior attitude they often have can put others off. The race that dislikes them most is the easterners to the south. These people were once a part of the empire, and some still remember the stories from the ancient past. However, the remote location of the city makes communication and trade with others infrequent at best. This is slowly becoming an isolated culture.
Language: This race has its own language, a hold over from the time of empire and bears the name of their once splendid capital, Eevanmarensee. This is the language spoken by all who are raised within the city or on the lands surrounding it. Many also learn the trade language of Lankhmarese, especially those who would travel beyond the borders of the aging city. Within the library of the city, there can be found texts and guides for many of the languages, both new and old, that are spoken around the known regions of Nehwon.
Names: Names common to this land generally fall into one of two categories. They are either very short, consisting of only one or two syllables; or they are very longwinded. Family names are very important and all members of this society where their surnames like a badge of honor, a decaying, worn out, badge of honor.
Male Names: Adricandus, Geffin, Stanni, Zebbyah
Female Names: Alix'faziel, Reefa, Rilla, Shenni
Adventurers: People of Eevanmarensee seldom leave their now limited holdings. Those who do leave are either in search of an escape from the shallow opulence of life in the city or are looking for even greater vices to indulge themselves in. A rare few feel a driving force to recover some of the lost artifacts and relics of their bygone empire. These folk are often the most scholarly and dedicated of the people seen in their culture. Needless to say, these individuals are all but nonexistent. And even they can be seduced by the wonders of Lankhmar.
Eevanmarenseer Racial Traits
- -2 Charisma because of their unusual appearance. Most other humans tend to find them unsettling to look at.
- Because of the wealth that can still be found within their lands. All characters from Eevanmarenseer receive 4 times the standard starting wealth for their class.
- Automatic Languages: Eevanmarensee. Bonus Languages: Any (although it is highly advisable to take Lankhmarese so that you will be able to communicate with others since it is the most common language in the lands.
- The spellcasters from Eevanmarensee can choose to be Fire Mages instead of the standard Black and White Wizards.
- There are no barbarians to be found among this people. So that class isn't open to them.
- These folk receive the bonus feat and additional skill points common to the standard humans.
- Favored Class: Any.
GHOULS
These are not the undead monsters that so many fear. No, these are a vicious race of men that all who encounter them quickly learn to fear. Found wandering the steppe near the Sea of Monsters on the eastern continent and along the edges of the Parched Mountains to the south of Lankhmar, this is an odd race of men. It is uncertain if they were ever entirely human, but if so, none can imagine the events that have changed them into the frightening image they now show. Still they make their home wherever they choose and are a highly adaptive people. Who are also well known as cannibals.
Personality: A practical, though violent culture symbolizes all they stand for. Ghouls actively seek out combat and bloody battle, to them it is a sign of honor and status to have a great score of bodies to be able to lay claim too. Because of this attitude, ghouls seldom shed a tear for comrades fallen, even when it is a very close friend. After all, death in battle is one of the most glorious ways a ghoul can die.
Another of their endearing qualities is their appetite. Ghouls see nothing wrong with eating another sentient being. In fact, they find human flesh to be quite tasty. Most scholars agree that the predisposition to eat the dead is a result of the hard environments they so often use to make their home. Whether or not this is true is unknown, the ghouls have done it for as long as they can remember, and have no plans to stop anytime soon. The one exception to the eating of humans is when they travel among others. If they find a human companion that they truly enjoy the company of, they will refrain from eating others while the ghoul's friend is around. It’s a sign of respect for them.
Physical Description: It's their appearance that makes a ghoul look so different from others. All of their skin, muscles, and organs are completely transparent. All you can see of a ghoul is their skeleton and hair. This is a rare natural condition that serves as an excellent form of camouflage. Since they find advantage in their near invisible state, ghouls refrain from wear clothing and armor. Such dress completely counters the advantage nature gave them. The only adornments they wear are cloaks and belts to hang their weapons and possessions.
Since this is a natural effect, no form of dispelling, seeing invisible, or true sight will counter the natural bonuses gained by the ghoul’s appearance.
