Author Topic: Subrace Roleplaying Resources and Lore  (Read 60815 times)


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Subrace Roleplaying Resources and Lore
« on: March 02, 2007, 06:26:41 PM »
Below is extensive information about the subraces available in Prisoners of the Mist, to be used as part of creating and defining a character according to established lore.

Ravenloft native subraces:
  • Canjar
  • Corvara
  • Equaar
  • Kamii
  • Naiat
  • Vatraska
  • Zarovan








Sources: The Drow of The Underdark 2ed, Forgotten Realms - Underdark, Forgotten Realms Campaign Setting, Races of Faerun,, Monster Manual IV, wikipedia, Vault of the Drow 3ed, Races of Eberron, Slayer's guide to Duergar, Monster Manual, Aasimars and Tieflings: a guide to the Planetouched.
« Last Edit: April 19, 2017, 10:23:38 AM by Bastellus »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #1 on: March 02, 2007, 06:33:11 PM »

Part mortal, part something else, the Planetouched are loners and individuals rarely so lucky as to meet another of their kind. The origins of the various kinds of planetouched races are as different as the forms of the planetouched themselves. In Calimshan, djinn and efreet sometimes mated with their human slaves, producing offspring whose children are air or fire genasi. In Mulhorand and Unther, the undying incarnations of the deities had children with favored humans, creating strains of aasimar and tieflings. The planetouched races have no common history, although planetouched of the same type from the same region often have a common ancestor or relation.

Faerūn is home to many native peoples and has many magic portals that lead to distant parts of the world as well as to other worlds. Through these portals, come visitors from other planes, including outsiders of various sorts, some whom dally or settle in Faerūn and have children with local humans. Eventually their extraplanar heritage gets diluted over several generations, resulting in a person with a slight bloodline of celestial, infernal or elemental origin. These beings known as Planetouched, have unusual abilities based on the nature of their distant ancestors, but in most ways appear completely human: Because  of the widespread portals, these Planetouched might look like human from any part of this world, and so may be of Dalelands, Mulhorand, Turmish or any other stock. The most common sorts of Planetouched are Aasimar, Tieflings and genasi.

The planetouched prefer to blend in with human society and rarely form communites of their own. In this way, they are a more extreme example than the half-elves (Who also rarely have their own communities) because of their rarity and varied backgrounds. Some places have a slightly higher frequency of the planetouched because of local circumstances, described in each type's entry.

The child of an outsider and another creature is a half-fiend, half-celestial. If one of these half-blooded creatures have offspring with a humanoid, the result is usually a planetouched creature. The offspring of two planetouched is always a planetouched. Mixed-heritage planetouched of this sort take after one or the other parent (seemingly equal chances) but carry the traits of the other parent, which may show up in their own children. The offspring of a planetouched and a normal creature of its type (such as the child of an Aasimar and a human) has an equal chance of being planetouched or "normal", but carries the potential for planetouched children in either case. Sometimes the outsider bloodline becomes dormant for one or more generations, only to manifest many years later.

Planetouched as Character Background: Once you work out how to bring your planetouched character into the game, you should consider your character's background. here are some good questions to pose about your character:

-Who were your parents?
-Were you conceived in love or in hate?
-How long ago was the outsider blood introduced to your family line?
Were you an outcast as a child or beloved for your otherwordly charm? If your Tiefling has freakish physical traits, your parents may have cast you aside, left you exposed to the elements to wipe away all trace of your existence. On the other hand, an aasimar's inherent goodness, perfect features, and good graces probably provided a childhood of ease and comfort, likely to a loving and doting family.

All of these details help to defne your character's personality, creating a lifelike persona for you to play, rather than just another cookie-cutter character. The planetouched archetypes below should give you further ideas for defining your character.

Planetouched Archetypes

You may use the following archetypes as guidelines for fleshing out your outsider character. They should serve as a guide to Roleplaying. from the basics presented in each, you get an idea of what affectations might surface during play.

Corruptor: You embrace your fiendish heritage and you believe your destiny is to lead mortals astray condemning them to the eternal agonies of perdition. You are sly and manipulative, ever vigilant for advantage in dealing with the chattel whose company you keep. As a corruptor, you rarely make for a good long-term companion; however, roleplaying your redemption could prove an exciting gaming experience.

Demagogue: You are a powerful public figure, able to sway crowds to act as you wish. If of good alignment, you may inspire confidence in your audience, influencing them from the paths of sin and decandence to a life of virtue and piety. However, if evil, you likely whip mobs into a frenzy, preying upon their fears and base impulses. Your skills allow you to rise through the social tiers quickly, but if your true nature is ever uncovered, you could face exile, imprisonment, or worse. In an adventuring group, you often take the lead in negotiations, being exceptioanlly skiled at persuading others to your way of thinking.

Deviant: You have strange cravings. Your desires may manifest as a need to inflict self-punishment, an uncontrollable appetite for chocolate, elf flesh. Your needs rule your life. Depending on the nature of the setting; the cravings should be something wickedly sinister, or something perverse (fetish).

Freethinker: For you, an ordered life is no better than a prison. Some call you capricious and flighty, but you discard those remarks as evidence of your detractors' ignorance. True freedom comes from personal chouce, and the demands imposed upon you such as responsabiliy, values and ownership, are nothing more than chains. You are prone to erratic behaviour, but even those impulses may be too confining. Your free nature does not suggest madness or irrational behaviour, only eccentricity.

Manipulator: Wheras the demagogue rouses the masses, you are skilled at manipulating individuals. You have a knack for making others do what you want. For some reason, you inspire the loyalty, instill fierce love, or even frighten those you control. You read body language fluently, and you can anticipate what is needed to create the desired response. While manipulation is not usually seen as a virtue, some good characters could have something of this personality type, being exceptionally responsive and empathic.

Outcast: because of your unusual appearance or your intense but disconcerting personality, you find yourself an outcast from society. As people tend to fear what they do not understand, they persecute or try to destroy the object of their fear. In this case, you are the object of their fear, you are the thing they have persecuted or attempted to kill. And after a life spent fleeng pitchforks, torches and accusations of the evil eye, you have given up on society. In fact, When something horrible befalls a village or a town, you smile at the cosmic justice of it all.

Saviour: You were born under mysterious circumstances, with something alien or not quite normal in your personality and features (an odd birthmark, a series of numbers on your body, weird scars, or horns, for example). You believe that you are here for an important purpose, that the gods have a special plan for you. You may not know what this special fate or purpose is, but you believe that omens exist everywhere to lead you; you just need to open your eyes and see them.

Seeker: Life is a great mystery, and you role in this life remains just as puzzling. Your uniqueness, however, has caused you to question you purpose and everything around you. You have sought all the wisests men and women in the lands. The philosopgers, theologians and sages you've consulted have all offered their advice, yet none of their guidance rings true. To make matters worse, having an extraplanar creature's blood running through your veins complicates moral and redemptive matters, for you're either already blessed or damned and no holy book can change that. Having abandonned the advice of the so-called great thinkers, you now seek your answers in the world you barely comprehend. You don't know what you will find at the end of your journey, but at lest you know you walk a path of your own choosing.

Tyrant: You believe your outsider heritge grants you the right to rule over all others, for you have insight into the universe's workings and know the real nature of things. And though your place as ruler has yet to be established, and despite other's claims that you are king in your eyes only, you know your destiny is forthcoming; its merely a work in progress. Nothing can stop you from achieving your goals. And as atyrant, your word will be law.

***Remember, an Aasimar is a creature who's ancestor ( anything including and above grandparent, great-grandparent and so on ) is a good celestial. If one of your parents was a good celestial you are not an aasimar! That would make you a half-celestial, and not eligible for a planetouched registration.

***Remember, a Tiefling is a creature who's ancestor ( anything including and above grandparent, great-grandparent and so on ) is an evil outsider. If one of your parents was an evil outsider you are not a tiefling! That would make you a half-fiend, and not eligible for a planetouched registration.

Sources: Races of Faerūn, Forgotten Realms Campaign setting, Aasimars and Tieflings: a guide to the Planetouched


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Re: Subrace Roleplaying Ressources and Lore
« Reply #2 on: March 02, 2007, 06:37:26 PM »

Carrying the blood of a Celestial, an Aasimar is usually good aligned and fights against evil in the world. At the same time, their heritage marks them as different and often leads to persecution, ridicule or exile from supersticious or backward communities. It is not unknown for an Aasimar to give in to bitterness in the face of adversity and turn to Evil. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or unnatural intense stare.

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. Eladrin are also another possibility of heritage for Aasimars, as they are more common to spend time among mortals. They are knights and lords who roam the cosmos in search of good folk to aid. Eladrins are free-spirited, but they are also mighty champions of good. Of the Eladrins there are two types: Bralani and Ghaele.

Personality: Most Aasimars strive for nobility in their behaviour, but most often fight against tendencies toward vengefulness or quick judgement. Some also experience a great deal of prejudice, particularly from their human neighbours, which can lead to aloofness. Ultimately, most aasimars tend to be loners, unable to fully trust others.

Physical description: Aasimars look human (and are roughly the same height and weight as members of that race), except for one distinguishing feature related to their unusual ancestry. Some examples of these features (And the ancestors that cause them) are:

-Golden eyes
-Silver hair: (Bralani, Ghaele)
-Pointy ears: (Eladrin)
-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)
-Iridescent scales in small patches: (Couatl or Lillend)

Aasimars 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.

Aasimars reach adulthood at about the same age as humans, but are longer-lived, with the eldest members of the race living to be 150 years old.

History: Most Aasimar in Faerūn are derived from the deities of Mulhorand. When the mortal incarnations of the Mulhorandi pantheon defeated the Imaskari, they settled and took mortals as lovers and spouses. The half-celestial off-spring of these unions became nobles of that country, and dilution of the divine essence through marriages to pureblood humans created their grandparents, and so the lands around. Mulhorand have more aasimar than any other area.

Outlook: Most Aasimar are wary of their human neighbours. 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. Although aasimars are mostly human, they rarely feel like they fit in among human society. Instead, they get along best with other half-breeds --because they usually share the same sort of semi-outcast background.

Of the other races, Aasimars save their distrust for tieflings, whose fiendship ancestry strikes a chord of suspicion in the heart of the aasimar. Aasimars 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 aaismar's favoured 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 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 a 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 nursin old grudges from unjust persecution; likewise is the plane of the dread.

Society: Aasimar rarely have siblings who are other aasimar, for the heredity of the supernatural is a chancy thing. Because of this, few aasimar get t know another of thier kind. On the rare times they encounter another aasimar, there is a sort of unspoken understanding between them, and an aasimar is likely to takea nother 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, focusong on charitable works, helping the needy, and campaigning tp 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.

Relations with other races: Although Aasimar are mostly human, they rarely feel like they fit among human society. Instead, they get along best with other half-breeds--because they tend to sheare the same sort of semi-outcast background.

Dwarves, elves, gnomes and halflings are neither embraced nor shunned by aasimar, for while these races have no history of persecuting the planetouched, they don't have a reputation for sheltering them either. Genasi of all types are too alien compared to an aasimar to elicit sympathy or a sense of kinship. Tieflings are the one race that garners the most suspicion from an aasimar, for those touched by the holy understand its calling and therefore can guess what sort of temptation those with unholy blood must hear.

Alignment: Aasimars are usually good, as befits their celestial heritage. However, the extraordinarily rare evil often makes the vilest villain.

Religion: Aasimars have no chief deity. Popular choices among aasimars include Heironeous, god of valor, Pelor, god of the sun; and Kord, god of strength. Those with a more judgemental outlook may venerate St.Cuthbert of the Cudgel.

Language: Aasimars have no cultural language, although those that realize their heritage usually learn Celestial. An aasimar usually learns the language of her parents.

Aasimar magic and lore: Aasimar have no spells unnique to their race, but favor divine spells that enhance their innate powers or allow them to blast evil.

Names: Aasimars generally take human names, though some change their names upon reaching young adulthood and realizing their heritage.

Adventurers: Aasimars make natural adventurers; their burning desire to battle evil easily draws them in to such a life. Many pursue a divine calling, becoming paladins or clerics, but the race also boasts many powerful sorcerers, bards, fighters, and rangers.

Sources: Races of Faerūn, Forgotten Realms Campaign setting, d20, wiki,


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Re: Subrace Roleplaying Ressources and Lore
« Reply #3 on: March 02, 2007, 06:41:27 PM »

Carrying the taint of evil in their forms and perhaps their very souls, tieflings are often persecuted and feared throughought the planes. 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 compativle 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 are regarded as twisted, devious and untrustworthy. More often than not, this opinion is accurate.

Personality: Tieflings live as outcasts from an early age, as soon as their heritage shows itself, which contributes to their bitter outlook on life. Tieflings learn to keep others at disctance, often compensating for their loss iwth curelty or depravity.

Physical description: Tieflings look human (And are roughly the same height and weight as members of that race), except for one or two distinguishing features related to their unusual ancestry. 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)
Goatlike legs: (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)
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 have the same life expectancy as a human being.

No two tieflings look alike. Tieflings reach adulthood at about the same age as humans but are longer-lived, with the eldest members of the race living to be 150 years old.

History: Most Faerūnian tieflings come from bloodlines originating in Mulhorand and Thay. The Mulhorandi tieflings are descended from servants or manifestations of Set or Sebek, while those from Thay are usually the result of dalliances with fiends of all kinds. As with the aasimar from Mulhorand, many tieflings from that ancient land leave the region to seek their own destiny without outside interference. Thayan tieflings are usually the grandchildren of powerful wizards, birthed as part of some power scheme, and usually spend their lives as slaves or pawns to both sides of the family (although Nevron, the zulkir of Conjuration, is rumored to be a tiefling). In either case, tieflings from these two regions usually resemble the human race of their parents, with their inhuman traits making them stand out from other Thayans or Mulhorandi.

Unther is reputed to have a tiefling population comparable to Mulhorand, but in truth this is a misconception, for the evil and mad god king Gilgeam sired no children for fear of creating something that might usurp his throne. However, Nergal (the Untheric god of the underworld) is thought to have fathered at least one child before he was slain during the Orcgate Wars over two thousand years ago, and it is possible that some Untheric men and women still carry that evil deity's bloodline. The mages of Unther may also be responsible for some devil-spawned tieflings as well.

Outlook: 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.

Relations: Tieflings treat most other races equally--at arm's leght. They are very slow to trust others and always wary of a friend suddenly becoming an enemy. Aasimars, bariaurs, and wildren often trigger an instinctive fear of revulsion in tieflings, making it difficult for them to work together at all. Tieflings respect other mixed-breed races that have to put up with persecution and derision, including half orcs and mephlings. Still, a tiefling isn't more likely to trust a member of one of these races; she's just more likely to understand their perspective.

Tiefling Society: Because of the varied circumstances of their births, most tieflings become adults without knowing another of their kind. Given to 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 too 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.

Relations With Other Races: Tieflings treat most other races equally - at arms length. They are very slow to trust others and always wary of a friend suddenly becoming an enemy. Aasimar often trigger an instinctive fear or revulsion in tieflings, making it difficult for them to work together at all. Half-orcs are the only race tieflings tolerate, since they are the only common mixed-breed race that is derided as much as tieflings. Still, a tiefling isn't more likely to trust a half-orc; she's just more likely to understand his perspective.

Alignment: Tieflings tend toward evil alignments, though neutral tieflings are not uncommon. Those who choose a life of good and manage to stick to it-- are particularly rare.

Religion: Tieflings have no common deity. Most choose to worship evil deities such as Erythnul, god of slaughter; Vecna, god of secrets; or Hextor, god of tyranny. Neutral tieflings may venerate Wee Jas, goddess of death and magic, or Olidammara, god of thieves. Still others choose to pay homage to archfiends whose names are best not mentioned. 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 onto 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 half-breed child. These children of evil emulate their father's practices, and so the bloodline of Gargauth has many scions in Faerūn. He is worshipped 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 worshipped by tiefling thieves ort 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 worshippers against the aasimar servants of Selūne .

Language: Tieflings share no common language. Some learn infernal or Abyssal, although since most have no idea where their bloodline comes from, as often as not, they choose the wrong racial language. A tiefling usually learns the language of her parents as well.

Tiefling Magic And Lore: Many tieflings seek out magic that brings the power of the lower planes to them, especially divination magic that lets tieflings ask questions of powerful fiends and conjuration spells that call forth creatures of darkness.

Names: As a rule, tieflings use human names until such time they seek to differenciate themselves from their parents. At that point, they often take names that hint at their fiendish heritage. Some choose wors of infernal or Abyssal that sound menacing, occasionally without even knowing the words' definitions.

Adventurers: As natural outcasts, tieflings often follow a life of adventure and intrigue. Those that hew to their heritage become thieves, brigands, or killers. Some tieflings reject their tainted blood and seek the light, aiming to help those in need.

Sources: Races of Faerūn, Forgotten Realms Campaign setting, d20, wiki,
« Last Edit: February 04, 2008, 02:11:10 AM by Eraldur »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #4 on: March 02, 2007, 06:44:02 PM »

"Every secret you have discovered about my homeland hides a thousand more."

-- Parik Xiv'inn, drow scorpion wraith

The drow carve a deadly existence out of the ruined continent of Xen'drik. The dark-skinned elves believe it is they, not the rebels who fled to Aerenal, who truly preserve the dignity and valor of the elf race. Allied with monstrous scorpions, the drow battle the fallen race of giants over the ruins of the mysterious continent.

As the most civilized inhabitants of ruined Xen'drik, the drow are the heirs to both the lingering might of giant nations and the ancient elven spellcraft once learned at the feet of dragons. The homeland of the drow is a contradiction of sorts -- an ancient ruin that nonetheless holds magical treasures of almost unimaginable might. As Siberys shards fall on the broken landscapes and jungles, explorers from other continents brave sahuagin-filled waters to crowd the port city of Stormreach.

Lands: The jungles of Xen'drik are a harsh and unforgiving land; the drow dwell in the underground realm of Khyber as often as they haunt the ruins of aboveground Xen'drik. Covered by thick jungle and the ruined cities of the ancient giant kingdoms, the continent houses too many dangers for the drow to be able to establish large and stable cities such as those on Khorvaire. The largest drow settlements are underground.

Settlements: Drow settlements are small, temporary affairs. Occasionally a relatively large and powerful tribe might stay for some time in the ruins of a giant city, but such occupations are shortlived. The drow stay only long enough to plunder what artifacts they can.

Power Groups: Drow have few of the political struggles and rivalries that other races have. Family groups are simply too small and scattered to have anything other than sporadic contact. This intermittent contact is fraught with peril, though, as larger and more powerful family groups seek to absorb smaller groups of drow.

Beliefs: The drow in Eberron differ from those in other D&D campaigns in that they worship a scorpion-god named Vulkoor instead of the spider-goddess Lolth. Vulkoor is often envisioned as a giant scorpion or as a hybrid with the head, arms, and upper torso of a strong male drow and the lower body of a scorpion. Many drow believe that Vulkoor and The Mockery (one of the group of evil deities known as the Dark Six) are one in the same. The drow also revere scorpions, considering other arachnids to be lesser servitors of Vulkoor. Xen'drik drow ritually scar themselves using scorpion venom, leaving white tattoos on their black skin.

Language: Drow speech is related to Elven in many ways, but the two races have been separate for such a long period that even their languages have grown apart.

Relations: Most drow have little interaction with members of other races; they fight the giants and monsters that roam their savage continent, and even avoid other drow family groups when possible. Drow are very suspicious of outsiders, and the few who interact with other races do so through the port of Stormreach. When dealing with outsiders, drow reveal nothing of themselves or their family groups whenever possible, always attempting to use the outsiders for their own ends without exposing the secrets of Xen'drik. For this reason, members of other races often find the drow to be a suspicious and sinister group.

Drow Characters: Powerful, deadly, and shrouded in mystery, drow make exotic and interesting characters. Although they have seldom left the desolate continent that they call home, they sometimes join groups of adventurers setting out from Stormreach -- mostly to use the outsiders to further some ends of their own.

Adventuring Drow: Most drow adventure out of necessity -- the dangers of their homeland constantly push them toward that life. Exploring the ruins of giant cities is one of few ways for most drow to improve their lives; finding the treasures of the ancients can ensure the welfare of an entire family group, not just a single drow.