Relations: The only race that is more territorial than the ghouls are the mingols. This result's in near constant strife with any they encounter and this suits the ghouls just fine. All the other races consider the ghouls to be a savage and cruel people, a reputation they deserve. Few are found among the other cultures of Nehwon, and then the ghouls have to hide themselves or find themselves frequently driven out of town. Lankhmar can still accept them among its many varied peoples, but never easily and seldom quickly.
Language: At one time the ghouls had their own language, but it has been lost. They now all speak Lankhmarese. Because of their nomadic nature, they slowly picked up the language used by cultures they raided. Their old language, called Old Ghoulish, can still be found on some scrolls and texts lost in ruins. These occasions are few and far between though.
Names: Most ghoul names tend to be guttural and fairly brief. Many sound almost like a battle cry or death chant when said repeatedly. This may be a distinct possibility, for many ghouls are known to chant the names of their greatest and bravest before or during a battle.
Male Names: Brach, Lorshak, Moeg
Female Names: Hanshri, Kreeshkra, Seerkis
Adventurers: The ghouls who forsake their nomadic life, do it because they want something more, or are far too vicious for even the most gristly ghoul chieftain to tolerate. More often it is the first option though. They decide that there is more to life than just raiding and eating their victims. These ghouls search for their lost heritage (if there is one) or at least a challenge truly worthy of their skills. These people make excellent scouts and guides, and superb fighters. A company that is fortunate to count one of these ghouls among their number is lucky indeed.
Ghoul Racial Traits
- -4 Charisma as a result of their inhuman nature. So many other races see them as a threat; ghouls find that their appearance alone can put off a crowd.
- -2 Penalty to all Bluff, Diplomacy, and Gather Information skill checks. It is difficult for ghouls to socialize with other races.
- +2 to Move Silently, and a +4 bonus to Intimidate and Hide skill checks made by them though. This comes from their upbringing, appearance, and the benefit of natural fear they instill in others.
- The invisible nature of their flesh gives them a +4 circumstance bonus to their Armor Class in normal lighting and a +6 bonus in dim lighting, and in near darkness they are effectively invisible 80% of the time and receive all bonuses related to being invisible. Note, this bonus is only available when the ghoul is all but nude.
- Because of the natural armor bonuses they receive, ghouls wear no armor, regardless of their class or training. It is simply a taboo among their culture that none will break.
- Ghouls receive a +4 to all saves versus poisons and diseases because of their hardy nature and unusual diet.
- The very mundane and concrete way of thinking found in the ghoul culture gives them a +2 bonus versus all mind-affecting forms of magic.
- Low-light vision: All ghouls have exceptional vision that allows them to see twice as far as normal humans when using torchlight, starlight, or other such dim sources of illumination.
- Automatic Language: All ghouls speak Lankhmarese. Bonus languages: Mingol, Iltharish, Desert Talk, Eevanarensee, and the Eastern Tongue.
- Favored class: Fighter. Because of the martial and violent nature of their lives, ghouls make excellent fighters.
KLESHITES
Native to the jungles in the southeast corner of the Lankhmar continent, kleshites are a small quick race of dark-complexioned men. They live throughout the jungles and challenge any to try and lay claim to their lands. Many think these are a primitive and barbaric folk, but there are great and ancient cities found deep within their steamy jungles, and according to what little evidence is available, the kleshites built them.
Personality: Industrious hunter-gatherers best describes the culture that represents these folk. Kleshites are inquisitive and love to trade for advanced luxury items and tools not normally found in their country. The penchant some merchants have for betraying, stealing, and sometimes enslaving the folk of the jungle has led to an attitude of weariness that didn't always exist here. While flexible in many ways of thinking, their devotion to the Earth is unshakable. To them it is a primal elemental force to be worshipped and revered, considering it to be the highest of deities, and the only true god to worship.
Physical Description: Kleshites are generally a short people, but with amazing reflexes. The bright sun and intense heat of the jungle homeland has given the kleshites a dark skin, almost ebony in color. Though the kleshites would be considered extremely hairy when compared to the eevanmarenseer; they actually have little body hair. They can grow rich full heads of hair, but there is little beyond that. Many in the northern lands consider this lack of excessive body hair to be very attractive and alluring. This might help explain some of the slavery problems the border tribes have. They were only a moderate amount of clothing, a result of the warmth of their native environs. The outfits they do choose though, are often bright and decorative. Some of these clothes fetch well over 200 rilks in the stalls of Lankhmar.
The only physical flaw seen among the people of Klesh is their more slight nature. While it makes them agile in their homeland, they are at a slight disadvantage when dealing with environs and diseases from beyond the jungles. This results in their personal stamina being slightly less than most other humans. Some have learned about this flaw and think the kleshites are weak. Most of the folk who believe this end up dancing on the end of a spear.
Relations: Traders from as far away as Eevanmarensee and Mulg Nar make their way to the jungle borders for trade. They are watchful but friendly and have traded with most who come to the edges of their lands in peace. If any try to penetrate too deep into the dense jungle the kleshites will hunt them down; with the intention of driving them out or simply killing them. Whichever the discovering tribe decides is easier. The Kleshites have regular and frequent skirmishes with ghoul nomads on the continent's interior and similar problems along he coast with would-be mingol raiders.
The one race the kleshites watch for more than any other are the quarmallians. These folk see the jungles solely as a source for renewing their supplies of always dwindling servants. Caravans bearing the markings of Quarmall are almost always attacked on site.
Language: Their native language is called Kleshian, and it has no written component. This is the basic language common to all the tribes of the jungle region. Many of them have their own dialects and variations, but any who know the base language can quickly understand the dialect they happen to be dealing with. All the traveler need do is listen carefully and have a little patience. Those few rumors of the great cities within the jungle speak of pictograms and hieroglyphs found on the walls of some buildings. Some sages speculate that this is the written form base Kleshian. A form of writing, that if found, would cause a great deal of excitement in scholarly circles; not to mention those groups that like to acquire rare and valuable antiquities.
Names: Kleshite names put emphasis on vowels over consonants. Names very greatly in length. Some say that the size of the name given to a kleshite child is directly related to the boredom of the parents when they choose it. Their names often have meaning in the Kleshian language that can't be directly translated into Lankhmarese.
Male names: Adwa, Embae, Koonteachi, Menjal
Female names: Andea, Denjissi, Nuinnen, Serri
Adventurers: Most kleshites found away from their homeland were either taken as slaves or exiled for reasons normally not shared with foreigners. They are almost always enterprising and clever. They fit well in most every facet of civilization, but it is apparent they are there only by choice or circumstance, not by nature. These individuals are accepting of all other races, because to the average kleshite, all the others look plain in comparison.
Kleshite Racial Traits
- +2 dexterity, -2 constitution. While kleshites are normally slight of build and quite healthy, the jungle environment they call home is amazingly free of northern and eastern ailments. The disease and filth found in civilization is often more than their bodies can stand. This leads to the weakened constitutions.
- Kleshites receive the additional feat and skill points common to all typical human races.
- Automatic Languages: Kleshian (remember this language has no written component). Bonus Languages: Lankhmarese, Quarmallian, and Ilthmarish.
- Spellcasters of Klesh are sorcerers; this is the only place where the blood magic is found in Nehwon. Many of these spell casters become eventually Earth Mystics. This is the only culture suspected of having these ancient wizards, and any who practice this magical form that are found in the cities of the north have based their skills and rituals on gifts seen in the powerful Kleshite magics.
- Favored Class: Barbarian. The harsh life endured by the people of the jungles makes them naturally tend towards the warriors found in nature.
MINGOLS
Born on the northeastern steppe, this proud race is a menace to all who travel the roads and seas of Nehwon. Mingols tend to be nomadic wanderers who stake out large swaths of territory and then dare any to cross their lands without asking proper permission. The need to travel is so great for these folk that they have taken to the seas, raiding and traveling as they see fit. There is no known previous Mingol culture. As far as the sages can tell, these folk have always been a savage, ferocious race of men bent on war only for the pleasure of it.
Personality: The Mingol mindset is one of extremes. They seek great challenges and pleasures; the thought of a timid life is considered a nightmare. Even a Mingol merchant or barkeep is a potential danger. This rather dangerous attitude toward life has made the Mingols many enemies and few friends. All dealings are on a tribal basis, and while one may become a great friend, there is seldom a chance of having much luck with the next petty chieftain. Still the Mingol mindset isn't a foolish one. They have a great gift for strategy and common sense; their elderly (the few who survive that long) are some of the wisest, plain-speaking folk found in all the lands.