Drow greatly desire personal power, and many take up the mantle of adventurer seeking to satisfy this urge. Whether this is simple greed or a reaction to the brutal continent on which the drow make their home is a question best left to the drow themselves. Although the drow are relatively few in number, the dangers of Xen'drik encourage a higher than normal percentage of the population to learn the skills of the adventurer. They fight for their existence daily amid dangerous jungles and ruined cities; adventurers powerful enough to face down giants and other foes are thus essential to a drow family's survival.

Character Development: Drow characters have many powerful innate abilities, but they pay a price in the form of a costly level adjustment. Because they will have fewer Hit Dice and fewer hit points than other characters of their level, drow are often better off when they can deal with their foes from a distance. With their longer darkvision range, the drow are at their best when fighting underground, and they can sometimes remain out of their foes' vision entirely when fighting. Even considering their level adjustment, drow make powerful and dangerous spellcasters, especially when they choose classes that rely on Intelligence or Charisma for spellcasting.

Drow Encounters: The drow of Xen'drik distrust outsiders; adventueres traveling through the lost continent are likely to face guerrilla attacks by poison-wielding drow scouts. These small teams of drow hunters prefer to strike from hiding and then fade into the jungle, seldom lingering even to gauge the effectiveness of their first volley of attacks. These scouts employ the venom of the sacred scorpions to make their hit-and-run tactics lethal.

Roleplaying a drow: Here are some tips and ideas to use when playing a drow. Feel free to incorporate any or all of these into your character's personality and mennerisms.

Drow are very loyal to their families and unsually refuse even to give the family's name to an outsider. Play accordingly, granting all inquiries about your family/heritage with suspicion or even violence. Adopt a callous attiude about the welfare of those not from your immediate family. Products of a brutal environment, drow have little room in their personality for mercy. They prefer to strike first in any confrontation. Do your best to attack your foes from hiding and don't be shy about using poison to bring down foes with a minimal number of strikes.

Character Names: Drow typically have only two names, a personal name and a family name. Drow are very careful about sharing their family names, and it is considered an insult in drow society to ask about a family name. Among drow, sharing a family name is sometimes a sign of trust and friendship, but more often it is a sign of submission to a more powerful individual. Drow guard their family names so carefully not because of any personal danger or need, but because family is the ultimate source of loyalty for any drow; a drow never wants to give away any information that might weaken the family. Drow proper and family names feature multiple syllables, glottal stops (represented by apostrophes), and hard consonants.

About driders and Eberron drow: In the context of the drow worship of the Mockery, driders do exist, but not as outcasts punished by the Spider Queen, rather, the drow of Xen'drik believe that driders are specially chosen servants of the Mockery. They do not seem to be individually created but are distinct race that breeds true. There is said to be a different race of driders with the bodies of scorpions, possessing great innate ability as fighters, rangers and monks.

Male Names: Ek'ann, Kaxxar, Xen'kar.

Female Names: Curra, Kas'asar, Kirris, Xen'va.

Family Names: Gen'thac, Torkak, Xar'cha.

Source: Races of Eberron p-76-79
« Last Edit: July 14, 2007, 08:21:12 PM by Eraldur »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #5 on: March 02, 2007, 06:46:26 PM »

Feared and reviled throughout the Lands Above, the drow are perhaps the most numerous, powerful and widespread of the Underdark's native peoples. The majority of the dark elves live in city states ruled by various noble houses. Each House commands its own small army of fearless drow soldiers, cunning wizards, and zealous priestesses, as well as large contingents of slave soldiers, such as Bugbears, ogres and minotaurs. In fact, half to two-thirds of any drow city's population consists of humanoid slaves and rabble, all of whom are subject to the cruelty and whims of any passing drow.

Dark elf city-states lie below dozens of surface realms, often unbeknownst to the upperworlders who live above them. The rulers of some drow cities prefer to leave the surface races alone and turn their attention toward gaining power through the endless scheming and feuding of the noble Houses. Others, however view the surface lands as theirs to pillage and plunder whenever they choose.

Personality: Most drow are cruel, arrogant and hedonistic. Their eternal game of advancement at the expense of others, which is encouraged by the spider goddess herself, has transformed dark elves into a race of scheming backstabbers eager to increase their own stations by pulling down those ahead of them and crushing their inferiors underfoot. Drow trust no one and nothing, and most are incapable of compassion, kindness or love. Many dark elves are actively murderous and delight in the giving pain. While dark elves neither honor their promisses nor maintain personal loyalties once it becomes inconvenient to do so, their pride lends them a certain sense of style and an appreciation of subtlety. Drow can be courteous and urbane, even to deadly rivals. They enjoy surrounding themselves with things of beauty, giving hardly a thought to the cost. Any drow city features breathtaking architecture and elegant revels marked by dark and delicious entertainments, but only a fool would lower his guard in such an environment.

Physical description: The skin of a drow can be any shade from dark gray to polished obsidian. His hair can be pale yellow, silver or white and his eyes can be almost any color, including blood red. Drow are short and slender compared to other Faerunian Elves, but they are strong for their size. Most dark elves especially nobles, are strikingly handsome individuals. Lolth does not favour meek, plain or unassuming whorshipers.

Relations: Drow regard all other races as inferior. Some they view as potential slaves, others as deadly vermin to be exterminated. None, however, are considered trully equal to the dark elves. Drow maintain a grudging respect for duergar and mind flayers, since the gray dwarves and Illithids also build powerful cities and have demonstrated the strenght to stand up to repeated assaults from the dark elves. Though they despise humans and all other surface folk as weak creatures, the drow save their true venom for surface elves, particularly sun and moon elves. The dark elves hate their kinfolk with a blind passion and seize any chance to strike at their ancient enemies.

Society: Drow society is strongly matriarchal, with females holding all positions of power and responsibility in government, the military, and in the home. Males are effective fighters, and can become priests and wizards of minor power. Outside drow communities, they are rarely encountered without female commanders. Male-commanded drow groups are generally either streeakh, suicide squads, or are dobluth (outcasts) who have rejected the traditional authority-structure of the drow (Vhaerunite). Social station is the most important thing in the world of the drow. Ascension to greater power is the ultimate goal in drow society. Assassination is the preferred tool in this job. It must be used discreetly in the city setting, for to openly murder or wage war (on a rival House) brings down the merciless might of drow justice (not because of the act itself, simply as punishment for the boorish act of fighting in public). Outside the patrol-range of cities, however, might is right, and Houses and merchant clans often battle each other openly in the wild Underdark.

Alignment: The great majority of drow are evil through and through and most tend toward the chaotic end of the lawful-chaotic spectrum. In general, drow believe in doing what they want to do, when they want to do it.

Religion: Most drow cities are dominated by priestesses of Lolth, the Spider Queen. As the special patron and protector of the dark elves, Lolth demands abject obedience and unflinching ruthlessness from her followers. Drow who have turned away from the Spider Queen are rare, but they do exist. Good aligned drow often worship Eilistraee, the Dancing Maiden. Evil drow who choose not to subject themselves to Lolth's tyranny may worship of of the other deities of the drow pantheon, such as Vhaeraun or Ghaunadaur.


Vhaerun (lesser god - Chaotic Evil) - Vhaerun in detail

Vhaeraun is the god of thievery and the furthering of drow aims, interests, and power on the surface world. He is also the god of drow males opposed to the matriarchy of Lolth, teaching that females are no better than males. He believes that drow should work with other elven races for common advancement- never associating or trading with duergar, svirfneblin, or other dwarven and gnomish races. (Humans and halflings can be tolerated.)Vhaeraun is handsome, even vain, and does not forget slights and deceptions.

Roleplaying Notes: Vhaeraun is proud, sometimes haughty, and bears grudges of legendary length. Any underhanded means and treachery is acceptable to him if it furthers his aims or is done in his serviceóbut if others so treat him or his people, it is a deep sin that cannot go unpunished.

Worshipers: NE, CE, LE

Clerics: NE, CE

Domains: Chaos, Drow, Evil, Travel, Trickery, Avarice, Pride

Lolth (Intermediate goddess - Chaotic Evil) - Lolth in detail

Lolth is a cruel, capricious goddess, thought by many to be insane. She delights in setting her worshippers at each otherķs throats, so that the strongest, most devious and cruel will survive to serve her. Lolth roams the Realms often, appearing in answer to the rituals of drow priestesses; and working whatever harm she can to the enemies of drow. She secretly wants to be worshipped by humans and elves of the surface Realms, and sometimes journeys among their communities, whispering of the power Lolth can bring.

Roleplaying Notes: Lolth is malicious in discomher dealings, and coldly vicious in a fight. She enjoys causing death, destruction, and painful torture. Even more, Lolth enjoys corrupting elves and humans to her service. In drow form, her direct physical embrace can act as a charm person (save at -4) on a human or demi-human of either sex. She customarily leaves a poisonous spider to aid, guard, and keep watch on those who personally serve her, and gives them any one magical item that she possesses or can seize. Lolth can appear kind, rendering aid to those she fanciesóbut she really cares only for herself; her favor and aid can never be relied on.

Worshipers: NE, CE, LE

Clerics: CN, LE, NE, CE

Domains: Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery

Ghaunadaur (lesser god - Chaotic Evil) - Ghaunadaur in detail

Legend whispers that the largest slimes, jellies, oozes, slugs, and other crawling things are intelligent, and worship their own gods. These tales go further: once, all such beings worshipped one god, who struck most of them mad in a fit of fury at some transgression. The deity ķs revenge stole their intellect. Consequently, many of its worshippers, and most of its power, ceased to exist. A few of the intelligent dwellers below remain enough to continue and spread worship of this fell deity. It still lurks somewhere in the Elemental Planes (perhaps on the planes of Earth, Ooze, or Smoke). This amorphous, dark purple blob with many tentacles is called Ghaunadaur (pronounced "GONE-ah-door"), That Which Lurks. Ghaunadaur and its giant roper servants have been worshipped for eons by various creatures of the Underdark, particularly lone or sub-intelligent "monsters" (whom it occasionally aids, in return for adulation). Evil beings seeking an alternative to established deities  including drow dissatisfied with the rule of Lolth have also begun to worship That Which Lurks. Most humans find the worship of Ghaunadaur (also known as "The Elder Elemental God", "The Elder Eye" or "Gormauth Souldrinker") disgusting, but there are secret, subterranean altars and cults to the Eye all over Toril, particularly in the older and more degenerate lands of the Sword Coast South, Thay, and Kara-Tur.

Roleplaying Notes: Ghaunadaur is unpredictable by human standards. It may aid worshippers who merely pay "lip service" to its rituals, even expending great power to grant permanent magical boons but may also devour or maim them, without warning. Ghaunadaur enjoys watching the hunting and devouring activities of large, horrible monsters, and the suffering they cause. Ghaunadaur is silent and terrible when outside the Inner Planes, but old records tell of jibbering, bestial "language" spoken in the deitys great "court" of mingled mud and gelatin pools. Ghaunadaur can communicate telepathically with all beings within 90' of his avatar, when present in Faerun.

Worshipers: NE, CE, LE, LN, CN, NG

Clerics: CN, LE, NE, CE

Domains: Cavern, Chaos, Drow, Evil, Hatred, Slime

Eilistraee (lesser goddess - Chaotic good) - Eilistraee in detail

Eilistraee, the""Dark Maiden" is the goddess of the good drow- those rare dark elves who yearn for a return to life in the surface Realms, an existence akin to that enjoyed by elves of the woodlands, left behind by the drow long ago. Eilistraee (pronounced "eel-ISS-trayee") is a goddess of song and beauty, worshipped through song and dance- preferably in the surface world, under the stars of a moonlit night. Eilistraee aids her faithful in hunting and swordcraft, and worship of her is usually accompanied by feasting. Eilistraee has worshippers of human, elven, and in particular half-elven stock (particularly around Silverymoon), and looks kindly upon the Harpers. She is usually seen only from afar, but her song (of unearthly beauty, driving many to tears) is heard whenever she appears.

Roleplaying Notes: Eilistraee is a melancholy, moody drow female, a lover of beauty and peace. The evil of most drow banks a burning anger within her, and when her faithful are harmed, that anger is apt to spill out into wild action. It is not her way to act openly, but she often aids creatures she favors (whether they worship her or not) in small, immediately practical ways. Eilistraee is happiest when she looks on bards singing or composing, craftsmen at work, lovers, or acts of kindness.

Worshipers: Female clergy only

Clerics: LG, NG, CG

Domains: Chaos, Charm, Drow, Elf, Good, Moon, Portal

Spiders and the Drow: Drow have a strong affinity for arachnids. Most of them worship the spider goddess, Lolth, whose priestesses dominate drow society and whose ritual Test is forced on many drow of 6th level or higher. The Test, as mentioned earlier, is an examination of loyalty and skills, and is thought to be infallible. Failure carries its own horrible price. Those who pass are rewarded with increased status in their community, usually with immediate promotion within the priesthood. Others are sent on a quest set by the goddess. This usually involves a dangerous mission against specific targets in the surface world. Even among drow who do not worship Lolth, an affinity for arachnids is strong. Spiders and similar creatures often dwell among drow communities, and are prominent in drow sculpture, art, and fashion. Drow door-carvings and frames, for example, are apt to sport a motif of repeating crawling spiders. Drow homes are often decorated by translucent, draped grey hangings that emulate spiderwebs. Even games of tag, especially the courting games of hide-and-seek played at festival-times by young drow, are known as spider hunts, and any battle or endeavor in which a drow dies fighting is known as his "last bite"

Languages: Drow speak Undercommon and a dialect of Elven that features many words and constructions borrowed from the languages of their Underdark neighbours. They also have an unique sign language (Drow Sign) that permits silent communication at a range of up to 120 feet. Drow Sign is not an automatic language for drow, a dark elf character must learn it either by sesignating it as one of his bonus languages or by scquiring it normally via the Speak Language skil (Unsupported).

Names: Drow names often feature double letters and are usually rather pleasing to the ear.
Male names: Adinirahc, Alak, Alton, Amalica, Antatlab, Baragh, Belgos, Bergķinyon, Bhintel, Bruherd, Calimar, Chaszmyr, Dinin, Dipree, Divolg, Duagloth, Durdyn, Elkantar, Filraen, Gelroos, Ghaundan, Gomph, Guldor, Hatchķnet, Houndaer, Ilmryn, Ilphrin, Istolil, Ranaghar, Istorvir, Jaraxle, Jeggred, Kalannar, Kelnozz, Krenaste, Krondorl, Lesaonar, Lyme, Malaggar, Masoj, Merinid, Mourn, Nalfein, Nilonim, Nym, Ghaundar, Ryltar, Omareth, Orgoloth, Pharaun, Quewen, Quild, Relonor, Riklaunim, Rizzen, Ryld, Sabrar, Seldszar, Shar, Nadal, Solaufein, Sorn, Szordrin, Tarlyn, Tathlyn, Tebryn, Tluth, Tsabrak, Urlryn, Valas, Vorn, Vuzlyn, Welverin, Wode, Yazston.
Female names: Akordia, Elvraema, Alauniira, Erelda, Alystin, Faeryl, Angaste, Felyndiira, Ardulace, Filfaere, Aunrae, Gaussra, Baltana, Gķeldriia, Belarbreena, Ginafae, Briza, Greyanna, Burryna, Haelra, Chalithra, Halavin, Charinida, Halisstra, Chessintra, Ilivarra, Dhaunae, Ilmra, Dilynrae, Imrae, Drisinil, Inidil, Eclavdra, Irae Elvanshalee, Irruit, Iymril, Jhanniss, Jhaelryna, Jhulae, Jyslin, Laele, Larynda, LiNeerlay, Lirdnolu, Lualyrr, Malice, Maya, Micarlin, Minolin, Molvayas, Myrymma, Nathrae, Nedylene, Nulliira, Olorae, Pellanistra, Phaere, Phyrra, Quarra,, Quave, Qilue, Rilrae, Sabal, Sabrae, Shiķnayne, ShriNeerune, Shurdriira, Shyntlara, SiNafay, Ssapriina, Talabrina, Talice, Triel, Tķrisstree, Ulviirala, Umrae, Viconia, Vierna, Vlondril, Waerva, Wuyondra, Xullrae, Xune, Yasraena, Zarra,, Zebeyana, Zesstra, Rauva, Zilvra.
Surnames: Abaeir, Abbylan, Argith, Blaerabban, Blundyth, Coborel, Coloara, Cormrael, Dalael, Dhuunyl, Elpragh, Filifar, Gellaer, Ghaun, Glannath, Hune, Hyluan, Illistyn, Jhalavar, Jusztiirn, Khalazza, Lhalabar, Luen, Mlezziir, Naerth, Olonrae, Omriwin, Pharm, Philiom, Quavein, Rhomduil, Rrostarr, Seerear, Ssambra, Telenna, Tlintarn, Tķorgh, Tķsarran, Uloavae, Veladorn, Vrammyr, Vrinn, Waeglossz, Wyndyl, Xarann, Xiltyn, Yauntyrr, Yauthlo, Yoeghķilķrymmin, Zaphresz, Zolond.

Adventurers: The vicissitudes of House fortunes make adventuring an attractive profession for many drow. Some drow adventurers forswear their race's cruel ways and seek to do good in the world. Others remain evil, unsing adventuring as a means of accumulating the power and magic necessary to avenge themselves upon the rivals who brought them low.

Regions: Abaethaggar, Abburth, Chaulssin, Charrvhelķraugaust, Ched Nasad, Cheth Rrhinn, Cormathor, Erelhei-Cinlu, Eryndlyn, Faneadar, Guallidurth, Haundrauth, Ithilaughym,, Llurth, Dreier, Luihaulenķtar, Baereghel, Maerimydra, Menzoberranzan, Rilauven, Sshamath, Sshanntynlan, Szithlin, Tķlindhet, Tyrybblyn, Uluitur, Undraeth, Vķelddrinnsshar,, Waethe Hlammachar, Yuethindrynn, Orlytlar

Sources: The Drow of The Underdark 2ed, Forgotten Realms - Underdark p.10,11, Races of Faerun
« Last Edit: April 19, 2017, 10:08:02 AM by Bastellus »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #6 on: March 02, 2007, 06:48:44 PM »

Ages past, when the elvenfolk were but new to the face of the earth, their number was torn by discord, and those of better disposition drove from them those of the elves who were selfish and cruel. However, constant warfare between the two divisions of elvenkind continued, with the goodly ones ever victorious, until those of dark nature were forced to withdraw from the lands under the skies and seek safety in the realm of the underworld. Here in lightless caverns and endless warrens of twisting passages and caves hung with icicles of stone, the Dark Elvenfolk, the Drow, found both refuge and comfort. Over the centuries they grew strong once again and schooled themselves in arcane arts. And if they were strong enough to face and defeat their former brethren in battle, the Drow no longer desired to walk upon the green lands under the sun and stars. They no longer desired a life in the upper world, being content with the gloomy fairyland beneath the earth that they had made their own. Yet they neither forgive nor forget, and above all else they bear enmity for all of their distant kinelves and faeries—who drove them down and now dwell in the meadows and dells of the bright world. Though they are seldom if ever seen by any human or demi-human, the Drow still persist, and occasionally they enter lower dungeon levels and consort with other creatures in order to work out their schemes and inflict revenge upon those who inhabit the world

Ecology: Unlike surface-dwelling elves, drow thrive in the light-deprived depths. Their darkvision exceeds that of most of the other denizens and provides a significant advantage. Their spell-lile ablities also give them a great deal of control over illumination.

Like most humanoids, drow shape their environment to suit them. They create cities and settlements near valuable resources such as potable water of mithral mines. They use slaves to farm mushrooms and other underground plants as well as domesticate monstrous spiders for use as mounts and guards.

Drow weapons and armor (usually made of adamantine or another metal unique to the Underdark) slowly lose their magical properties if exposed to the sun. Drow often employ hand crossbows, a weapon most consider exotic.

Environment: Most drow loathe the sun and prefer to dwell deep underground. They construct sprawling underground cities of stone and metal. Their grandest buildings have bizarre shapes with weirdly elegant sculptural adornments. Permanent effects that resemble faerie fire cover many of their buildings, giving drow cities a ghostly look.