Physical Description: A small, compact race of men, mingols still have a powerful stance and way of moving about; very certain, very confidant. Their skin has a slight yellowish tint that is noticed from time to time, giving them a just-off pale complexion. Their hair is black and straight as a rule. It is very rare for a mingol to be born with brown hair, and blonde and redheads are unknown to the steppe nomads. Men can grow facial hair, but it is never as full or thick as the northerner's beards. Eye colors are more often in the range of brown and auburn; once in a while blue eyes are seen, and when a woman has green eyes, she is considered an exceptional prize.
The mingols wear more exotic cuts of hide and styles of clothing that contrast with many of their western conquered treasures they adorn themselves with. Much of the mingol tradition of clothing is influenced by the Eastern Lands and the Eevanmarenseers culture. Still they have combined the many different styles to make their own distinctive look and manor of dress.
Relations: Mingol relations are a simple thing; they war and raid everyone. Even other mingol tribes aren't safe from their trepidations. Despite this simple and violent tendency, mingol traders are found in every major, and many minor, cities all across Nehwon. When not perfecting their gift for slaughter, mingols apparently make gifted craftsmen and merchants. Still when traveling across their lands all must be careful. There is no organized central mingol government. Some tribes might grant free passage to a caravan, then the very next tribe might strike killing all in the group and taking whatever goods are found for themselves.
Language: Mingols have their own distinct language that has evolved from the many tribal dialects spoken across the region. These languages have all melded together into a single well-understood language spoken by all mingols. None are certain if it was a natural growth from the constant fighting and interacting of the tribes, or a deliberate move made by mingol sages and wizards. It is written by a series of characters that is completely different compared to those used by the western lands making it a very difficult language to learn to read.
Names: Mingol names very greatly from tribe to tribe sharing no common form or design. Many names carry an esoteric meaning or symbol, but just as often, the name is chosen because of how it sounds to the speaker, provided that you have a mingol's appreciation of language and sound.
Male Names: Edumir, Gavs, Gonov, Khahkt, Larlt, Ourph, Ouwenyis, Teevs
Female Names: Evna, Fenn, Khekra, Telvia, Wendrie
Adventurers: Mingols are born to adventure like a fish is born to water. Their lives are filled with violence, conquest, and protection. The only difference between the typical mingol and one of the adventuring variety is that the adventurer has chosen to leave behind all he has known and enter a much larger, much more dangerous world; the world of civilized men. Mingols tend to view the other races with equal distaste, knowing only too well that they above all, are the fiercest race to walk Nehwon.
Mingol Racial Traits
- +2 Dexterity, -2 Strength. Mingols have quicker reflexes than the average man, but their smaller build makes them a little less physically impressive when looking at raw strength.
- Proficiency with scimitar and shortbow. The violent nature of the mingol culture insures that all members are trained in their basic weapons, regardless of the particular mingol's class or training. If the class already has full training with both weapons, then the character receives the Weapon Focus for either the scimitar or rapier for free (but not both).
- +2 to Riding (horse) or +2 to Profession (sailor), depending on whether the character is a land or sea mingol. The skill is also considered a class skill in the event it isn't already.
- Automatic Languages: Mingol. Bonus Languages: Lankhmarese, Ilthmarish, Eastern Tongue, Eevanmarensee, Kvarchish.
- Mingols receive the standard bonus skill points common to all human characters.
- Favored Class: Fighter. While savage, the mingol culture is more organized and advanced than a typical barbarian lifestyle. So the way of the fighter is their chosen livelihood.
NORTHERNERS
The men who travel the icy fields of the north are a breed apart from others, these fair-haired powerfully built men travel the lands thought inhospitable by the civilized men of the world. Snow covered plains and harsh mountains serve as home to the northerner. Fearless and untiring in their nature, northerners are a proud people, more than capable of holding their own in the southern world. The tribes of the north have no true organized government, but they do meet once every year for a great trading festival that allows them to exchange alliances and settle scores.
Personality: The northerners have the almost reckless warrior mentality. These folk laugh at danger, enjoy dangerous challenges and bets, and take insults to heart. Northerners have a deep love of life, seeing all as a challenge or reward. Nothing is taken at face value, but questions are never pushed to far. Their weakness though is their superstition. The men of the north are constantly on the watch for omens in everything, ranging from birds overhead to unusual fog cover. More than a few civilized men have taken advantage of this fear to line their own pockets.