After the great war amongst the elves, the drow were forced underground in what is now known as the Underdark, a vast system of caverns and tunnels spanning much of the continent. The drow have since built cities across the Underdark, becoming one of the most powerful races therein.

The most famous drow community is the subterranean city Erelhei-Cinlu, and its surrounding Vault, commonly called the Vault of the Drow. Drow are also known to dwell beneath the Domain of Greyhawk, where they worship elemental forces, and beneath the Pomarj.

Typical physical Characteristics: Drow characters are extremely intelligent, charismatic and dexterous, but share surface elves' comparative frailty and slight frames. Females tend to be slightly taller than males, though the difference is barely noticable to the untrained eye. Drow are characterized by white or silver hair, obsidian black skin, and red (or rarely gray, violet, or yellow) eyes, as well as innate spell-like abilities and spell resistance. This is balanced by their light sensitivity.

Drow males are commonly wizards or fighters. Females are almost always clerics and almost never wizards.

Half-drow are the result of crossbreeding between another race and a drow, and share characteristics of both. The term "half-drow" usually refers to one who is half drow and half human.

Alignment: As a race, drow are usually evil. Exceptions exist, the most notable being Leda, Nilonim, Jawal Severnain, Tysiln San, and Landis Bree, but these are highly unusual. In earlier editions, drow were chaotic evil. Beginning with Third Edition, drow are usually neutral evil. There have been encounters with nonevil drow, but these are distrusted as much as their brethren, due to their reputation.

Society: Drow society is primarily matriarchal, with priestesses of their evil spider goddess Lolth in the highest seats of power. Some drow, especially of the House of Eilserv, worship a nameless Elder Elemental God (said to have ties to Tharizdun) instead of Lolth. Males are considered inferior to females within drow society, and while some males may be respected if they are powerful wizards, they are never allowed to rule. The drow sometimes use their dark arts to turn humanoid slaves into living sculptures.

Drow society is based upon violence, murder, cunning, and the philosophy that only the strong survive (though in the Drow tongue, a quirk of the language creates a reversal of cause-and-effect; more correctly, it can be translated as "those who survive are strong"). Hence, most drow plot endlessly to murder or otherwise incapacitate their rivals and enemy drow using deceit and betrayal. Drow, particularly in higher positions, are constantly wary of assassins and the like. Their society, as a whole, is seemingly nonviable. The only reason they do not murder themselves to extinction is by the will of Lolth, working primarily through her clergy. Lolth does not tolerate any drow that threaten to bring down her society, and the clergy make certain that perpetrators cease their destructive actions by either threatening or killing them, depending on her mood.

There are exceptions to the rule, of course. Some communities of drow worship other gods (like Vhaeraun or Kiaransali) and thus their hierarchy changes, reverses the roles of males and females, or results in other differences in their social order.

Most drow societies hate surface elves, but will wage war with almost any surface race and other subterranean races, such as mind flayers, svirfneblin, duergar, kuo-toa, dwarves, and orcs, for spoils and territory.

Religion: The gods most commonly worshiped by the drow include Lolth, the Elder Elemental Eye, Keptolo, Kiaransali, Vhaeraun, and Zinzerena. Other fell entities and demon lords may also be worshiped. Kanchelsis is known to be worshiped by some drow.

Notable drow: Known drow of Greyhawk include Clannair Blackshadow, Derken Gale, Jawal Severnain, and Landis Bree of Greyhawk City; Tysiln San of the Valley of the Mage; Eclavdra of House Eilserv and her clone Leda; and Edralve of the Slave Lords.

The drow of the moon Celene include Queen Lililth "Darkmane," her advisor Xerolan'th, and the priestess Tathis Spiderheart. 

Erelhei-Cinlu: The alien and strangely disturbing buildings of Erelhei-Cinlu are crowded together in a welter which confuse any not born and bred to the place. Its crooked, narrow streets and alleys are dimly illuminated by signs scribed in phosphorescent chemicals and occasional lichen growths or fire beetle cages. Not even the Drow are certain what horrors lurk in the sewers beneath, but the rooftops are home to many sorts of large, huge, and giant spiders. The main ways of this ancient and depraved city are thronged with as unlikely a mixture of creatures as can be imagined. Green cloaked Illithids and Kuo-Toans rub shoulders with Dark Elves. Ghosts and ghouls roam freely, and an occasional shadow or vampire will be seen. Bugbears and troglodytes are common, as are other various servants and slaves of the Drow (dwarves, goblins, half-orcs, humans, and orcs are sometimes free inhabitants of the place). All are pale from dwelling in the sunless Vault. Trolls slink by evillooking men wearing the green garb. None are disturbed to pass a lesser demon or succubus, a night hag or mezzodaemon. These crowds part hurriedly for Noble Drow riding nightmares or the more powerful demons or nycadaemons, but those of the Dark Elves with pack lizards must slowly force their way through traffic. Beggars of all sorts are seen, and half-Drow thieves, pimps, and harlots are as common as the enslaved human and elven prostitutes displayed before certain establishments.

Between 8,000 and 9,000 Drow live in the city, and double that number of half-casts, servants, and slaves. To this permanent population can be added a thousand or so creatures visiting for purposes known only to themselves. The tiers and dungeons of Erelhei-Cinlu reek of debauchery and decadence, and the city's inhabitants are degenerate and effete. (Those with any promise and ability are brought out of the place to serve the fighting societies, merchant clans or noble houses. The rest are left to wallow in the sinkhole of absolute depravity which is Erelhei-Cinlu.) The most popular places in the city are the gambling dens, bordellos, taverns, drug saloons, and even less savory shops along the two main streets. The back streets and alleyways too boast of brothels, poison shops, bars, and torture parlors. Unspeakable things transpire where the evil and jaded creatures seek pleasure, pain, excitement, or arcane knowledge, and sometimes these seekers find they are victims. All visitors are warned that they enter the back streets of the city at their peril.


Erelhei-Cinlu is the principal city of the drow, built after the wars between the light elves and dark. It is uncounted centuries old.

Against the Giants/Vault of the Drow

House Eilservs was long the most powerful of Erelhei-Cinlu's noble houses, and long believed that the city should be ruled by a single queen of their house. When the other noble houses allied against the Eilservs to prevent this from happening, the Eilservs renounced the worship of the demon queen Lolth, turning instead to an Elder Elemental God. They then attempted to establish a puppet kingdom in the surface world dedicated to the worship of their new deity, hoping this would bring them enough power that their claims to supreme power in the Vault could no longer be denied. This scheme was thwarted by a band of adventurers in the Against the Giants series of modules.

The same adventuring party, including Frush O'Suggill, Beek Gwenders of Croodle, Cloyer Bulse the Magsman, Faffle Dwe'o-mercraeft, Flerd Trantle, Fonkin Hoddypeak, Gleep Wurp the Eyebiter, Redmod Dumple, and Roaky Swerked, then entered the Vault itself and assaulted the Eilservs estates and the Great Fane of Lolth itself. In the aftermath the Eilservs were ruined, their wealth and power shattered, and vengeful priestesses of Lolth turned on them to exile what remained. Many fled to the lesser drow city of Angrimm, which was subsequently overrun by the ghouls of the White Kingdom.

The Greyhawk Wars

During the Greyhawk Wars, the priestesses of Lolth in Erelhei-Cinlu allied with giants controlled by the Sakhut cloud giants to once again attempt to create a puppet kingdom on the surface world, this time controlled by Lolth rather than the Elder Elemental Eye. Geoff and Sterich fell to the giant marauders.

The Priestess Wars

Back in the city, the remaining noble houses squabbled for dominance. The Tormtor and Kilsek houses were the chief claimants, and the Tormtor elected to reject Lolth and embrace the worship of Kiaransalee to challenge the Kilsek's claim that their long devotion to Lolth had earned them the right to supremacy. The houses of Everhate and Aleval allied with the Tormtor, as did a group of extraplanar githyanki. With the Kilsek faction was aligned the houses of Despana, Noquar, Godeep, as well as the illithids who naturally opposed their githyanki enemies (most likely these were the illithids of nearby Dra-Mur-Shou).

As chaos and savage battles overtook the Vault, hundreds of drow died, as did hundreds of their mercenaries.

The war was finally ended after Eclavdra abased herself before Lolth and underwent a horrible punishment to prove herself. Surviving unmarred, she made a pact with her goddess whose nature remains obscure, but evidently involved seducing and betraying the demon lord Graz'zt. In reward, Lolth intervened personally to end the war. Though turning her concentration to this conflict cost the Demon Queen of Spiders her holdings in Geoff and Sterich, the war was ended definitively. House Eilserv was reinstated in power and House Kilsek was banished, replaced with House Vae.

Most recently, House Xaniqos has risen to power by exterminating the last of House Everhate. Also, House Norquar was displaced by the up-and-coming House Shi'quos by using rather nefarious means, such as assassination and extortion, along with leveling accusations of treason.

The drow of Erelhei-Cinlu have gained a certain perspective from these tumultuous events, replacing overt military schemes with more subtle scheming, at least for the time being.

Geography: Erelhei-Cinlu lies in a huge cavern, over six miles long and nearly as wide, beneath the Hellfurnaces known as the Vault (also known as the Vault of the Drow). A huge chunk of turnkeoite on the ceiling of the Vault gives the appearance of an alien moon, whilst much smaller deposits of other exotic minerals give one the impression of an starry night sky.

Major bodies of water within the Vault include the Pitchy Flow, the Weeping Spring that flows north and west into it, and the Mere of Glooms in the midst of the Weeping Spring.

Much of the Vault is filled with forests of lichens, crystalline growths, and fungi. Merchant estates are scattered south of the city, as are fortresses for the male and female orders of warriors. The city itself is built on the southern bank of the Pitchy Flow in the northern corner of the Vault. A single structure, the Flying Bridge, connects Erelhei-Cinlu with the other side of the Pitchy Flow. Across the river is a plateau containing the estates of the noble houses, and a tunnel leading to the Great Fane of Lolth.

The city of Erelhei-Cinlu is surrounded by a 30-foot-tall wall of seamless polished basalt, interrupted by 40-foot square towers at regular intervals. On the shores of the river, the wall is 50 feet high and without towers; the river wall is the exclusive domain of female soldiers.

The buildings of Erelhei-Cinlu are alien and strangely disturbing to human eyes, its streets narrow and crooked.

Religion: The principal religion of Erelhei-Cinlu is the worship of Lolth, the Spider Queen, whose greatest temple on Oerth is the Great Fane. Other deities worshiped by the drow of Erelhei-Cinlu include Keptolo, who is Lolth's Eager Consort, Kiaransali, and Zinzerena. Keptolo's temple is found in the center of the Concourse, where the main streets of the city intersect like the nexus of a web. The priesthood of Kiaransali is dominant in the Ghetto of Chattels, though always under the supervision of Lolth's priestesses. The Great Fane of Lolth is located in a separate cavern; worshipers must leave the city and cross the Pitchy Flow and the nobles' estates to reach it. In the Ghetto of Foreigners, along the Street of Lies, the drow permit the temples of deities worshiped by other races, including Nerull, Boccob, Ralishaz, Incabulos, Erythnul, Beltar, Raxivort, Vecna, and Tharizdun, though the temple of Tharizdun is more of a museum than an active place of worship (Dragon #298, 77). After the resurrection of Orcus, one of his temples is said to be found here as well (Underdark (2010), 71).

Languages: The drow speak their own dialects of the Elven language mixed with Undercommon, the common tongue of the Underdark. Drow often use Elven and Undercommon interchangeably, creating an effective pidgin language at times. Other races who come to the Vault of the Drow, including duergar, illithids, humans, and others, have their own languages but Undercommon serves as the lingua franca for trade.

Sources:, Canonfire!/Ghwiki, Monster Manual IV, wikipedia, Vault of the Drow 3ed
« Last Edit: July 01, 2017, 02:06:29 AM by Bluebomber4evr »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #7 on: March 02, 2007, 06:59:32 PM »

The Duergar, often called grey dwarves, live well-hidden in the darkness of the cold ground, reveling in mischief and evil deeds of all sorts and despising their cousins still living on a surface world now forbidden to them. Duergar and sullen, insular and tireless workers. They tend to be better neighbors than drow, but they are always eager to acquire new slaves to supply their labor needs. The duergar don't waste slaves in the sort of cruel spectacles other evil races enjoy - they simply work their captives to death.

Duergar are masters of treachery and deceit and are engaged in an everlasting struggle with the other races of the Underdark in their search for dominance over those realms. Drow are their fierce competitors in this domain, but duergar have surrounded themselves with such ingenuity that even dark elves have learned to respect them as capable adversaries. Duergar retain much of the dwarven race’s traits even if their metabolism has changed somewhat to adapt to their environment, and their communities have evolved into a well-oiled fighting power to be reckoned with. Duergar are not to be taken lightly. They are cunning and intelligent and, most of all can be very unpredictable.

Gray dwarves have few good points aside from courage and determination. They are avaricious, short tempered, sullen, violent and ungrateful. Duergar nurse grudges for a lifetime and never stop counting the slights (real or imagined) they've received. They believe that might makes a right, and they have no pity for those who are too weak to defend their property or themselves. On the positive side, duergar in minding their own business (so long as other folks don't have anything they want) and working hard to excel at their chosen crafts. No obstacle daunts a grey dwarf who has settled on a goal. Duergar may not have much loyalty to anyone other than themselves, but they never leave a job half-done.

History: Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.

Physical description:  The physiology of a Duergar is essentially dwarven, with an average height of 4 feet and the same general build of a dwarf, the duergar appear at first glance like their better known cousins. While their basic body style might be similar, a careful examination will note the duergar's emaciated body, grey skin, grey or colourless hair, and their most marked divergence from other dwarves; most duergar, male and female alike, are completely bald. Duergar generally lack any body hair whatsoever, with the few exceptions to this seen as freakish deviants by other grey dwarves. When duergar does begin to grow hair, he or she usually shaves it as quickly as possible. Growing hair openly is usually a mark or defiance, seen only in those grey dwarves who are outcast of their own kind. Certain duergar bear the signs of their earthen bonds more visibly than others. Few grey dwarves have body hair of any sort, but they do occasionally develop stony protrusions as replacements. While a duergar with rocky scales for eyebrows or a scalp covered in glittering quartz points would be considered a rare oddity, they would by no means be unheard of. In fact, such "earth touched" duergar are usually treated with grey reverence, as they usually possess a special kinship with the rock and stone that most gret dwarves lost long ago. It is no uncommon for these special duergar to hold positions of spiritual leadership.

A duergar's emaciated appearance is not an indication of weakness, despite the wasted look of a grey dwarf's muscles and flesh. Instead of muscular bulk, the duergar have developed strong, thick bones and extremely resilient tendons. This gives them the same strength as other dwarven races while seeming frail and thin; quite fitting to a race that is dedicated to deception and misdirection.

Psyche: A driving force pushes duergar deeper into the underground and makes them thrive in the dark: Lust for gold and gems, for precious metals. Duergar feel greed towards everything they see, from the caverns that surround them to the creatures they encounter and enslave. Anything a duergar comes into contact with is a potential possession waiting to be claimed and taken.

Mines are sometimes the source of pride of entire communities and whole clans are devoted to working them. The majority of each grey dwarven generation follows in the steps of their fathers and forefathers, becoming miners or engaging in a related profession by the time that they are adults. Blacksmithing and jewellery making are considered secondary professions, even if they do contribute to the growth of the clan's wealth.

Another valid way for duergar to contribute to the wealth of their clan is through the shadowy arts of thievery and assassination. Naturally quite and invisible, grey dwarves are well suited for such pursuits. It is a mark of pride among these twisted people to collect possessions from their slain victims; the more valuable the soils, the greater the value of the duergar in the eyes of his foul folk. Duergar inclined to murder and thievery also usually practice their storytelling skills, though this art is put just as dark a purpose.

How the duergar acquires this stolen wealth is just as important as its worth, because the grey dwarves greatly enjoy stories of death and suffering. Duergar rogues with the ability to relate the details of their exploits to their fellows can gain status and prestige. The bloodier and more heinous the acts performed by the storyteller, the more appreciated the story of their commission will be received by the duergar’s audience. In this way, duergar come together to share in vile tales and establish a sort of order amongst themselves- a ranking of dark deeds and darker words.

About the only thing considered inappropriate at these gatherings is a woman's voice. Women rarely gain status outside their clan and are not allowed a profession. Young girls are taught to obey their future husbands and care for their children. Tough they do not go into apprenticeships; they are trained in the home arts and excel at transforming the bare surfaces of their stone houses into pleasant living areas. These skills will determine a female's chance at being chosen as a brief by a wealthy family and at bearing the sons of a renowned house with pride. Her adult name is chosen when she becomes a spouse and is generally given by the clan of her new husband. She does not retain her previous possessions, except what she brings as a gift into her new house. Mysogyny is a shared value amongst Duergar.

Greed is nothing alien to the hearts of any dwarves. In the duergar, this avarice is heightened to an almost insane degree. Anything of value a duergar sees, a duergar wants. Practicality, usefulness and prior ownership have no bearing on this desire. Much of a grey dwarf's life is spent satisfying his greed or seeking out new things to want. This overwhelming desire is not limited to physical objects. This greed and the lengths to which a duergar will go to satisfy it are important steps towards understanding the duergar's people.

The trait that truly defines a duergar is neither greed nor violence. It is toil. While the grey dwarves do take slaves and force them into dangerous exhausting labour, they generally perform the same kinds of work themselves. The duergar are no strangers to their mines, working long hours with no rest or pause for food or drink. This is done as the grey dwarves' god demands of them, unceasing toil is sacrament among the Duergar.

While they are creatures of great hatred and evil, the duergar are also driven by the same passions and emotions as any other sentient race. They care for home and family, they honor their ancestors, and they can be moved to do great things in the name of their deity. They work to better themselves and their kind, they constantly strive to improve their living and working conditions, and they will give their lives to defend things they value. The duergar may be vicious enemies of all that travel the dark passages below, but they are also living creatures with lives that do not revolve around senseless combat.

Alignment: Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, using involving stealing from other gray dwarves. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal and cast out under penalty of death. Some clans secretly aid their outcasts – or encourage them to leave before they are found out. To return is to die. This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface race holds much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered.

Habitat: Unlit caverns deep below the surface, existing in the midst of a labyrinth of tertiary passages winding through the hard stone of the under earth, are where these shadowy grey dwarves make their homes. This confusing abyss of tangled caves is the domain of the secretive and isolationist duergar; a physical expression of the duplicity and darkness that exists in the hearts of those who lurk there.

The duergar do not find their maze-like territory confusing at all. Each cavern system's twists and turns are carefully mapped out by the specific clan of grey dwarves that claim them. By the time a duergar is twenty, the passages that make up his or her clan home is utterly committed to memory and can be traversed expertly even if utterly blind. This intimate knowledge of the cavernous geography around their clan homes is part of every grey dwarf's teachings with new passages added constantly as mining and exploration expand their claimed territories.

Society: The life of a duergar rotates around his clan, from his first step into the world to his last breath in the tunnels. The clan defines his fate, status and sometimes his position as a respected or feared member of the community. This bond is instilled at a very early age and is rarely broken.

Men and women have separate and specific roles in society. Although women have the responsibility of taking care of the babies, males and females of the clan are separated from each other, thus establishing sexual boundaries early in their infancy. They will not have further contact with one another until they have reached the age at which they are considered old enough to be married, with the bride being chosen for her husband by the clan.

Female duergar continue to be nursed and brought up by their mothers, but it is the father's duty to teach a male child about life and his role within the family. When the young boy reaches the age of responsibility, his father takes him to the mines, where he will work and learn about his environment and what he is expected to do as mature member of the household. If a young duergar demonstrates special talents such as magical or trade skills, he will be sent to an apprenticeship, paid for by the clan or bartered in return for future favors. These privileged youths will have the advantage of a better education and will be a source of great pride, as they new skills will allow the tribe to grow wealthier.