Physical Description: Northerners are bigger than most others. They stand taller and broader than the men in the cities of the south and tower well above the mingols of the steppe. Northerners have pale skin, that doesn't hold a deep tan, even with the constant exposure to the elements. Their hair is often blonde, but brown and red hair is not uncommon. The eyes of the northerners have as wide a range as the men to the south. The facial hair of the men is very common and very full. In fact the men consider a beard as a sign of maturity and adulthood, boys who cannot grow a good beard are looked at suspiciously by the elders of the tribe. Girls often grow their hair waste length, though a few of the more rebellious young ladies cut it off at their neck as a sign of defiance to the old crones who gather about to gossip.
Northerners wear wool and hide made from the animals they stalk or keep. Ornamentation is popular, but jewelry is not extremely common in large quantities. The dress is always thick and full, a result of the severe weather that surrounds them constantly.
Relations: Northerners have skirmishes with the Eight Cities and the Mingol Hordes all the time. The northerners also enjoy sailing the seas, and these men aren't bashful about going after a lucrative prize. Still these men aren't as bloody or vicious as the mingols are. Northern traders are seen in the Eight Cities frequently, but less often in Ilthmar and Lankhmar. There are few northerners seen in the Eastern Lands and Quarmal. Occasionally a brave ship will sail down to the kleshite coast, but this happens only a few times at most each year.
Language:
Names: The names found in the north tend to be breathier than a southerner's but not to a great degree. They have a wide variety of names, but the same ones come up often in their history. It is normally considered a great honor to be named after a fallen hero or friend of the family, so repetition of a name is very common.
Male Names: Fafhrd, Lavas, Mannimark, Nalgron, Skor
Female Names: Ahnem, Frae, Lenia, Mor, Silia
Northerner Racial Traits
- +2 Strength, -2 Wisdom. Northerners are a strong people with a solid form, but unfortunately the warrior's code they live by makes them almost suicidal at times and none to wise.
- +3 to Survival. In addition this is considered a class skill for northerners regardless of their regular class skill list.
- Bonus Feat: Endurance. All northerners receive this feat for free, a side effect of the native environment.
- Automatic languages: Kvarchish. The northerners share the same language as the land of Eight Cities, though there is a slight dialect difference, any listening to one or the other will quickly pick up on the changes.
- Favored Class: Barbarian. These men lead a harsh, simple life.
QUARMALLIANS
Along the southwestern coast of the Lankhmar continent sit the towers and walls of Quarmall. Within these impressive, though crumbling, fortifications can be found the topmost layer of an ever-expanding underground empire ruled over by a race of long-lived, pale skinned men whose gaunt images can haunt even the most stalwart heart. At one time these men ruled a great empire above the ground, their influence could be felt in the lands of the east, their spies sailed the Sea of Monsters, but just as time slips away from man's grasp, so did the empire once claimed by Quarmall. Quarmallians are a proud race that lives with a veneer of high culture and civility, though wholly supported by raids and generations of slave labor. This is the paradox that defines their existence, and their core being.
Personality: Those born into any class of Quarmall save the lowliest of slaves are stubbornly aloof. Even common eunuchs and serving girls can bare a distinct pride in their lands along with the sense of natural authority they feel when looking at the other races of man. All who survive to adulthood in the labyrinth that forms this kingdom develop a certain amount of callousness, having been witness to far more cruelty than an outworlder would have thought possible in a lifetime. This leaves those walking the shadowed corridors of Quarmall with a distinct look in their eyes, either a cold aloofness or a near perpetual state of shock mixed with mild fear. The humors and melancholies of these folk are far deeper and darker than the outer world's and seldom forgotten quickly by those foreigners who see them.
Physical Description: The men and women of Quarmall come in all heights from those so short they should be dwarves to men whose height would tower over most of the other races of the world. However they are almost uniformly thin and sickly looking. There are exceptions to this rule of course, the eunuchs who serve the discreet needs and harems of their lords are far more portly than most, and a few nobles eat to gross excess, but by and large these are a light, slender people. Their skin is pale, almost chalky in appearance, having been deprived of the special nourishment that only the sun can provide. Most would consider the Quarmallians gaunt, however hollow might be equally appropriate; their skin seeming to more float around the bones within their bodies than simply to hang on their frames.