Before he can be fully considered as an adult, the boy has to earn his clan's name. The rite, called the Silent Year, consists of the young male leaving his clan caverns on the eye of his thirtieth birthday. Alone, he must survive the passage of a full year outside of the colony. Isolated, he will either fully develop his survival instincts or fail and die in the unforgiving darkness. Upon his return, the new adult will choose his name and take his rightful place. The clan will present him with a chosen bride, according to the dowry she is bringing and her merits as a good housewife. Duergar enter marriage as soon as they are recognized as worthy of bringing new sons into the clan.

Relations: Duergar are universally disliked by all other societies and even have trouble getting along with each other. Duergar can't stand drow, sensing condescension and mockery behind the elves' courtesy. The Duergar regard their Shield Dwarf cousins with particular bitterness, dating back to the Shield Dwarves' failure to succor Clan Duergar during the Mindstalker Wars: The Kin Clashes forever cemented the mutual animosity between the two dwarven subraces, a hatred that continues today. Gray Dwarves regard their Gold Dwarf cousins as arrogant rivals and potential threats, but trade is possible between the two groups. Gray Dwarves view the-surface-dwelling races-- Elves and half-elves, gnomes, halflings, half-orcs and planetouched -- with suspicion but willingly trade with those who are foolhardy enough to venture into the depths. The Duergar harbor a longstanding hatred of their subterranean rivals, the Drow and the Svirfneblin. Nevertheless, they regularly trade with both groups, pitting them against one another whenever possible.

Duergar deities: 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.

Deep Duerra, the daughter of Laduguer, is said to have been a great warrior queen who stole many secrets of the invisble arts (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.

Adventurers: Few grey dwarves have any time for nonsense which is how they view adventuring. However, individuals with no stomach for a life of increasing toil occasionally appear in duergar society and these rare duergar often find it expedient to strike out on their own before their fellows decide that they're no pulling their weight. Other grey dwarf adventurers are exiles or fugitives, driven out of their home cities by the vicious feuds that arise between rival clans.

The ever-present dangers of the all-enveloping darkness are taught to Gray Dwarves from a young age. Most receive some training as fighters or rogues to better defend their homes against those who would steal their hard-earned wealth. Clerics are common as well, for those who serve The Duergar gods (Laduguer and Deep Duerra) claim positions of relative positions of relative influence within their clan. Experts who combine traditional smithcraft with skill in the arcane arts are also much respected. Wizards are much more common than sorcerers among the Gray Dwarves.

Favored class: Fighter (The Underdark is a harsh and unforgiving environment, where only the strongest can survive. Gray Dwarf fighters have formed the bedrock of Duergar armies for generations, enabling them to hold off such varied threat as Aboleth, Drow, Illithids, Kuo-toa, and Svirfneblin.)

Prestige Classes: Gray Dwarves gravitate toward prestige classes such as assassin and blackguard. A few become Dwarven defenders. As with their cousins, The Shield Dwarves, The Gray Dwarves have a tradition of runemagic, and so a number of clerics become runecasters (not presently supported on this server).

Language and literacy:

-Main languages: Duergan (shield dwarven dialect, heavily influenced by Drow and Illithid languages.) and Undercommon.
-Secondary languages: Draconic, Drow, Giant, Goblin and Orc. Those who deal with inhabitants of the Realms Above often learn trace language common and those dealing with earth elementals can speak Terran. All Gray Dwarves are literate, expect for barbarians.

Combat: Ambushes and assassinations are preferred methods of battle.

Weapons: Centuries of having to fight for their survival in the darkest pits of earth have honed their metallurgy and martial crafts. While they do not surpass the dwarves of the mountains and hills in their knowledge of steel, they are at least their equals.

The tight caverns and twisting passages of their home have shaped the craft, resulting in a unique style of armor and weapons. Unlike the battleaxes and heavy plate mail of their distant brethren above, duergar have developed lighter arms better suited for the close-in conditions of their battlegrounds. This is not to say duergar cannot heft waraxes and belt on thick iron armor when the situation demands it, but their typical battle garb is considerably lighter.

For weaponry, most duergar prefer short swords, short spears, and picks. Duergar warriors defending the larger caverns of their clan homes are the exception to this rule and will most likely be carrying the most damaging weapons they can get. In these cases, duergar often carry their unique form of the dwarven waraxe - a spike backed sweeping axe blade mounted to a heavy steel or stone haft.

The armor of the duergar is almost always heavy leather or hide studded with circular metal discs. Those few exceptions among the duergar that wear heavier armor wear scale mail. Duergar armor is never polished or bright, every exposed metal surface is purposefully dulled.

Ranged attacks are of limited use in the confines of the duergar's caverns: this consequently has limited their development of missile weapons. The crossbow, which the duergar wield with deadly accuracy. In any battle that allows the duergar the distance to use ranged attacks at all, they unleash as many volleys of crossbow bolts as they can before closing into melee.

An important final note about the weapons and armor of the duergar is that whenever possible, they are silenced and dulled to keep from reflecting any light at all. Duergar scabbards have strips of hide built into them to steady and quiet their weapons. Duergar armor is backed with sections of leather to soften any noise it could make. Nothing on a duergar is allowed to hang free; every weapon and piece of armor is secured with cord and kept tight against the body.

Duergar of Greyhawk

Duergar have a number of communites below the Hellfurnace Mountains. One of their cities there is shared with a group of derro, with whom they are at war. The city is largely ruins, both sides paranoid and quick to assume any strangers are mercenaries, spies, or assassins working for their rivals. They are often found trading in the drow city of Erelhei-Cinlu. Duergar serve as the guard and police force of the illithid city of Dra-Mur-Shou, working with lesser devils. There are svirfneblin and duergar communities beneath Blackthorn. Duergar rally beneath the Abbor-Alz hills, led by a mysterious figure known as Father Eye.

In the Abbor-Alz, duergar wiped out a hill dwarf settlement and claimed their mines for their own. Soon, however, with the various duergar clans feuding with one another and the local human barbarians were promising war, they retreated back into the Underdark. Decades later they reemerged, better organized and equipped, under the leadership of their new leader.
« Last Edit: April 14, 2014, 11:12:08 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #8 on: June 28, 2007, 10:30:07 PM »
Shield Dwarf

Regions: Damara, Dwarf (shield), Impiltur, the North, Silverymoon, Vaasa, The Vast, and Western Heartlands.

Found largely in the northern reaches of western and central Faerun, shield dwarves are the dominant northern branch of the Stout Folk. Renowned for their smithwork and craftmenship, shield dwarves had 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, Haunghdamar, 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 ½ 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 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.

Shield dwarves have the life expectancy and age categories defined for dwarves in the Player's Handbook, but use the following random height and weight characteristics instead of those described:

Shield dwarf, male: 4'2”, +2d4, 145 lb., X(2d6) lb.
Shield dwarf, female: 4'0”, +2d4, 110 lb., X(2d4) lb.


Shield dwarves trace their history back to Taark Shanat, third son of the great ruling clan of Bhaerynden. In the legendary times more than twelve thousand years ago, the Great Crusader and his eight sons led a great westward migration of dwarves from Bhaerynden in hopes of founding a new homeland. The Cloaker Wars pitted dwarves who followed Shanat against the mysterious inhabitants of Rringlor Noroth, who rose from the depths of a great chasm in a battle for control of the caverns of Alatorin. The Stout Folk eventually prevailed, after Taark slew four blue dragons who claimed the Rift of Dhalndar as their demesne. By the hand of one of the dwarven gods, probably Dumathoin, the skulls of the four wyrms cam together with a throne that emerged from the cavern floor to form the Wyrmskull Throne. Taark renamed the wyrms' lair Brightaxe Hall and founded of the kingdom of Alatorin. Shield dwarves mark the founding of Alatorin as the beginning of the First Great Age of Shanatar.

One Alatorin was established, the eight sons of Taark Shanat set off to found their own kingdoms in the caverns to the north (beneath modern-day Tethyr and Amn). Each son claimed one of the children of Moradin as his patron deity and so each of the subkingdoms they established became tightly linked with the church of that particular god or goddess. Around -9000 DR, skirmishing broke out between the eight northern kingdoms, as each fought to extend its borders at the expense of its neighbors. Over time, the skirmishes evolved into open warfare, pitting thousands of dwarves against one another.

While these wars raged, the drow of Guallidurth took advantage of the dwarves' distraction to attack the caverns of Alatorin, which were far removed from the frontlines of the fighting. The First Spider War was fought from -8170 DR to -8150 DR and ended with the capture of Brightaxe Hall and the collapse of Alatorin. Aghast at their folly, the eight reigning kings of that era forged an armistice, and turned their armies against the drow. The Second Spider War raged from -8145 DR to -8137 DR, and ended with the drow retreating from the caverns of Alatorin.

In triumph, the eight kings marched their armies back into Brightaxe Hall, pledging never again to fight on another. Seeking to reclaim the vision of Taark Shanat, the eight kings pleaded with their gods to pick one of them to sit on the Wyrmskull Throne. In response, the gods revealed the visage of the reigning king of Ultoksamrin, high priest of Dumathoin. Shield dwarves mark this event as the beginning of the Second Age of Shanatar and the elevation of Dumathoin as patron of their race.

Despite their newfound unity, dissension still lurked within the breasts of many of Shanatar's citizens. The kings of both Barakuir and Drakkalor both thought that they were entitled to sit on the Wyrmskull Throne, backed by the whisperings of their gods who had sought to have Moradin name them patron of the shield dwarves. Before such dissent could erupt into open strife, the illithids of Oryndoll attacked the eastern subkingdons in -8100 DR, beginning a conflict that came to be known as the Mindstalker Wars to the dwarves and the War of Cloven Thoughts to the mind flayers. The illithids were driven back by -8080 DR, but in their wake the surviving Stout Folk discovered that the caverns of Barakuir, which had been cut off in the early days of the fighting, lay empty, Clan Duergar had been carried back to the thralldom in the mind flayer's realm.

The Second Age of Shanatar lasted for nearly 1,800 years. Around -6150 DR, the drow of Guallidruth once again attacked the caverns of Alatorin. The Third Spider War lasted nearly thirty years but ended with the Stout Folk abandoning Brightaxe Hall to the drow. The dwarven refugees brought the Wyrmskull Throne with them, marking the end of the Second Age of Shanatar.

As the Third Age of Shanatar dawned, the emperor of Shanatar made plans to establish a new subkingdom in the Realms Above. Dwarven scouts were sent up to the surface around -6100 DR, where they allied with humans of the region to oust the remaining djinni despots. The alliance between the dwarves and the humans quickly foundered because the rulers in Coramshan turned to evil gods. In response, the dwarves claimed the surface lands north of the Marching Mountains as their won, establishing the kingdom of High Shanatar around -5960 DR.

High Shanatar flourished for centuries under the rule of House Axemarch, but the seeds of its destruction were planted within a century of its establishment. A conflict over a looted tomb led to skirmishing and eventually open warfare. The First Kingdom of Mir was established after Iltaker fell to Murabir Mir of Coramshan in -5330 DR, marking the beginning of the centuries-long expansion of Calimshan at the expense of High Shanatar. By -2600 DR, the last known dwarves of High Shanatar had fallen on the northern banks of the Sulduskoon River, and High Shanatar was no more.

As High Shanatar struggled to hold on to its territories in southwestern Faerun, Deep Shanatar struggled with challenges of its own. Successive waves of emigration led many young dwarves north to found new realms but also depleted the ranks of those who remained. Over time, the northern kingdoms of Drakkolor, Korolnor, Sondarr, Torglor, and Xothaerin slowly dwindled away as their inhabitants migrated north. The kingdom of Oghrann was established beneath the Plains of Tun in -5125 DR. The coastal realm of Haunghdannar was established in the northern Sword Mountains and along the northern Sword Coast in -4974 DR. Ammarindar was founded beneath the Graypeak Mountains around -4160 DR, and Delzoun, the Northkingdom, rose beneath what is now the Silver Marches around -3900 DR.

Unfortunately for the shield dwarves, their conquests in the North proved illusory, and the glory of Shanatar was never reborn. Oghrann fell in -3770 DR, and Haunghdannar in -3389 DR. Delzoun and Ammarindar lasted many more centuries, but the Northkingdom eventually succumbed in -100 DR, and Ammarindar was overrun in 882 DR by lingering horrors unleashed by the Netherese of Ascalhorn.

In the South, after centuries of decline, the final fall of Deep Shanatar was precipitated by the Stout Folk themselves. Impelled by centuries of bitter resentment, Clan Duergar invaded Ultoksamrin and Holorarar around -1800 DR in a series of conflicts know as the Kin Clashes. Only Iltkazar survived the gray dwarf invasion, leaving Shanatar fallen in all but name.


Despite their centuries-long decline and deserved reputation for dourness and cynicism, shield dwarves have never succumbed to fatalism. Shield dwarves had 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 face'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 hope 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 others beasts. Since the Thunder Blessing, the question for many young shield dwarves is not why they should become adventurers, but why they should not.

Shield Dwarves Characters

Constant warfare with orcs, goblins, trolls, and giants have imbued a strong martial tradition in shield dwarf culture. Most dwarves learn to defend their homes and clan, with fighters, paladins, and martial clerics being commonplace. Other shield dwarves focus on time-honored skills, following the path of the expert or rogue. Arcane spellcaster are quite rare, with few of sorcerous inclination. Common multiclass combinations include fighter/cleric, fighter/paladin, and fighter/expert.

Favored Class: A shield dwarf's favored class is fighter. For centuries shield dwarves have fought a war of genocidal destruction against orcs, goblins, trolls, and giants of the North. Fighters have always served at the core of shield dwarf armies, even defiant in the face of overwhelming odds.

Prestige Classes: Battleragers (not presently supported on this server) are legendary dwarven warriors who can enter a divine battle frenzy through ritualistic singing. Given to drinking, rowdy and boisterous singing, and drunken dancing, battleragers love to plunge into close quarters battle, heedless of any danger.

Shield dwarves of some accomplishment frequently adopt the dwarven defender prestige class, and many of their clerics become runecasters (not presently supported on this server).

Shield Dwarf Society

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 accomplishments now count for more than longstanding tradition of the dictates of class elders. Shield dwarves 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 funeral 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 posrt 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 the venerations of the Morndinsamman, but most are quick to learn the local trade tongue and make friends with other races.

Language and Literacy

Like all dwarves, shield dwarves speak Dwarven and employ the Dethek rune alphabet. They also speak Common. The primary shield dwarven dialect, Shanatan, dates back to the founding of Shanatar and is still spoken by dwarves along the Sword Coast from the Shinning Sea to the Spine of the World. To the east, in northcentral Faerun, most shield dwarves speak the Galenan dialect, strongly influenced by the Damaran human tongue.

Common secondary languages reflect the extensive trading contacts maintained by shield dwarves with their neighbors in the North and include Chondathan, Illuskan, and, to a lesser extent, Elven and Gnome. The shield dwarves of northcentral Faerun are more apt to learn Damaran than Illuskan as a secondary language. Many shield dwarves also learn the languages of their traditional foes, including Draconic, Giant, Goblin, and Orc.

All shield dwarf characters are literate except for barbarians.

Shield Dwarf Deities

Shield dwarves have venerated the dwarven deities of the Morndinsamman since the dawn of Shanatar, although their mythology has evolved significantly over the millennia. Taark Shanat and his followers in Alatorin venerated Moradin and Berronar, but worship of those deities receded as Taark's eight sons set out to found their own kingdoms, each choosing a patron deity of his won from among the eight children: Dumathoin, Laduguer, Abbathor, Clangeddin Silverbeard, Vergadain, Sharindlar, and the twins Diinkarazan and Diirinka.

When the eight kings came together to choose who would first sit on the Wyrmskull Throne, Moradin selected the king of Ultoksamrin, who was also the high priest of Dumathoin. This act cemented the Silent Keeper's position as patron deity of the shield dwarves but strongly disappointed Dumathoin's chief rivals, eventually leading to Laduguer's bitter exile and Abbathor's enduring corruption. By the fall of Shanatar, the shield dwarves had abandoned the worship of Laduguer, Diinkarazan, and Diirinka, while younger gods such as Thard Harr, Gorm Gulthyn, Marthammor Duin, Dugmaren Brightmantle, and Haela Brightaxe had arisen.

Dumathoin is considered the patron of shield dwarves, and his church has by far the most adherents among shield dwarves. Miners and smiths venerate the Silent Keeper, but he also has a small following among those good and neutral-aligned shield dwarves seeking secrets of arcane lore. The Mountain Shield is also considered the guardian of the dead and is propitiated by most shield dwarves during burials. Dumathoin's clerics take charge of all burials, inter the dead in secret vaults, and guard the funeral wealth of great shield dwarves.

Marthammor Duin, the Finder-of-Trails, is venerated be those shield dwarves who consider themselves Wanderers. He watches over good-aligned adventurers, craftsfolk, explorers, expatriates, travelers, and wanderers. Marthammor has a secondary aspect as the dwarven god of lightning, which curiously has attracted a small growing number of wizards and sorcerers who specialize in evocation magic.

Relations with Other Races

Shield dwarves get along with most other dwarven subraces, although they regard gold dwarves arrogance as naive and have little understanding for their barbaric wild and arctic dwarven kin. Shield dwarves have a longstanding enmity for the descendants of Clan Duergar, dating back to the Kin Clashes that marked Shanatar's final chapter, and they attack duergar on sight.

Despite centuries of squabbling with elves and half-elves, shield dwarves have always managed to put aside their differences with the Tel-quessir in the face of outside threats. Shield dwarves have always gotten along well with gnomes, particularly rock gnomes and deep gnomes. Colored by their experience with lightfoots, shield dwarves find halflings to be somewhat unreliable buy easy to get along with. Shield dwarves get along well with most humans, particularly Illuskans, Tethyrians, Chondathans, and Damarans.

Shield dwarves see half-orcs as little better than their hated brethren, although exceptions do exist. The Stout Folk of the North associate most planetouched with the horrors of Hellgate Keep and view them with suspicion. Earth gensai are a notable exception and are commonly welcomed in dwarven delves across the North.
« Last Edit: April 14, 2014, 11:12:31 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #9 on: June 28, 2007, 10:31:01 PM »
Gold Dwarf

Regions: Dragon Coast, dwarf (gold), Unther, Western Heartlands, Gold dwarves native to the Great Rift should select the gold dwarf region.

Found largely in the South in the immediate vicinity of the "Great Rift", gold dwarves are the dominants southern branch of the Stout folk. Renowned not only for their prowess and legendary wealth, gold dwarves have maintained their empire for millenia, unbowed by the passage of time.

For generations, the Deep Kingdom of the gold dwarves has stood unconquered, dominating te surface lands and subterranean caverns that sorround 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 te South and the rest of Faerūn, including the Smoking Mountains of Unther and the Giant's Run Mountains of the Shining Plains.

Averaging 4 feet tall and weighting 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 bears and mustaches. Hair color ranges from blackto 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 worl us but raw material to be worked into objects of great beauty. Unlike the long-beleaguered shield dwarves, gold dwarves do not share the pessimism or fatalism of their shield dwarven bretheren. To the contrary, having seen the rise and fall of countless Elven, human and shield dwarven emprires, their endurance has fostered a deep-seated belief that their traditions and culture are superior to those of all races.


Fiunded more than sixteen thousand years ago, the original dwarven homeland of Bhaerynden occupied a vast cavern deep beneath the southern plains ruled by the elves of Ilythiir. Bhaerdynden claimed great swaths of the Underdark, but remained largely unknown in the Realms above. Little is known about the history of Bhaerdynden except that a great exodus of dwarves led by Taark Shanat the Crusader left to found a new kingdom in the west about -11,000 DR. The end of the Elven Crown wars and the descent of the Drow in the years after -10,000 DR directly precipitated the fall of Bhaerynden. The first drow civilization arose in the southern Underdark around -9600 DR, but the drow quickly directed their anger against the Stout folk. Whitin the space of six centuries, the Sout folk had been scattered and the drow empire of Telantiwar ruled supreme in the dwarf-carved halls of fallen Bhaerynden.

The collapse of the cavern of Bhaerynden destroyed Telantiwar and created the Great Rift, scaterring the drow around -76000 DR, Gold dwarves believe Moradin destryoed Talantiwar with a blow of his Axe, but scholars of other races have suggested that the drow weakened the cavern roof through excessive tunneling and reliance on magic to support the ceiling's weight. In the aftermath of Telantiwar's fall, there was a great scramble to claim new territory in the Underdark. The Stout folk quickly returned to their ancestral home and established the Deep Realm, occupying lesser caverns and miles of tunnels spreadingout under the Eastern Shaar. Drow refugess claimed lesser caverns to the north, south and west of the Great Rift's establishing cities in nearby lands.

In the Millenia that followed, the Stout folk of the deep realm became down as gold dwarves. Once the borders of their realm were firmly established and defended, they set about building great subterraneans cities and harvesting the bounty of the earth. While external threats from the drow and other Underdak races such as Aboleths, cloakers, illithids, ixzams and kuo-tom never entirely abated, no other race could match the unity of purpose evinced by the gold dwarves, and the sanctity the Deep Realm was never challenged. The dwarves profited in trade with each successive human empire that reached their great Rift, including anciant Jhaamdath, the fold of Mulhorand and Unther in their heyday, the Shoon Imperium at its height and in more recent centuries the mercantile Chondathan nations of the inner sea.

In 1306 DR, the Thunder Blessing shook the gold dwarves out of their millenium-long quiscence. In the decades that followed, a burgeoning population forced the gold dwarves to seekout new caverns to claim and settle across the South, upseting the long held status quo of the southern Underdark. THe largest exodus to date from the Deep realm began in 1369 R, when the Army of Gold set out on a great crusade to reclaim the caverns of Taark Shanat and restore the glory of Shanatar, the ancient kingdom of the shield dwarves. That expedition has become bogged down in warfare with the Army of Steel, dispatched by the Gray Dwarves of Underspires. Fierce battles rage in the tunnels beneath the Lake of Steam and clovern mountains.


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 adherance 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 imporant 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 long-standing tradition of adventuring found in their shield dwarf cousins in the noth. 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 as entered into their blood.

Gold dwarf Characters

Gold dwarves are painfully aware that many once-proud empires have been brought low, and they are therefore vigiland about maintaining their own. The kneen awareness gold dwarves hold of the dangers to their eternal rule ensure that all gold dwarves are trained to fight from a young age. Most are trained as fighters, although clerics, paladins, rangers, rogues and even the occasional arcane spellcaster play important roles in defending the Deep Realm. Gold dwarf sorcerers usually trace their ancestry back to a powerful dragon or some creature of elemental earth or fire. Common multi-class combinations include fighter/cleric, fighter/paladin.

Favoured Class: A gold dwarf favourite class is fighter.

Prestige classes Battleragers (not presently supported on this server).

Gold dwarf Society

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 pety, 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 ingold dwarf society as does the never-satiated grasping for more riches. Pride and honor play an important rile in all aspects of every day life, for disgrace applies not only to oneself, but also to kin, clan and ling-dead ancestors.

Gold dwarves are raised in tight family units, but the clan elders play an important oversight role in upbringing of every child. Book learning is common, as is an apprentiship 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 presige, 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 geromtocracy that strongly enforces traditional practices. Families and clans are expected to honor their elders in death with elaborate funeral rites and tombs befitting the deceased reputation.

Outsider 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.

Language and literacy

Like all dwarves, gold dwarves speak Dwarven and employ the Dethek rune alphabet. They also speak Common. the trade language of the wol above. The primary gold dwarfven dialect (sometimes refered to as Rift-speak) has changed little since the glory days of Bhaerynden. Gold dwarves dwelling in the colonies in Unther and the Giant's Run often learn the languages of nearby lands.

Common secondary languages reflect the extensive trading contacts maintained by gold dwarves with their neighbors in the south and include shaaran, Untheric and to a lesser extent, Durpari, Dambrathan, Mulhorandi Halfling and Halruaan. Gold dwarves who have extensive contact with other subterraean races often learn Terran, Gnome or undercommon. All gold dwarves characters are literate except Barbarians ( who are very unusual ).

Gold Dwarf dieties

Gold dwarves have venerated the dwarven deities of the Mordinsamman since the founding of Bhaerynden, but centuries of relative isolation and security have made their culture far less religeous in nature than their shield dwarven kin. Among gold dwarves the churches of Moradin and Berronar are so predominant and have been for so long that many dwarven dieties enjoy little more than token obeissance. High ranging clerics of both faiths command a great amount of institutional authority in gold dwarf society. The clerics of Berronar's faith are responsible for preserving records of the extraordinarily ancient genealogy of the noble families and serve as guardians of tradition in the home and community.

All gold dwarves revere the Soul Forger as the founder of the dwarven race, and his church is the predominant faith of the Deep Realm, centered in Monastic city of Thuulurn. Moradin's clerics sponsor many crafsfolk, particularly amourers and weaponsmith's, and serve as the principal judges and magistrates of gold dwarf society. THe Soul Forger's faithful are drawn primarily from those who labor as smiths, craftfolk or engineers, but he is also seen as the protector of the entire dwarven race and is thus worshipped by many lawful good dwarves regardless of profession.

Relation with other Races

Confident and secure in their remote home, gold dwarves have a well-deserved reputation for haughtiness and pride. They look down on all other dwarves, even shield dwarves and gray dwarves whoses achievements and kingdoms have matched the glory of their own. Gold dwarves regard elves and half elves with suspicion after generations spent battling their deep dwelling cousins. Gnomes particularly deep gnomes are well regarded and welcomed as trading partners. Their impression of halflings is shaped by the strongheart, inhabitants of Lurien, whom gold dwarves find to be suitably industrious and forthright.

Gold dwarves know little of half-orcs, but usually lump them with the rest of Orc and goblinoid scum. Gold dwarves are very cautious in their dealings with humans, having found great variability in their dealings with Chondathans, the folk of Dambrath, Durpari, Muan, Shaarans, and Halrunaans. Planetouched are almost unknown but are usually viewed in the same light as the Mulan, since most planetouched the gold dwarves encouter are either Mulan Aasimar or earth genasi followers of Geb.
« Last Edit: April 14, 2014, 11:12:41 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #10 on: June 28, 2007, 10:31:52 PM »
Moon Elves

Regions: The Dalelands, Elf (Moon), Evermeet, The High Forest, The North, Silverymoon, the Western Heartlands.

The most common of the elven subraces of Faerūn 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.

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 embroided 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 of tatoos in mystic patterns, although not to extent the wild elves do.

Moon elves have the life expectancy and age categories defined for elves:

Moon elf, male   4,10   +2d10    90lb.    x(2d4) lb.
Moon elf, female   4,5   +2d10    70lb.    x(2d4) lb.


Although the moon elves were not the first elves to migrate to Faerūn, they comprised the largest migration. Even in the ancient past, their joy for travel seems to have been present, for they came to faerūn in great numbers indeed. The moon elves wanted to explore this new world rather than settle down, and so did not establish nations of their own for some time, preferring to settle in other elven nations, such as Othereir and Keltormir. The only one of the ancient elven nations that the moon elves could truly call their own as Orishaar, which was defeated in -11,200 Dr by the Ilythiiri.

Following the Crown Wars, moon elves helped to raise many of the nations of the second generation of elven realms. Survivors of Orishaar, in conjunction with clans from other realms that had been destroyed during the Crown Wars, founded the secret refuge of Evereska in -8600 dr, and many moon elves populated the glorious realm of Cormanthyr, founded in -3983 dr in the woods of the Elven Court. One by one the old elven realms faded away, until the fall of Myth Drannor in 714 dr left Evereska as the last moon elf city in Faerūn. Many nomadic moon elf bands still roamed the great forests of northern Faerūn, but no new elven kingdoms rose after the fall of the second generation realms.

Despite the fact that only a single realm of moon elves has survived the ages since the Crown wars, the moon elves have fared well compared to many of their elven kin. Content to gather in small, secretive and relatively short-lived settlements or to somply wander across the wild lands of faerūn as their hearts call them, the moon elves have built few places worth destroying. When the Elven Retreat began, the moon elves were slow to heed its call, and even then answered the call in much smaller numbers than did the sun elves and other elven races.


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 hapiest when traveling, especially across the expanses of untrodden wilderness that still survive in Faerūn. This is probably the single greatest reason why they are so much more friendly and accomodating 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 in 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-plundernig slayer of monsters.

Moon Elf Characters

More so than other elves, moon elves are drawn to a variety of paths. They have a great love of music and make excellent bards. Moon elves do not posses the depth of reverence for Seldarine the sun elves do, nor the bind with nature of the wood elves, but clerics and druids are not uncommon among the subrace. Many moon elves are skilled warriors and have at least some levels in the fighter class, as they have long made up the bulk of the elven armies. But moon elves prefer stealth over strenght and often choose to become rangers or rogues instead. Finally, like all elves, moon elves are enamored of magic and a great number take up the wizards' arts.

Favoured class: Moon elves share a natural affinity for arcane magic with the sun elves, although they tend to be more impulsive with their spells. Unlike their more discipline kin, moon elves frequently pursue two or more paths at the same time, combining the study of magic with the arts of swordmaster or the rogue. Their favoured class is wizard.

Prestige Classes:  Bladesinger (not presently supported on this server), arcane archers, Harpers.

Moon Elf Society

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 an poems are lighter and often quite humorous; tragedies have tehir 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.

Language and literacy

All moon elves speak elven, common and the human language of their home region. Their nomadic nature encourages them to pick up additional languages as they travel as well, and most moon elves can speak at least one or two additional languages beyond these. Common choices include Auran, Chondathan, Gnoll, gnome, halfling, illuskan and Sylvan.

All moon elf characters are literate except barbarians.

Moon Elf Deities

Moon elves worship the Seldarine. A moon elf identifies with all the elven deities, but usually chooses one as a patron deity above the others. Unlike their sun elf cousins, many moon elves worship the elven deity Angharradh, who they believe to be a melding of the three godesses Sehanine, Aerdrie Faenya and Hanali Celanil. The moon elves view her as equal in power to Corellon Larethian, who is often regulated to the status of a consort. Moon elf religeous ceremonies are exuberant, joyful and loud. Even deeply religeous moon elves recognize that some ceremonies and festivals are simply excuses for revelry.

Relations with the other Races

Of the elven subraces, moon elves are the most tolerant of non-elves. They travel with hundreds of different races throughout her life. Moon elves find diversity of Faerūn's races to be intoxicating and forever surprising and they specially value the insights of other races because they often think of things no elf would ever consider. This openness and willingness to accept new ideas is regarded as foolish and dangerous by other elves so ironically their own kin often give moon elves the coolest receptions.

Despite their open minds, moon elves have little patience or interest in the various evil beings and they hold Orcs and gnolls in particular contempt. They avoid regions where such cultures hold sway, although moon elf adventurers often infiltrate these areas to spy on them. The moon elves share with the other elven subraces a hatred and loathing for the drow.
« Last Edit: April 14, 2014, 11:16:48 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #11 on: June 28, 2007, 10:32:37 PM »
Sun Elves

Regions: Elf (Sun) Evermeet, The North, Silverymoon, Western Heartlands.

Racial Prestige class: Bladesinger (not presently supported on the server)

The majority of Faerūn's sun elves live on Evermeet, having abandoned what remained of their ancient realms during the centuries following the falls of Illefarn and Cormathyr. 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 of legends are made of, an integral part of the history of Faerūn for thousands of years. The Sun elves certainly know this, for they distance themselves from non-elf races and often wont let such "lesser beings" into their lands.

Sun elves have bronze skin, hair of golden blind, 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 unhearthy 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 moreso than the Avariels, whose haughiness is rooted in pity for the landbound races. Sun elves believe that they are the true elven race, the builders and leaders of the elven realms, and that the other elven subraces fail to live up to the solemnity and dignity of their ancient stock.

Sun elves are unusually long-lived, even for elves, and use the following aging effect chracteristics:

Elf, Sun     210   315    420   =6d% years.

Like most Faerūnian elves, sun elves are comparatively tall and thin and they use the random height and ewight chracteristics:

Sun Elf, Male        4,10"    +2d10   90LB.   x(2d4) Lb.
Sun Elf, Female     4,5"    +2d10   70LB.   x(2d4) Lb.


THe sun elves migrated to Faerūn at the same time as the moon elves, and the dark elves. Although they were the least numerous of the three peoples, they nonetheless quickly established several great nations, including Aryvandaar and Otheirer. Under the leadership of House Vyshaan, a dynasty of Sun elves, the nation of Aryvandaar in particular soon became the most powerful elven realm of its time.

The Vyshaanti were agreesive expansionists, and their obssesion with increasing the size of their empire at the expense of the other races is thought to be the major cause of the terrible Crown Wars of ten thousand years past. After the Fift Crown War, the Vyshaanti were finally overthrown and the sun elves returned to a less agressive lifestyle that has changed little over the intervening millenia.

The next great nation founded by the sun elves was Cormathyr in the yeay -3983 dr, this time they chose to build a realm founded on compassion, lore and subtle magic instead of military might and great battle-mages. As a result, the nation was much kinder and more powerful in the long run, and the elves of Cormathyr accomplished many amazing magical wonders. For thousands of years, Cormathyr stood as the most powerful realm in northern Faerūn, eclipsed only briefly by Netheril at its height. From their city of Myth Drannor, in the heart of the forest, the Coronals of Cormathyr checked for centuries the burgeoning strength of young human lands such as Cormyr or Sembia that rose in the years after Netheril's fall.

The raising of the Standing Stone and the Dales compact of 0 dr, peaceful though they were, signaled thebeggining of the end of elven might in Faerūn. Although Myth Drannor achieved its greatest flowering in the years of peaceful human and elven coexistance, its days were numbered. Cormathyr finally fell in 714 dr, when an overabundance of portals in the vicinity of Myth Drannor weakened the boundaries between wolds, allowing a disastrous invasion of fiends.

Today, the bulk of Faerūn's sun elves live in a third great nation, the distant island of Evermeet. First settled in -9800 dr by sun elves from Aryvandaar, the young realm's remoteness protected it from the ravages of the Crown Wars and the ensuring rise of human power on Faerūn. For more than ten thousand years, Evermeet has been the safest haven for elvenkind and the hidden refuse of elven civilization. From Evermeet, came the call for the Elven Retreat in 1344 dr, and the sun elves of Faerūn felt that call most deeply of all the elven peoples.

Now that the Retreat has ended, the haughty sun elves are among the last to return to Faerūn. Most sun elves still prefer to remain sequestered on their island nation, even though recent events have proved that Evermeet is not safe from harm. Today, the only large community of sun elves remaining in Faerūn is the hidden city of Evereska, on the borders of Anauroch.


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 pleant constructive pursuits.

Sun elves are the least likely of the elven subraces to take up the adventurer's path. They seen little poiint 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 adventuers make it their lifelong task to observe the other peoples of faerūn 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 the lore of their people by exploring ruins of ancient empires all across Faerūn.

Sun Elf Characters

Sun elves favor the traditional paths of the elven folk; fighter and wizard. No sun elf could truly be described as a Barbarian, although a sun elf raised among wilder kin might, on very rare occasions choose to take levels in the barbarian class. They make good bards and even if they are not noted for their light-hearted revels, the ancient songs and lore of a learned bard are worthy of a sun elf's respect. Sun elves are also foremost clerics and paladins among the elven races. The arts of stealth and archery are not widely practiced among sun elves, so rangers and rogues are relatively scarce among them.

Favoured Class: Sun elf society and culture is steeped in a fascination with magic and learning. They often become incredibly talented wizards, and their natural intellect makes them powerful ones as well. Few sun elf adventurers do not take up the study of magic at some point in their careers.

Prestige Clases: Archmage (not presently supported on this server), Loremaster (not presently supported on this server), arcane archer, bladesinger (not presently supported on this server)

Sun Elf Society

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 bloodline back to the Frist 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.

Language and literacy

All sun elves speak Elven, common and the human language of their home region. Although they often learn other languages (In particular Auran, Celestial, Chondathan, gnome, halfling, Iluskan and Sylvan) they prefer to use magic to communicate with neighbors or simply insist that visitors learn Elven. Many sun elves choose to study dead languages such as Aragrakh, Loross or Seldruin in order to increase their access to ancient works and lore.

All sun elves are literay except for barbarians if any exist.

Sun Elf Deities

Religion infuses every aspect of sun elf society. Sun elves believe themselves to be the chosen representatives of the Seldarine in the moral realm, and are quick to offer prayers of thanks to their deities. These prayers and ceremonies are invariably long, drawn-out affairs during which loud voices, merry songs, or joyful worship are deemed disrespectful. Religion is a serious, solemn subject to the sun elves. They worship all the Seldarine equally and most choose Corellon Larethian as their patron.

The sun Elf devotion to magic skill at arms and the superiority of elven civilization means that they have a great and abiding veneration for the leader of the leven pantheon. Like their own nobles, Corellon is a wise, generous and firm leader who brings forth beauty in the world then defends his work resolutely. Clerics of the church of Corellon advice the rulers of sun elf communities and Corellon's clerics form the heart of a sun elf army when the sun elves must take the field to defend their lands.

Sun elves also venerate Labelas Enoreth, the elven deity of longevity time and wisdom. While Corellon is seen as the divine leader and protector of the sun elves, Labelas is revered as a counselor and adviser, a source of wisdom in times of trouble. Clerics of Labelas are charged with the keeping of knowledge and records among the sun elves.

Relations with other races

THe sun elves feel affection for the moon elves, although this affection is often unintentionally patronizing. They fear that their moon elf cousins are too flighty and irreverent and they strive to help them return to the proper elven path with stern lectures and fatherly advice. They admire the wood elves and feel hat they embody the elven spirit of nature. Relations are good between sun elf and wood elf, although the reclusive nature of the wood elves makes direct contact rare. Sun elves are a bi puzzled by the wild elves and hope one day to civilize them.

Aquatic elves are thought of as near-equals and the sun elves believe that their water-breathing kin were placed in the world to bring to the seas what the sun elves bring to the lands above. The sun elves deeply regret the sufferings of the avariels, and occasionally send out explorers to seek out avariel aeries and offer them a place on Evermeet.

Sun elf prejudice toward other races (Human in particular) can be quite severe. Many sun elves wont even deign to speak to a human and would rather leave a dying man to meet his fate than to save him. This attitude is somewhat understandable, given the way humans have historically treated the sun elves and their lands, but it wins the sun elves few friends among their human neighbors.

If there's one race that the sun elves hold in absolute contempt it is the drow. They view the dark elves as abominations and insults to the Selfarine and often attack these hated enemies on sight. As word of the drow invasion of Mormathor begins to spread through Evermeet, it is likely that more and more sun elves will return to the mainland if only to bring war to the drow and force them both from the ruins and of what the sun elves still consider their lands.
« Last Edit: April 14, 2014, 12:33:23 PM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #12 on: June 28, 2007, 10:33:09 PM »
Wild Elves

The wild elves of Faerūn 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 afurtive, 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, althiugh 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.

Wild elves share the height of their moon and sun elf kind, but are more heavily built. They have the aging characteristics of:

Wild Elf, Male 4,10" +2d10 100LB. x(2d4) Lb.
Wild Elf, Female 4,5" +2d10 80LB. x(2d4) Lb.


The wild elves were not always the feral creatures they have become today. Ages ago the green elves, as they were then known, were the first elven explorers (Along with the lythari and the Avariels) to discover Abeir-Toril, and they quickly became entranced with the wondrous young world. Of this first migration of elves, the green elves were easily the most successful and they established several territories destined to become great nations: Thearnytaar, Eielluūr, Syōpiir, Miyeritar and Keltormir.

Unfortunately, with the coming of the Crown Wars, these nations were among the first to fall. EiellŪr fell to the Ilythiri (The dark elves) in -11400 dr, and Thearnytaar in -11200 dr. THe realm of Miyeitar, located where the High Moor now lies, was utterly consumed by the Dark Disaster in -10500 dr and the other green elf realms fared little better. The peaceful green elves proved to be relatively easy prey for the cruel dark elves and by the time of the Crown Wars ended in -9000 the idyllic world of the green elves had been shattered. Their great nations razed in centuries of relentless warfare, the green elves began a time they refer to as the Wandering. They never recovered fully from the setbacks of twelve thousand years ago, and raised no more great cities in Faerūn.