Hair color ranges from pale white to deepest black with all manner of colors in between; including such shades as green and purple, having been influenced by the alien world they choose to live in. Skin is always pale and easily burnt if overly exposed to the sunlight of the outer world.
Relations: To the typical Quarmallian, most other races make up a common pool from which to gather slaves. Those few who have chosen or been forced to live among the other races will accept the others as freemen, but seldom if ever as true equals. There are a few exceptions to this rule, but only a few. First are the easterners, people from those exotic distant lands are generally accepted, if only because of some ancient dealings with them whose memories are now lost to time. The other would be ghouls, while the Quarmallians have no love for the semi-transparent race, they have no desire to try and make the cannibals their slaves.
Language: The Empire of Quarmall may have one of the oldest languages still spoken. It is highly evolved with many grammatical rules and exceptions. It is said that a scholar could well go insane before fully mastering it. It is a fortunate thing that many, if not all the inhabitants of the shadowed realm have also mastered Lankhmarese. When in front of strangers it is unusual for the natives of Quarmall to speak solely in their own language for they have a distinct distaste for appearing to have ulterior motives, whether or not they really do.
Names: The names used in Quarmall society sounds melodic and thought provoking, if you actually had a great appreciation for and deep understanding of their language. To the rest of the world at large they sound abrupt and throaty in pronunciation. Names are typically two to three syllables long. This way they are not overly brief nor too presumptuous, which is the way they feel all civilized and proper names should be. Surnames are rare in this under kingdom and are typically the name of the father, or vary rarely, the founder of the family line. A typical reciting would be "Igwarl, son of Quarmal, son of Jehknor, descended from and heir to the right and proper lineage of the emperors of Quarmall."
Male Names: Brilla, Flindach, Gwaay, Igwarl, Hasjarl, Klevis, Quarmal
Female Names: Friska, Ivivis, Kewissa, Terelis, Veclirrah
Adventurers: Few adventurers call this forsaken land their home. The rare times it does is from some poor noble being exiled into the barbarian lands or a soldier/spy serving on the wrong end of a failed plot who was near enough the fortress to make a break for it when all fell apart. It is thought that no slaves ever escape from Quarmall, the land being better at taking people than releasing them, but a few have managed to pull it off. These now free men seldom if ever claim to have been a slave here; it's just not worth the risk to look that mysterious.
Quarmallian Racial Traits
- +2 Intelligence, -2 Constitution. This is a highly learned and structured culture, the rulers of Quarmall have literally bred a smarter race by watching and trying to structure the procreation of their people. On the other hand, this dark buried kingdom has few influences from the outside world and a genuine lack of proper nutrition. Because of this the people tend to be sicklier than those from beyond its borders.
- Low-light Vision. The dim tunnels that serve as their home have made their eyes adapt, as a result quarmallians can see twice as far as other races when looking by torchlight, moonlight, or other means in dark and near dark conditions.
- Extended Lifespan. Most if not all pure-blood quarmallians live far longer than the normal human. They are not considered middle-aged until 50, old age doesn't officially set in until they are 80, and a venerable quarmallian (like the emperor Quarmal) is easily 140.
- Bad Reputation. Because of the raiding and slave taking culture that helps Quarmall survive, Other races react negatively towards them, giving them a -2 reaction penalty to diplomacy checks, but a +2 to intimidate checks.
- Bonus Feat: Skill Focus (any one knowledge skill). All natives of Quarmall have at least secret access to a variety of tomes and scrolls. Knowledge skill is a class skill for all Quarmallians regardless of class.
- Because of the highly civilized nature of their culture there are no barbarians found among their people. In addition, white wizards are not known to live among them so this class also isn’t generally available to these characters.
- Favored Class: Black Wizard. These are a mystical people, and as such, much of their time is spent in study of the arcane arts.
Additional Races, but with no stat adjustments:
Lankhmart
Illthmart
Rime Islander
Easterner (the desert lands)
Southerner (kognab and the south ports)
Kvarin (lands of the Eight Cities)
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