The wandering of the green elves lasted for many long elven generations. Forced to live for centuries as fugitives, slaves or rootless vagabonds, the surviving green elves receded further and further from elven society, withdrawing to the deepers forests and mountains of Faerūn. While the other subraces races the second generation of elven realms in places like Evermeet and Cormathyr, the green elves placed their trust in secrecy and stealth instead of walls and might, remaining hidden whitin their forest homes, By the time of Jhaamdath's rise around -5800 dr, the green elves had settled into several of the places that are still their ancient homelands the Chondalwood, the Forest of Amtar and other great old woodlands of southern Faerūn.

Over the course of many years, the green elves forgot more and more of their ancient lore and skill, focusing on the only skills that mattered: stealth, survival, hunting and hiding. They became first a clanish folk; then a tribal culture and finally a primitive people. They remained elves, of course, creatures of nobilty and magic, but they lost the arts of crafting mighty spells and forging magic weapons. Their fleeting contacts with the rising human empires of the day reinforced the green elf reclusiveness, driving them deeper into the wilds and further from their old ways. Today, the green elves are more widely known as the wild elves, a race lost in time in the sweltering forest of southern Faerūn.


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, 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.

Wild Elf Characters

More so than any other elves, wild elves value the martial skills. Barbarians and rangers are very common among the wild elves. The wild elves do not feel close to the Seldarine and do not often become clerics, instead venerating nature itself as druids of Mielikki, Silvanus or Rillifane Rallathil. Wild elves have no written tradition and little patience for hours of study in any event and so rarely become wizards. Unlike other elves, they prefer the sorcerer's arts.

Favoured Class: Sorcerer, ranger, Barbarians.
Prestige Classes:  Hierophant (not presently supported on this server), Arcane archer.

Wild Elf Society

Among their friends and kinfolk, wild elves are pleasant and outgoing, somewhat like the moon elves. Their feasts and celebrations are events of gret joy, with singing, dancing and all manner of merry-making. One of the most beloved ways to celegrate 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 religeous 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 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 of 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.

Language and Literacy

All wild elves speak Elven, Common and the language of their home region. They are isolationists  and do not trust Outsiders, so they rarely learn the languages of their neighbors, especially their enemies. Common additonal languages include Gnoll, Illuskan, Mulan, Orc, Shaaran, Sylvan and Tashalan.

Wild elf characters who choose a player character class (Other than barbarian) are literate, but all other wild elf characters are illiterate.

Wild Elf Deities

THe wild elves worship the Seldarine, in particular Rillifane Rallathil, but this worship does not approach the regimented, organized structure of the other elven subraces. Rather, the green elves worship individually when the urge takes them. They commune constantly with a pantheon of nature spirits, each representing an archetypal member of an animal or natural phenomenon.

Relation with Other Races

The green elves do not seek out relations with others and they do their best to remain unseen and unknown. Nevertheless, wild elves have been known to interact with adventurers, explorers, and lost travelers. Usually, these people are captured, they members magically erased, and ten let go somewhere far from the tribal lands. Rarely, the elves allow a wanderer to visit their camp, usually in times of dire peril when they are forced to call upon outside aid. Those who manage to impress and even befriend a tribe of wild elves find that their friendship is strong and loyal, and such individuals are often gifted with wild elf tattos or spirit animals.

Wild Elves of Greyhawk (Grugach)

The grugach are wild elves, akin to sylvan or wood elves, but smaller, lighter, and very pale. When not in their tribal bands, they dress in leather armor decorated with the shapes of leaves or of the animals of the deep forest. Except where otherwise noted, grugach conform to the speafics of wood elves and of elves in general.

While it is true that many bands of wood elves are secretive and even dangerous when stumbled upon, it is the grugach who have given the wood elves a reputation for ruthless xenophobia. As a rule, a party that meets with a band of elves who do not speak common (grugach speak only elvish, treant, and certain other sylvan creatures’ tongues) should consider themselves in trouble.

Grugach are fierce fighters, and they are the strongest of the elven races. They are not as well-versed in the use of the sword as are other elves, as there’s little space to swing a sword in the dense virgin woodlands where the grugach live. They make up for this by gaining a +1 bonus to their attack roll with a spear, as well as with a bow.

Grugach are very skilled at setting traps. These consist principally of pits and snares in and around their home territory. All such traps are well-concealed, and there is a 90% chance that creatures passing near the trap stumble into it. Pit traps are normally ten feet deep and spiked at the bottom. Snares are usually set to encircle and jerk creatures off their feet and suspend them five feet or more above the ground. Some snares can be deadfalls, where a heavy log crashes down for 6d6 of damage and pins the victim as well.

Poisoned spikes and deadfalls are usually employed in case the creature has actually entered the grugach’s territory.

Grugach have no wizards, but there are multi-classed fighter/druids. These characters fight to keep the woods clean of civilization, and to keep unwanted strangers away.

Grugach are a type of wood elves who long ago withdrew into the deep forests. They welcome no intrusions on their territory, not even by other elves, or such woods-loving people as druids. Two old elven poems cite this as the reason that the grugach enjoy the effects of animal friendship with the animals of the forest. Indeed, grugach might ride stags as steeds.

Bands of grugach consist of about six family units of five to ten elves each, living in a widespread camp of several ground-level or tree-level huts. If intruded upon by well-meaning but innocent characters, the grugach immediately capture the intruders and lead them, drugged and blindfolded, to distant areas of the woods where the intruders might be released without endangering the security of the grugach. If the intruders are evil, or if they offer resistance to the grugach, the wild elves almost certainly attack to kill.

Grugach seem particularly attracted to platinum, a metal they find beautiful and well-suited for their jewelcraft. Grugach are sometimes hunted for their riches, but thieves who attempt this are usually disappointed by the small amount of treasure carried by grugach (thieves are also horrified by the dedication the wild elves demonstrate in hunting down such villains).

The grugach live in harmony with their surroundings. They are the only intelligent race in their neck of the woods. They dedicate themselves to protecting the woods against intrusion by other intelligent races.

Grugach live in small communities in the Vesve and Phostwood forests.
« Last Edit: April 14, 2014, 11:16:52 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #13 on: June 28, 2007, 10:33:43 PM »
Wood Elf

Regions: The Dalelands, Elf (Wood) Great Dale, High Forest, The North, Tethyr, Western Heartlands.

The wood elves are among the most numerous of Faerūn's elven people, a young and confident folk who hold the old elven forest homelands in strenght. Heis to the second generation of elven nations, the wood elves see their realms as the natural successors to lands such as Earlann and Cormathyr. Where the old empires expanded with strenght 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 Faerūn; 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 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 armour 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 as tall as most other Faerūnian elves but more heavily built. They have the aging characteristics of:

Wood Elf, Male 4,10" +2d10 100LB. x(2d4) Lb.
Wood Elf, Female 4,5" +2d10 80LB. x(2d4) Lb.


The wood elves are the most recent addition to the various elven subraces of Faerūn, although the history of their civilization still exceeds that of many other races of Toril. They also have the unnusual distinction (Often thought of as an honor by copper elves) of being the only subrace of elves to be actual natives to Faerūn. The first copper elves did not appear at once, they race coalesced slowly over the course of several centuries after the last Crown War, blending several of the older elven kindreds.

The Crown Wars brought down most of the great nations of the First Flowering. In the wake of these terrible wars, thousands of elves were left bereaved and homeless. Families were torn apart, and for many centuries (a time known to the elves as the Wandering Years) these elves simple led the lives of nomads. Some of Faerūn's elves retreated to their ancestral homes and started to build anew, but on a smaller scale, raising the second generation of elven nations. But a significant portion of elves never felt the need to do so. These elves (Mostly moon, sun and green elves) vowed never again to let internal strife tear their kind apart, retreating to the deepest woodlands to seek shelter from the madness of the world.

Unlike green elves, these self-imposed exiles did not slip into Barbarism. Rather, they formed tightly knit societies that stayed in touch with other like-minded elven communities hidden away in other forests. Over time, these secluded elves grew closer to the natural world and further apart from the high magic and ancient lore the elves had brought from their first home and became a new subrace of elves apart from their kin; the wood elves.

While the sun elves and moon elves founded realms such as Evermeet and Evereska after the Crown Wars, the great realm of the wood elves was ancient Earlann, a realm founded in the eastern High forest around -4700 dr. The elves of Earlann engaged other young empries of the North in peaceful trade and diplomacy, befriending the dwarven realm of Delzoun soon after its establishment in -3900 dr, and turoring the early Netherese in magic around -3830 dr.

The human empire of Netheril soon eclipsed its elven neighbors growing in martial and magical might at an alarming pace. In -3533 dr the Netherese uncovered the Nether Scrolls in the ruins of Aryvandaar, eagerly exploiting magic so powerful and terrible that even the sun elves of the First Flowering had not dared to employ it. For centuries the wood elves of Eaerlann sought to quietly check Netheril's pride and expansionism, but in -339 dr, the Netherese destroyed themselves as Karsus sought godhood and instead brought catalysmic destruction down on his people. The elves of Eaerlann took in many Netherese survivors, allowing them to settle in the city of Ascalhorn.

THe elves and humans of the North lived in peace for a time, but Ascalhorn too was doomed to fall through the folly of mages. Careless summonin of powerful fiends led to a sudden, terrible assault by an army of devils who overthrew the proud city in 882 dr. This time, Eaerlann did not survive the destruction of the neighboring human realm. Already gravely weakened by a year of battling against ferocious orc hordes, Eaerlann fell soon after Ascalhorn became Hellgate Keep.

In the years since the fall of Eaerlann, the wood elves have not raised any more great realms, chosing to put their trust in stealth and vigilance instead of castles and cities. Although they felt the call of the Elven Retreat, the wood elves did not respond. With the end of the Retreat, the wood wlves have emerged from their secret homes in the depths of Faerūn's woodlands as a strong and confident people whores wariness is tempered by compassion. The wood elves of the High Forest dream of reestablishing old Eaerlann, but this time their realm will be a realm of reclusive villages and watchful foresters, not walled cities and proud warriors.


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 kind seem to be foolish to the wood elves. They have come to believe tht buildings of some 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 Elf Characters

Of all the elven subraces, the copper elves have least fascination with arcane magic. They understand its power and a number of their fold study its ways, but ultimately the artifice of arcane lore is simple one more way of expressing domination over the natural order of things and the wood elves view it in that light. Wood elves make excellent fighters, rangers and rogues, relying on their natural strenght and quckness to meet challenges. Wood elves from particularly remote forests sometimes become barbarians. Clerics are somewhat rare among this people, but druids are very common and are the most prominent spellcasters of the race.

Favored Class: Ranger, fighter
Prestige Classes: Hierophant (not presently supported on this server), Arcane Archer, Spellsingers (not presently supported on this server), bladesingers (not presently supported on this server).

Wood Elf Society

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 deepers woodlands of Faerūn. Some wood elves choose to do without houses, furnishings and any possessions they can't carry using the High brances 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.

Language and Literacy

All wood elves speak Elven, common and teh language of their home region, if any. The average wood elf has nighther the interest nor the dedication required to learn other languages, but those who do often learn Chondathan, Draconic, gnome, goblin, gnoll and sylvan.

All wood elves characters are literate except barbarians.

Wood Elf Deities

Wood elves worship the Seldarine, but they hold a special respect and reverence for the ancient forest powers of Faerūn, Silvanus and Mielikki. Among the Seldarine, the wood elves hold a particular reverence for Solonor Thelandira, the Great Archer and Rillifane Rallathil, the Leaflord. Solonor, as the deity of archery and the hunt is viewed as the special patron of the wood elves, and before battle a wood elf will often invoke his name.

Relations with other Races

In the five hundred years since the fall of Eaerlann, the wood elves have been forgotten by most of the other peoples of Faerūn. Only those humans and dwarves native to the North and familiar with the borders of the High Forest have seen copper elves, and even then they most likely met a solitary hunter or ranger. While the wood elves shelter deep insider forbidding forests and are therefore inaccessible to their neighbors, they are ironically among the more compassionate and understanding of the elven subraces. Like the moon elves, they accept the power of humankind and seek to live alongside their human neighbors and guide their expansion instead of seeking ways to deter or intimidate the human lands.

Wood elves have a long history of cooperation with the shield dwarves, whose realm of Ammaridar stood alongside their own realm of Eaerlann for many centuries in the vale of the Delimbiyr River. By extension, they look favourably on most other dwarves too. Gnomes and halflings are both greeted as friends and potential allies. On the other hand, the wood elves have a cold place in their hearts for creatures such as Orcs and gnolls, who bring axes, fire and slaughter to the forests the wood elves have sworn to preserve.

Wood Elves of Greyhawk

Wood elves can be found in the Vesve, Celadon, Fellreev, Grandwood, Hornwood and Bonewood forests of the Flanaess.
« Last Edit: April 14, 2014, 11:14:25 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #14 on: June 28, 2007, 10:34:15 PM »
Rock Gnomes

Regions: The Dalelands, Gnome (Rock), great Dale, Lantan, Thesk, Western Heartlands.

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 Faerūn 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 weight between 40 and 45 pounds. Their skin comes in many different shades of brown, but is unaffected by exposure of 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 natly trimmed.

From a Rock gnomes' point of view, life is meant to be enjoyed in all its facets; wor, play and otherwise. Again, its 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 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.


The rock gnomes are counted as one of the major races of Faerūn. Although they may not be as populous or influential as some of the other races, there are gnomes scattered throughout the continent. Gnomes have played a large part in the development of firearms in Faerūn, and they are acknowledged as the masters of these tricky items.

There has never been such a thing as a gnome empire or even a country. If gnomes can be said to have a homeland, it would have to be the islands of Lantan, far to the southwest of the main continent. Of course, few gnomes have ever been to Landtan or know more about it than what they've heard in the legends passed down to them by their ancestors.


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 tehir 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 imagination 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 fora living, which is one of the reasons that they have such a ppsitive dispositions. Of course, rock gnomes enjoy their leisure time at least as much as their work. They are known for hosting wild celegrations on thinnest of pretenses. When they really haev 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. Saddly, these are fleeting dreams, as even the most famous of gnomes is usually just another member of her communite when she returns home.

Rock gnome characters

Rock gnomes characters with close ties to their communities are often clerics, wizards or rangers (Although their low strenght score means they'll likely favor ranged combat). Rock gnomes infected with wanderlust almost always become bards (often supplementing their performances with their extra gnome spells) and rogues.

Favored class: Wizard (illusionist)
Prestige classes: breachgnome (not presently supported on this server)

Rock Gnome Society

Rock gnome life is filled with long days of work that stretch on for thendays at a time, puncuated 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 belssed 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 fun-loving 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. Faerūnian rock gnomes are among the finest artisants working in the fiends of toymaking, clockwork engineering and gunsmithing. It's common for rock gnomes to be armed with smokepowder pistols.

Gnome cooking is not much a draw to outsiders. It tends to be bland and overcooked or overcooked and over-salted; realiable 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 equalt relish.

Gnomes do, however, make excellent brewers and vinters. 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 gnomes 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 elustered close together, usually whitin a few days' or tendays' travel of each other.

Rock gnome burrows are usually small but tidy. Any maried 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 the 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.

Language and Literacy

Rock gnomes normally speak gnome and common, as well as whatever language is predominant in their home region. They often pick up dwarven and sylvan because they live in areas favoured by these races. Additionally, they regularly come into contact with those who speak Chondathan, draconic, goblin, illuskan and terran, although this isn't always under the best of circumstances.

All rock gnomes are literate except for barbarians.

Rock Gnome Deities

Rock gnomes are not particularly devout in practice, although they are forever talking about their gods in conversation. They attend services about once a tenday, but not with any kind of fervor. They believe that the gods are with them everywhere, so it's not always so necessary to make the trip to a temple to see them. Garl Glittergold is the patriarch of the gnome gods, and patron of the rock gnomes in particular. To look at them, one might think that most rock gnomes model their lives on Garl's behaviour, including the constant rics he plays on the other gods. Many gnomes do the same to their friends whether they are gnomes or not. Clerics of Garl Glittergold keep themselves endlessly busy with the planning of revels, feasts and celebrations to bring good cheer, sustenance and wisdom to their fellows.

Rock gnomes also venerate Bearvan Wildwanderer. The protector of the forests and glades that rock gnomes call home. Baervan is also the patron of gnomish rogues. If there's anyone who could possibly outdo Garl in the prank department, its Baervan. The two have been trying to top each other since the dawn of the gods, and the friendly rivalry is still going on.

Relations with other Races

Rock gnomes get along famously with almost all the standard races. They are particularly fond of dwarves of all kinds, with whom they share a love of finely weought jewelry and mechanical devices. They also have a great love for halflings who can take a joke. THeir common syle of housing and their similar sizes would be bonds enough, but their shared joy for living is what really brings tem together.

Rock gnomes are a bit more cautious around the large people, but these reservations usually quickly give way to enthousiasm when someone shows any sort of interest in or knowledge about the gnomes' work or other passions.

Orcs, goblinoid and kobolds find an especially cold place in a rock gnome'S heart. Although most rock gnomes find it hard to hate anyone, long experience with these races has told them that it's better to never cut them any breaks. Besides, none of them can take a joke.

Rock Gnomes of Greyhawk

The rock gnomes of the World of Greyhawk setting originated in the far northern forests. Originally they were trappers and reindeer herders, but they first migrated south centuries before the Twin Cataclysms. Clever and canny, they've suffered abuses from a number of nefarious overlords: first Keraptis, then the Vecna-possessed Gnomelord of Blemu, then Azalin, and finally the orcs and goblinoids of the Bone March.

Rock gnomish migrants settled among the dwarves, elves, and halflings already inhabiting the Flanaess, quickly adapting their language, magic, technology, and culture to their own.

Rock Gnomes can be found in large numbers in the Abbor-Alz, Cairn Hills, Flinty Hills, Iron Hills, Urnst states, Ulek states, Greyhawk, Ahlissa, Nyrond, and Keoland, and smaller numbers elsewhere throughout the Flanaess.
« Last Edit: April 14, 2014, 11:14:33 AM by Zarathustra217 »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #15 on: June 28, 2007, 10:34:43 PM »
Lightfoot Halflings

Regions: Any human region, Luiren, Lightfoot Halfling.

The folk of Faerun are more familiar with the lightfoot hin than with either of the other two subraces, primarily because the lightfoots are the more 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 Faerunians think of halflings, the lightfoots are the people that most often leap to mind.


Most lightfoot halflings trace their ancestry back to the days when a great tribe of their subrace populated the territory known today as Luiren. Following the events of the Hin Ghostwars, the majority of the lightfoot halflings departed their homeland and spread out across northern Faerun in a great diaspora (see the FORGOTTEN REALMS Campaign Setting, page 196). Though some lightfoot halflings remained in Luiren, the subrace has become ubiquitous throughout the settled lands of Faerun.


Lightfoot halflings may be the most common of all 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 on 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 more 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 wandering, the behavior is not natural to the lightfoot hin, or so this school of though holds. Whatever the case, there’s no denying that many lightfoot halflings seem determined to see a great deal of Faerun and have many interesting experiences during their lifetimes.

Lightfoot Halfling Characters

As befits their name, lightfoot halflings often take classes that work well for wanderers, such as rogue and bard.

Favored Class: Rogue. Lightfoot halflings often pick up an impressive array of skills during their travels, and with their small size and low strength, they need the advantages of stealth and cleverness.

Lightfoot Halfling Society

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 Faerun, never remaining in one place very long.

Language and Literacy

Lightfoots speak Halfling, Common, and the language of their home region – which, given lightfoot wanderlust, could be almost anywhere. Wandering lightfoot halflings pick up the languages of the places they live, and often learn other widely spread tongues.

All lightfoot nonbarbarians (the vast majority of the race, in other words) are literate.

Lightfoot Halfling Deities

The diversity evident in the lightfoot halflings’ outlook and society is also reflected in their religious beliefs. Of all the hin subraces, the lightfoot are the most likely to worship deities other than those belonging to Yondalla’s Children. In addition to the deity they most favor, many lightfoot households – particularly those that prefer life on the road to a more settled existence – often venerate a household patron, often inspired by some matriarch or patriarch in the family’s history.

Brandobaris, the Master of Stealth, is much beloved by the lightfoot hin for his realistic and good-humored view of lire. Brandobaris is a common patron deity of those halflings who trust to their luck to see them though as they wander from place to place. The worship of Cyrrollalee, the Hearthkeeper, is widely popular among lightfoot halflings born within the last two generations. Her message of the ascendance of the halfling race to a station of respect and power in Faerun had fallen to receptive ears. The ranks of her clergy have swelled with the number of lightfoot hin seeking to spread her message and contribute to the search for a new lightfoot homeland.

Yondalla’s faith is popular with the lightfoot halflings, both those who wander and those who prefer to settle in more permanent communities. Recently there has been some tension between her clergy and those serving Cyrrollalee: Yondalla is not at all certain that this younger deity’s call for a halfling homeland is wise.

Lightfoot Halflings of Greyhawk

Halflings have no lands of their own, living instead in the lands claimed by other races. They can be encountered most frequently in the central and western Flanaess; they're a common sight throughout the Sheldomar Valley, in the Urnst States, and in the Ulek States. They favor stable nations with long histories of peace with their neighbors. They normally shun water and extremes in temperature, preferring the pastoral countryside. Halflings form tight-knit communities within dwarven and human cities, or they form self-reliant villages in secluded places.

There are perhaps 3,000 halflings within the Vesve Forest, and a few within the Silverwood and the Flinty Hills. They dwell within the Good Hills and the Hollow Highlands. The vast majority of the halflings in the Cairn Hills region hug the Nyr Dyv; the land there is poor, which is a major reason why other races were willing to let them have it. Their community of Elmshire (population 3,800) is there, with perhaps another thousand halflings scattered in smaller villages in the area.

The halfling race seems to have originated in the river valleys of the west-central Flanaess, spreading only slowly from their homeland. At the time of the Great Migrations, few were north of the Gamboge Forest or east of the Harp River. They developed friendly relationships with the Oerdians, however, and today they can be found throughout much of the Flanaess.

Between CY 583-584, the halflings of the Domain of Greyhawk region suffered a terrible blight. Nearly a quarter of the population of Elmshire died.
« Last Edit: March 16, 2012, 04:31:42 PM by Bluebomber4evr »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #16 on: June 28, 2007, 10:35:10 PM »
Strongheart Halflings

Regions: Luiren, Strongheart Halfling

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 face.


Thousands of years ago, Luiren was an unsettles wilderness roamed by the three great Hal fling tribes: the lightfoots, the stronghearts, and the ghostwise. The three races fiercely defended their woodlands against all intruders for centuries, driving off Dambrathan barbarians, packs of rabid gnolls, and sharing the Lluirwood's resources. Feuds between the tribes were not uncommon, but for the most part the three tribes lived in peace.

Around -100 DR, an evil spirit entered the forest. Under the leadership of a powerful cleric named Desva, the ghostwise halflings fell into darkness, worshiping Malar and glorifying in violence and bloodshed. Feral ghostwise hunters, their faces painted like skulls, prowled the forests in search of halfling prey. They grew ever stronger as Desva led them deeper into Malar's worship, teaching the greatest hunters to take shapes as werewolves and poisoning the forest's natural predators with maddening bloodlust. For a generation the Lluirwood was a place of death.

In -68 DR, a strongheart hunter named Chand became war chief of his folk and struck an alliance with the was chief of the lightfoot tribe. The two united to root out the madness of the ghostwise halflings. Over three years each ghostwise stronghold and lair was found out and destroyed, until Chand himself slew Desva of the ghostwise in -65 DR. The fighting was merciless and awful – entire ghostwise villages were burned and their folk killed. Chand held to his purpose and saw to it that no hin warrior stayed his or her hand.

In the aftermath of the Hin Ghostwars, the ghostwise halflings were reduced to a handful of their former number. Most were exiled from the Lluirwood, although a handful who had repudiated Desva and joined with Chand's warriors were allowed to stay. Those who left settled in the Chondalwood, taking an oath never to speak until they had atoned for the animallike savagery of their past. The atonement is long past, but to this day ghostwise halflings think long and hard before they choose to speak.

Many of the lightfoots, horrified by what Chand and the stronghearts had done, chose to leave the Lluirwood. They became a nomadic people spread across all of northern Faerun, adopting the customs and traditions of the folk they traveled among.

The stronghearts remained in the Lluirwood. Unchecked by the lightfoot or ghostwise ways, they began to clear forest and settled in semipermanent villages that grew larger and more permanent with each passing generation. They changed from woodland nomads to settled farmers and craftsfolk, defending their lands against numerous invasions and raids over the years. In time some lightfoots returned to the new realm of Luiren, but this is now a strongheart land.


Prior to the Hin Ghostwar, the stronghearts were, like their brethren, mostly a nomadic hunter-gather people. During the centuries that followed the 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 more about freely with a liking for permanent structures and settlements, has produced some unusual outlooks among the stronghearts of Luiren. Their viewpoint stresses cooperation aboe all other traits, and the ability to work as a team is the most valued behavior in their land. Cooperation trascends 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.

Strongheart Halfling Characters

Stronghearts have relatively more clerics and martial characters (fighters, rangers, and paladins) than their lightfoot cousins, but the skilled rogue is still the most common character class among strongheart adventurers.

Favored Class: Rogue. Strongheart halflings can be tricky, clever warriors of glib negotiators – or both.

Strongheart Halfling Society

The stronghearts have evolved a unique, semi-nomadic lifestyle, in which business, families, and even entire clans move freely and independently from place to place in Luiren. The 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.

Language and Literacy

Strongheart halflings speak Halfling and Common, and many pick up Shaaran a well. All but the very rare barbarians are literate.

Strongheart Halfling Deities

The scrupulous stronghearts of Luiren take care to honor all the deities in the halfling pantheon, but their way of life reflects the influence of certain powers more than others. They do not favor any deities from other pantheons, and they actively discourage halflings from venerating the gods and goddesses of other races.

Among all the Faerudian halfling subraces, Arvoreen enjoys the strongest worship from the stronghearts of Luiren. While the Luiren hin venerate all the deities of the halfling pantheon in their turn, they hold the Vigilant Guardian in very high regard. His simple dogma has almost become the de facto motto of the nation: “Vigilance against attack will protect the community. Prepare an active defense, drill continuously, and leave nothing to change. Put down danger before allowing it a chance to rear its head.” Clerics of the Wary Sword are among the nation's foremost religious, political, and military leaders; most of them multiclass as fighters.

Strongheart druids and rangers frequently venerate Sheela Peryroyl, the Green Sister, and they encourage their fellow hin to be mindful of the need to balance their communities expansions with the need to preserve nature. Most strongheart communities in Luiren maintain shrines to the Watchful Mother, usually on the edge of the settled area where it borders the wilderness.

Yondalla, the Blessed One, is the most popular halfling deity after Avoreen among the stronghearts. Many of the subrace who dwell in Luiren find the dichotomy of her faith – do not welcome violence, but defend the home and community fiercely – to be reflective of the strongheart outlook. Yondalla reigns supreme in Luiren whenever matters of family and tradition are invoked, and her clergy enjoys considerable respect and influence in the most important national councils.


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Re: Subrace Roleplaying Ressources and Lore
« Reply #17 on: June 28, 2007, 10:35:46 PM »
Half Elves

Humans and elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy—half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their difference. Most find places for themselves in human lands, but some feel like outsiders all their lives.

Personality: Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses, love of nature, and artistic tastes of the elf parent.

Physical Description: To humans, half-elves look like elves. To elves, they look like humans—indeed, elves call them half-humans. Half-elf height ranges from under 5 feet to about 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than half-elf women, but the difference is less
pronounced than that found among humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tone, hair color, and other details vary just as human features do. Half-elves’ eyes are green, just as are those of their elf parents. A half-elf reaches adulthood at age 20 and can live to be over
180 years old. Most half-elves are the children of human–elf pairings. Some, however, are the children of parents who themselves are partly human and partly elf. Some of these “second generation” half-elves have humanlike eyes, but most still have green eyes.

Relations: Half-elves do well among both elves and humans, and they also get along well with dwarves, gnomes, and halflings. They have elven grace without elven aloofness, human energy without human boorishness. They make excellent ambassadors and gobetweens (except between elves and humans, since each side suspects the half-elf of favoring the other). In human lands where elves are distant or not on friendly terms with other races, however, half-elves are viewed with suspicion. Some half-elves show a marked disfavor toward half-orcs. Perhaps the similarities between themselves and half-orcs (a partly human lineage) makes these half elves uncomfortable.

Alignment: Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward both good and evil in equal proportion. Like elves, they value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Half-Elven Lands: Half-elves have no lands of their own, though they are welcome in human cities and elven forests. In large cities, half-elves sometimes form small communities of their own.

Religion: Half-elves raised among elves follow elven deities, principally Corellon Larethian (god of the elves - or setting equivalent). Those raised among humans often follow Ehlonna (goddess of the woodlands - or setting equivalent).

Language: Half-elves speak the languages they are born to, Common and Elven. Half-elves are slightly clumsy with the intricate Elven language, though only elves notice, and even so halfelves do better than nonelves.

Names: Half-elves use either human or elven naming conventions. Ironically, a half-elf raised among humans is often given an elven name in honor of her heritage, just as a half-elf raised among elves often takes a human name.

Adventurers: Half-elves find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. Like elves, they are driven by wanderlust.

Half-Ef Racial traits

Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects.
Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
+2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people.
Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Automatic Languages: Common and Elven.
Bonus Languages: Any (other than secret languages, such as Druidic). Half-elves have all the versatility and broad (if shallow) experience that humans have.
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does
not count.
« Last Edit: July 01, 2017, 02:08:56 AM by Bluebomber4evr »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #18 on: June 28, 2007, 10:37:03 PM »
Half Orcs

Regions: Amn, Chessenta, Damara, The Moonsea, the North, vassa and Waterdeep.

Half-orcs are fairly common throughout Faerun. 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 the 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.


Half-orcs have been a part of Faerun for a very long time, but nonetheless they have never organized into a true civilization of their own. Unique half-orcs often gain great power in their chosen field and become well kown in history texts, but their exploits are always in the name of another people, or (more often) isolated incidents not tied to any particular civilization.


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

Half Orc Psychology

Spurned by both sides of their heritage, Half-orcs are rebels who don't fit into society--and often don't want to fit into society. Their central psychological trait, developed as a defense mechanism, is a stubborn independant streak that keeps everyone and everything at a safe distance. At their best, half-orcs are independent and cautious always alert for danger from every quarter. At their worst, they're rage-fueled time bombs, lashing out at anything that gets too close-whether it's an ally or an enemy.

Quick to judge, quick to anger: Half Orcs spend their lives looking over their shoulders, waiting for the next blow to fall. By the time they reach adulthood, most have been tricked and betrayed so many times that they don't easily trust anyone else. The typical half orc is abvandoned at birth, bullied throughout childhood and cast out into the wilderness as an adolescent. As a result, most of the Half Orcs who reach adulthood are cunning and wary to the point of being paranoid.

Half Orcs have been in danger their whole lives, so they have learned to make split-second assessments of a situation and react accordingly. And their stubborn, independent streak means that theyll stick with that first assessment even if they later suspect it was the wrong call. Many a half orc has attacked a bystander, only to learn after the fact that his "fie" meant him no harm. Half Orcs realize however, that taking time for reasoned contemplation of a threat is a luxury not usually available to them.

Just as half orcs are quick to make judgements, so too are they quick to change moods. Like orcs, they tend to be sullen and shot-tempered, snarling or lashing out at anything that displeases them. They prefer action to thought and would rather settle a dispute with fighting than with words. Half Orcs wear their emotions on their sleeves, becoming wildly exuberant when they are happy and deeply brooding when they are displeased. Perhaps because of this straightforwardness in the display of their emotions, half orcs despise trickery and lies and usually respond to such insults with overwhealming violence.

A half orc raised among humans has to learn to kep his most violent outburts under control. Exceptions may exist if the humans of a community are particularly barbaric themselves, but few settlements will tolerate anyone who attacks with little or no provocation. Most half orcs learn to channel their anger into focused rages (Some of them becoming the quintessential barbarian) while still striving to atttain the elusive goal of a contemplative state of mind.

Because half orcs are creatures of quick judgment, they have a hard time dealing with tasks that require sustained, nuanced reasoning. Most philosophical discussions not only go over the heads of most half orcs, but bore them no to no end. While most half Orcs are considerably smarter than their orc parents, they all retain (to varying degrees) a rather brutish intellect that tends to categorize people, items and concepts in black-and-white terms. To a half orc, a creature, idea or thing is either good or bad, or unworthy of his further attention.

Brutal childhoods: Most half orcs grow up hiding from full blooded humn children, weary of the bombardment of taunts and insults they find themselves subjected to. Full blooded human adults can be just as cruel, so half orc often finds refuge only whitin his immediate family--assuming he was not abandoned as a baby (which is the fate of many half orcs soon after they come into the world).

Once a half orc in a human community reaches puberty, life changes for him, but it doesn't get any easier. Still visibly diffrent in appearance from other children, now he is also noticeably larger and stronger, better able to defend himself against bullies. Since half orcs mature slightly more rapidly than humans, an adolescent half orc may be almost at his full adult height and weight, which makes him more than a match for the human children around him.

Many half orcs grow up to become bullies themselves, intent on paying back the other children for years of humiliation. After a half orc is tormented througout his early childhood, it understandably feels good to now be bigger and stronger than most human children, perhaps even formidable enough to make adult humans back away.

Other people's underlying attitudes toward the race, however don't change just because a half orc puts on a few extra poinds of muscle. IF anything, the physical difference between half orcs and humans reinforces the stereotype. Humans assume that half orcs are brutish bullies, and young half orcs unwittingly exavebate that fear. By the time half orc matures enough to learn how to behave "properly" in human society, the damage is often done. As a result, many half orcs leave home shortly before or soon after reaching adulthood. They escape to find someplace where people do not know them in the hopes of starting over.

No true place in society: Human societies usually relegate half orcs to the fringes, where they eke out a meager subsistence-level existence through begging, menial labor, or selling their formidable fighting skills. Because of this treatment, harboring deep grudges that last a lifetime. A few lucky half orcs grow up in more enlightened societies that don't make value judgements about racial identity--but even those individuals come face to face with pervasive prejudice as soon as they visit wider world.

Half Orcs who are reaised by Orcs commonly become almost indistinguishable on the surface from their move brutish kin. They must be tough and merciless to survive, although their higher wisdom enables them to be much more cunning in their attempts to survive. Half Orcs raised in an orc tribe or community learn to respect strenght above any other quality and have difficulty understanding the nuances of subtlety and diplomacy.

Heritage of shame: No matter where they were raised, all half orcs share a sense of shame. DEep down, every half orc feels that he embarasses both of his parent races, and that people treat him as a monster because he is one. This sense of shame persists, even when the half orc in question is a paragon of virtue and the shame is undeserved. A half orc's low self-worth is a wound that wont heal, though its tain can be deadened from time to time.

This attitude lies at the heart of the half orc mindset. Both his human family and his orc family treat a half orc like a poor relation and sneer at his shortcomings. Orcs laught at half-Orcs because of their relative frailty and their less imposing size. Humans mock them for their coarse hair, their gray skin and their intellectual and social clumsiness.

Living in the now: Half orcs have the shortest life spans of nay of the common races. Even if they survive their various adventures, few half orcs live past the age of 70 - 75 and 60 is considered an advanced age.

As a consequence of this situation, half orcs take their lives either seriously or not seriously at all. Some individuals chrish every moment seeking to wring as much satisfaction as they can out of life before it ends. OThers feel that, since their lives are so brutish and short, nothing truly matters, and they do whatever comes to mind with no thought for the consequences.

For example, few half orcs save money, they prefer to spend whatever they have right away while they can. At the same time, half orcs arely bother with luxury items. They may indulge in good food, good drink and good weapons and armor, but fine furniture, rich clothing and luxurious homes seem foolish purchases to someone who may not live long enough to fully enjoy them.

The stupid stereotype: Everyone assumes that half orcs are strong but stupid, and so they are taught as children to rely on their physical prowess rather than their intellect. Many half orcs believe that strenght is their only asset, so they fall into the role of "big and stupid" because they resign themselves to it and society expects it.

Half-Orc Characters

Half-orcs natural strength and toughness push them strongly toward fighters and barbarians and away from the spellcasting classes. Half-orcs rogues are common as well.

Barbarian: this is the most common class for half orcs, partially due to their strength and partially because of their upbringing. Half orcs raised by orcs often become barbarians after leaving home.

Bard: This is probably the most difficult class for a half orc to succeed in, their low charisma puts them at a disadvantage, as does their brutish appearance. However, a successful half orc bard would certainly make people sit up and take notice, and his rarity would intrigue customers and patrons.

Cleric: Half orc clerics usually worship Gruumsh or one of the more physical oriented gods. They concentrate on spells that enhance strength and endurance, and anything that aids them in battle. Half orc clerics who fight undead are rare because of the half orc's disadvantage in charisma. Whatever their religion, half orc clerics preach that hardships are tests that only the faithful can pass.

Druid: Since half orcs live away from other people, they can appreciate nature. That trait makes them decent candidates for the druid class. They may also know a lot about local flora and fauna, since they live by gathering food themselves.

Fighter: This is the second most popular class for half orc, since their natural strenght works well in concert with a fighters' weapon training.

Monk: At first glance, this race, class combination might seem ridiculous, a half orc monk? but monks focus on the betterment of the individual and on being self-sufficient, both of which fit the half orc's situation. An sice most half orc have had a hard life, the monk's path can come naturally to them.

Paladin: Half orc paladins are rare, both because half orc dislike rules.

Ranger: Half orcs spend much of their time along in the wild, hunting and tracking so ranger is natural class choice for them. The class is also more versatile than the fighter class, no one expects a half orc to have access to magic, especially if he's carrying a sword. Half orc rangers are more likely to take the two-weapon fighting combat style than archery.

Rogue: No one would supppose a half orc to be a rogue, right? but why not, they are big and strong but not as clumsy as many folk assume--and their very size and appearance make them the last ones anyone would suspect of being thieves.

Sorcerer: Half orcs do not make good sorcerers.

Wizards: Many can barely read or write, wizards a rare path for half orcs.

The key to knowing or understanding any half orc lies in the character's parentage. If you character is a half orc, think about who his parents were, and how they met. Was your characters' conception and birth the resul of love, an arranged marriage or an abduction? Consider also your childhood; you could have been kept by uoit parents, given up for adoption or left for dead.

Give some thought to how your character responds to the glares, rudeness and outright unfairness of discrimination. You might try to conceal what you are, or you might revel in your racial identity because of the intimidation factor it offers. You might hope that friends and neighbors will forget overlook your heritage, or you might display your half orc nature proudly, daring anyone to stare or sneer at you.

Favored Class: Barbarian; half-orcs shun society as a rule and as a result must be strong and able to survive in the wilderness.

Half-Orc Society

Although the half-orcs of Faerun 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 civilizated than their feral orc kin. The city of Palischuk in Vaasa, for example, is a ruined 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.

Language and Literacy

All half-orcs speak both Common and Orc. They are accepted on the fringes of both orc and human societies, and being able to communicate clearly with both dramatically increases a half-orc's chance to find allies. Although they don't particularly make gifted linguists, half-orcs learn a number of other languages simply as a result of their nomafic, wandering lifestyles. Other languages commonly learned by half-orcs include Damaran, Giant, Gnoll, Goblin, Illuskan, and Undercommon.

All half-orcs are literate except for barbarians, adepts, commoners, and warriors.

Half-Orc Magic and Lore

Half-orcs do not have a centralized society that they can call their own, and as a result have not developed any unique racial spells or spellcasting traditions.

Half-Orc Deities

Half-orcs who remain among their orc kindred worship the gods of the orc pantheon, often with greater belief and fervor than regular orcs since many half-orcs feel the need to prove to their deities that they are just as powerful and strong as their full-blooded orc kindred. Those half-orcs who do not dwell among orcs are free to choose their deities as they will. Common patron deities for such half-orcs include Bane, Garagos, Hoar, Loviatar, Malar, Talona, Tempus, and Tyr.

Relatons with Other Races

Half-orcs have uphill battles to fight when interacting with most other races, since many are quick to assume that their orcish blood carries with it an inherent savagery and cruelty. Most half-orcs return this suspicion and trepidation when interacting with others. They make friends only with difficulty. Once turst is estabilished, it is often a fleeting thing that can be fractured with one misinterpreted comment. Often, a half-orc joins an adventuring company and never feels fully at ease with her traveling companions no matter how many times they have proven their loyalty.

Dwarves: Half Orcs think that dwarves would be funny if they weren't so dangerous. These short, stout creatures are so serious, so judgmental and so task-oriented, yet they can drink for days and sit up singing songs for nights on end. Half orc respect dwarves for their strenght and admire their skill with both weapons and stone, but they think dwarves should learn to relax a little. Still dwarves make good companions, because they always keep their word and they're good in a fight. These two elements sometimes unite dwarves and half orcs, and members of the two races can be surprisingly staunch companions.

Elves: Every half orc knows that the elves look down upon him, and every half orc offers seething resentment in return for the elves' contempt. that said, some half orcs secretly wish they could be more elflike. Elves are slight, graceful, magical and enigmatic, everything a half orc is not.

Gnomes: Gnomes and half orcs have little in common. One race is small quick and clever, the other is large, strong and not interested in devices or magic. But both races don't appreciate humans, dwarves, elves who dismiss them as unimportant, so there's at least a little in common ground.

Halflings: Of all the common races, halflings have least in common with half orcs. To a half orc, a halfling is essentially a human but on a smaller scale--possessing the intelligence and quick witted cruelty of humans, but not the human's size and strenght. Halflings see half orcs as the embodiment of everything big and brutish about humans. The two races do not get along and half orcs and halflings spend as little time together as possible.

Half Elves: Half orcs envy half elves, sometimes to the point of hatred. They see half elves as people who should be their compatriots, being half human as they are--but their other half is elf, lending them grace and beauty while half orcs suffer from social ineptness and ugliness. Half elves are usually accepted by members of both of their parent races, while half orcs have to struggle to be accepted by even one of theirs.

Most have elves dislike half orcs, or at least feel uncomfortable about them, perhaps because seeing them reminds half elves how easy their own lives have been, and how much they have taken for granted.

Humans: As a general rule, half orcs grow up among humans and spend most of their time with them. Even so, most humans ese half orcs as representatives of something incomplete or corrupted, and thus they never get past that broad assumption to an appreciation of the individual. As a consequence, half orcs are wary around humans, they know from long experience how nasty these people can be.

Half-Orcs of Greyhawk

These orc-human crossbreeds are most often born in as the unfortunate byproduct of raids in border areas between human and orc cultures, such as the Empire of Iuz, Pomarj, Bone March, and across the North Kingdom. Many half-orc adventurers can also be found in the Free City of Greyhawk. Despite rejection from both sides of their heritage, many half-orcs achieve renown.
« Last Edit: July 01, 2017, 02:10:13 AM by Bluebomber4evr »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #19 on: June 28, 2007, 10:39:33 PM »

Regions: The North, Silverymoon

The deep gnomes are closest thing the gnome family has to "black sheep". Many surface dwellers count the deep gnomes along with their evil neighors, 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, thedeep 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 preferrably 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 eachother. 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 ousiders and they find such a person staring 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.

Deep gnomes are short lived for gnomes and reach adulthood at an age of 20 years and live up to 160 years.

Like their lives, Svirfneblin are also short and hard. They stand between 3 and 3 1/2 feet tall on average. They are thinner than their surface cousins, but they weight just as much--about 40 to 45 pounds- due the density of their muscles. They are little more wiry sinews and rocklike bones.

History: While most gnomes have little use for history, tending to prefer living in the moment, deep gnomes are the worst of the lot. They do not have a formal calandar or any way to tell the turning of the days. Living far from the light of the sun, the very idea of night or day is foreign to them. Dozens of Svirfneblin cities lie scattered throughout the Underdark of Faerūn and dozens of more have surely risen and been abandonned over the years, but of all these settlements and refuges the story of only one is widely known to non-deep gnomes: Blingdenstone.

Blingdenstone was founded in -690 DR by several clans of deep gnomes fleeing west from the Underdark beneath Netheril which had fallen into the power of the dreadful Phaerimms. Despite the proximity of a powerful drow city (Menzoberranzan) and an equally strong duergar city (Gracksturgh), the deep gnomes established their city at its site because of the rich veins of arandur and other exotic metals and minerals. For almost two thousand years, the deep gnomes carried on their mining and smithing, avoiding their evil neighbors and strenghteing Blingdenstone's defenses against teh day their enemies would come against them.

That day came in 1338 DR, although King Schnicktick and Queen Fricknarty could not have anticipated how it would come about. Drizzt DO'Urden, a renegade drow noble, arrived at Blingdenstone's doorstep after years of exile in the Underdark, and received sanctuary among the deep gnomes. Although, Drizzt remained among the deep gnomes for only a short time, the events of his exile eventually led to a full-scale drow attack against the dwarven citadel of Mithral Hall in 1358 DR. THe invasion route passed close to Blingdenstone and the deep gnomes close to abandon teir city. After the drow army passed, Belwar Dissengulp and other deep gnomes wardens convinced King Schnicktick to join their forces to those of the defenders of Mithral Hall. The deep gnomes and their allies inflicted a great deafeat on Menzoberranzan in te Keeper's Dale and the Menzonberranyr never forgot that the Svirfneblin had contributed to their humiliation.

In Marpenoth of 1370 DR, the Matron Mothers of Menzoberranzan exacted their vengeance. Calling up dozens of powerful demons and bebiliths, they unleashed a plague of murderous fiends that overran Blingdestone. Thousands of gnomes died in the fall of the city, and thousands more were captured by drow slavers waiting outside the city gates. A small number of the deep gnomes managed to escape to Mithral Hall and Silverymoon as refugees. Driven from their old homes, these Svirfneblin have found a warm welcome among their former allies, but the prospect for returning to their old home looks bleak at best.


Dour and cynical, deep gnomes are resigned to their lot in life. THey spend their days scratching out a living in the subterrenean 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 overwhealming 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 worsts 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 promissing new veins to mine for their beloved rubies.

Deep Gnome Characters

Svirfneblin are rarely found outside thei own sociaty. When this does happen, its usually a lone prospector, a solitary illusionist or a group of warriors who have struck out from their town for one reason or another. Typically deep gnomes only leave their home out of a deep and adbiding curiosity about the outside world, a burning desire to find more rubies or the need to find help for dealing with some creature or event the Svirfneblin don't feel they can handle on their own. Svirfneblin adventurers are most commonly fighters, rangers, rogues or wizards (Particularly Illusionists). Naturally stealthy, they find that the skills boned in surviving the dangers of the Underdark also serve an adventuring ranger or rogue well.

Favoured Class: Like all gnomes, Svirfneblin are talented wizards, especially illusionists. With an Ilusionists' powers, the deep gnome can keep out of sight of others until she decides to reveal herself. She can remain concealed hide her home and friends, and deceive or mislead enemies. Svirfneblin have learned that an enemy who can't locate them, can't hurt them.

Deep Gnome Society

Deep gnome communities are subterranean settlements deep beneath the surface of Toril. THe central part of the city is usually set in a songle 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 the gnome communities, deep gnomes towns re 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 traevling 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 apprenticeship 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 us a strict division of labor along gender lines and its rare to see it crossed. The female gnomes rule in the home and the males outside of 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 whishes 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 eachother). When either morarch 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 staturs. 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 rothe, 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 bew 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 communites, both in honor of Calladuran Smoothhands, their favoured god. THe festival of the Ruby celebrates the muthical time when Calladuran 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 of the Deep Borther 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 shy 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 abandonned in the deep places of the world.

Language and Literacy

Svirfneblin speak Gnome, Undercommon and whatever tongue is used by those on the surface of their region. Those who deal with outsiders often pick up a but of Common as well. Given the nature of their closest neighbors in the Underdark, its not uncommon for Deep gnome linguists to also learn languages like: Draconic, Dwarven, Elven, Illuskan and Terran. All deep gnome characters are literate expect for Barbarians.

Deep Gnome Dieties

While deep gnomes of toril may not be particularly devout as a group,  they do have a full pantheon of deities they share with other gnomes. Svirfneblin clerics often move among both miners and mothers, keeping up community spirits. When they think the time is ripe, they declare a holiday festival in honor of whichever god they feel is appropriate.

Calladuran Smoothhands, the master of stone is the most popular god among deep gnomes, many of whom spend their entire adult lives working in their town's mines. Calladuran taught the Svirfneblin to summon and berfriend earth elementals. Many deep gnome craftmen work Callarduran's star insigniea into their jewelry and other handiwork. They are careful not to use this theme with a golden ring, however, resserving that priviledge for the god himself.

Although, he is the patriarch of the gnome pantheon, few deep gnomes are drawn to the faith of Garl Glittergold. Garl's bright and sunny naturesimply does not seem relevant to most Svirfneblin Some Svirfneblin even feel that Garl has abandoned them in favour of their more cheery kin. Deep gnomes feel closer to Segojan Earthcaller, beloved by those deep gnomes who keep pets or work with their few domesticated animals (These are usually Svirfneblin females). The rare deep gnome ranger usually finds this god's way with nature to his taste as well.

No gnomes really care for Urdlen, but he particularly frightens the Svirfneblin. Tales of Urdlen's habit of attacking especially greedy deep gnomes just as they are about to grasp the most valuable gem ever seen are commonly told to younf deep gnomes to keep them in line. Such parables also illustrate the number of quick and senseless deaths that await deep gnomes thoughout the Underdark. Only constant vigilance against such threats does any good and for encouraging them to always be alert, Urdlen has eaned the deep gnomes' respect.

Relations with other races

Insular, and suspicious, deep gnomes do not get along well with any other races. If forced to pick with whom they would rather keep company (Outside other deep gnomes or no one at all) most deep gnomes would choose to associate with forest gnomes, and then rock gnomes. Beyond that, they might not mind gold dwarves or shield dwarves or the occasional Elf.

Svirfneblin do not have much feeling about any of the other standard chracter races, other than a general aversion to all of them. However, they have a deep and abiding hatred for drow and duergar. These two races, with whom the deep gnomes share the Underdark, have long been a thorn in the side of a people who would much rather just be left alone. Also, the evil tendencies of these races have led many surface dwellers to tihnk that all who live in the Underdark are unprependantly evil, a prejudice that frequently causes the deep gnomes' grief when they first encounter an ignorant intruder from the surface.

Svirfneblin of Greyhawk

The svirfneblin have a different history unknown to the people of the surface world. It was probably the svirfneblin priests of Pyremius who created the jermlaines in approximately -1800 CY.

Many svirfneblin dwell beneath the Hellfurnace Mountains. At least one kingdom, ruled by Gnarly Gnelly, lies beneath the Crystalmist Mountains. Svirfneblins live in larger cities than rock gnomes, often boasting more than a thousand residents. They are complex places composed of many layers of caverns, tunnels, and buildings connected by spiral staircases and narrow tunnels. A group of gnomes, most likely svirfneblin given the region (the Hellfurnace Mountains) and time, escaped from slavery by the Suel to create the jermlaine race.
« Last Edit: March 16, 2012, 04:43:38 PM by Bluebomber4evr »


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Re: Subrace Roleplaying Resources and Lore
« Reply #20 on: December 03, 2007, 02:02:31 AM »

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 Faerūnian creature with the bloodline of an evil outsider. They breed true with their own kind of with pureblooded orcs, and even orcs with one tanarukk parent 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 same life expectancy of a normal orc.


The citadel now known as Hellgate Keep fell under the sway of demons nearly five hundred years ago. The Harpers placed wards around the site to prevent demons from conjuring any more of their kind, so Grintharke the Balor, the most powerful demon present, ordered his evil minions to breed with the orc slaves of the keep in order to produce fast breeding but powerful creatures who would serve the demons as shock troops and guards. After a few hundred years, the fiendish bloodlines stabilized, and the race of tanarukks was born.

In recent years, Grintharke was slain. His successors fell to infighting, but managed to hold power until the keep itself was destroyed in 1369 DR by an extraplanar artifact known as the Gatekeeper's Crystal. A number of surviving tanarukks fled to the Nether Mountains, while others remain under the command of one of the keep's cambions, thronging secret halls buried in the Underdark. The tanarukks of the Nether Mountains are mingling with local orc tribes and may soon branch out into the Spine of the World, where they will come into conflict with the tribe of King Obould Many-Arrows.


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.

Tanarukk Society:

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 a 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.


Tanarukks speak Orc and Abyssal, using the former for most conversations but inserting words from the latter when more sophisticated concepts need to be communicated. Smart tanarukks usually learn Common so they can more easily interrogate prisoners. Most tanarukks are completely illiterate.

Tanarukk Deities:

Like their pureblooded orc ancestors, tanarukks worship the orc pantheon. Despite the influence of fiendish mentors, tanarukk tribes do not worship demons. Tanarukks who are content to use their physical prowess in the service of an orc leader (without thinking too much) lean to the worship of Bahgtru. More than any other tanarukks, the worshippers of Bahgtru rarely wear armor, considering it a weakness. They tend to be the strongest and most aggressive members of the tribe.

Gruumsh, He Who Never Sleeps, is revered by all tanarukks and is especially close to the hearts of the tribal and clan chieftains. They see their demonic blood as a reward from Gruumsh for their long service, and mercilessly kill the weakest young of the tribe or those who manifest no true tanarukk abilities. Allowing one who has spirned the gifts of the One-Eyed God to live is an affront to his worship.

Tanarukk consider Ilneval, the god of orc crossbreeds and martial skill, to be their special patron, and Ilneval is worshipped almost as an equal to Gruumsh. If this new race continues to expand, he is likely to supplant Gruumsh in the eyes of the tanarukks. Ilneval is a favorite of the wiser tanarukks as well as the officers in orc armies. His worshippers are more likely to become fighters or rangers than barbarians.

Relations With Other Races:

Even more so than common orcs, tanarukks consider other races weaker than themselves. Only demons (and, to a lesser extent, powerful fiend-touched creatures such as half-fiends) gain any respect from the tanarukks, and only because they usually have the power to back up their commands.

Tanarukks are prone to torture and then eat any intelligent humanoid that crosses their path. After centuries of service to the tanar'ri, they are quite conversant with painful methods of torture and not above eating parts of their victim while it is still alive. Tanarukks are particularly hateful toward elves, given that the weakest tanarukk is more than a match for a half dozen common elves.

Tanarukks see orcs and half orcs as valuable allies but of lesser status than the tanarukks themselves. Any such allies usually end up coerced into mixing with the tanarukk tribe to create an even more numerous next generation of demonic progeny.

Animals And Pets:

During their confinement within Hellgate Keep, tanarukks have fallen out of practice in training animals and have only recently begun training boars and dire boars as mounts. Ideally, fiendish varieties would suit their needs and temperament, but they lack the means to acquire many of these creatures.

Tanarukk Characters:

Most of the wiser tanarukks are barbarians or fighters, although a fair number are sorcerers. Leaders multiclass as barbarian/sorcerers, using their limited sorcerer ability to augment their physical prowess. Less rage-prone tanarukks tend to be fighters or rangers.
Favored Class:
Barbarian. A tanarukk’s potent physical ability becomes downright frightening when he gains the benefits of barbarian rage.
Prestige Classes:
Tanarukk blackguards and assassins are fearsome foes indeed. Tanarukks can also become orc warlords (not presently supported on this server)

Abilities and Racial Features:

Tanarukks have the following racial traits:
• +2 Strength, +2 Intelligence, +2 Dexterity, –2 Wisdom, –4 Charisma. Tanarukks are strong and agile, but have short attention spans and aggressive natures.
• 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.
« Last Edit: January 01, 2017, 05:29:06 AM by Bastellus »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #21 on: December 03, 2007, 03:02:07 AM »

Left: a Chaond; Right: a Zenythri

One of the rarest of the many planetouched that walk the planes are the zenythris - the descendent of humans mysteriously infused with the energies of law. No one is quite sure where zenythri offspring come from, the rumors range from unnatural rituals used to mix lawful exemplars with humans to zenythri being the distant descendents of certain gods. Currently the most popular explanation is that certain regions of Mechanus alter travelers in strange ways, causing them to give birth to zenythri offspring. Still, a few whisper that the real secret of it is zenythri are the result of machines built to defy the natural order and artificially create life. No matter how the zenythri came to be, they do exist in small numbers on the planes, sticking mostly to Sigil and the Planes of Law. More often than not, they do not seem to know any more about their origins than anyone else, and surprisingly show little interest in the mater. Instead, zenythri devote their entire life to self-perfection in some manner or another, viewing anything else as a distraction from that goal.

Personality: Zenythri are introverted, serious creatures that view everything with high scrutiny. They rarely express any emotion; rather they choose to analyze every facet of a situation before deciding how to react. While others may view them as slow to act, few match their drive and determination once their course is set. Zenythri tend to be absolute perfectionists, refusing to let the smallest flaw or shortcoming pass in a task when it is possible to do better. As a result they often look down on less-structured creatures with either pity or disdain.

Physical Description: Zenythris most resemble perfectly formed humans. They range in height from 5’7 to 6’3 with perfectly smooth skin, evenly shaped bodies, and well-defined muscles. Even their hair naturally forms into the zenythri’s personal style. They are often attractive by human standards, and could easily pass as one if not for the bluish-purple tint to their skin. Some have more unusual features such as metallic colored hair and eyes, or even areas of skin that have hardened into metal. They prefer elegant, but simple clothing that provides as much comfort as image for those around them. Their clothing is often tight-fitting, so as not to impede their naturally strong and agile bodies. They cannot stand waste or clutter, even in their dress, and normally avoid wearing large amounts of jewelry or other accessories. Often they change their style to match whatever the current trend is in their area, if they do not set the new trend beforehand.

Relations: The structured nature of the zenythri makes them natural leaders and decision makers. They are often attracted to positions of high responsibility, where they are able to bring their own form of order to those around them, whether tyrannical or benign. While this may put them at odds with the strong-willed or independent-minded, their patience gives them the restraint to deal with any situation rationally. They treat most other races fairly, though generally with an air of superiority. Zenythri rarely trust or see eye to eye with the more chaotic races, such as bariaur or khaasta, and outright avoid chaotic exemplars such as the slaad and tanar’ri. At the same time zenythri tend to admire the efficient operations of the modron, and get along well with the modron outcasts found traveling the planes.

Alignment: Zenythri are naturally lawful creatures, though they move freely along the moral spectrum of good and evil. More often than not, they try to prove the superiority of their ethics by leading as an example to others, but some find it more efficient to enforce their views in any form possible. There are exceptions to the structured nature of the zenythri however, and some zenythri choose to forsake their quest for perfection in favor of the enticing thrills and freedom of chaos.

Zenythri Lands: Zenythri have no homes or land of their own, but mix freely in nearly any society where humans call kip. In larger communities, groups of zenythri may form small organizations to pursue some common goal, but usually they keep to themselves to avoid conflicting views of law and order.

Belief: Zenythri believe it is their duty to further perfect the gifts they have inherited, and thus are often found among the Mind’s Eye, though many are members of the Harmonium, the Fraternity of Order, and the Transcendent Order. Their focus on personal potential and responsibilities gives them little reason to worship deities, though most recognize the important role the powers play in the multiverse, and some look to the lawful deities as exemplars of order.

Language: Zenythri speak Planar Trade and any other dominant languages in their region.

Names: Zenythri names are based on where they were raised, and thus can be nearly anything. Whatever they may be, they take great pride in their names, and hold them in high regard.

Adventuring: Most zenythri find wandering the planes unappealing, the lifestyle too wild and unfocused. Those who are members of the Mind’s Eye travel because they believe the knowledge gained will help them achieve perfection of self. Others feel the
need to bring their order to realms beyond their home communities, and join adventuring groups because of the safety in traveling with others.

Roleplaying a Zenythri: You exist as a bastion of order in a multiverse filled with chaos. Your heritage makes you superior to most creatures, who lack an understanding or appreciation for structure, and it is your duty to guide those beneath you. In bringing your law to the planes you not only improve the multiverse itself, but you give purpose and completion to your own existence, bringing you closer and closer to perfection. Let nothing deter you from your destiny. Do not be distracted from the important things in life. Small pleasures and concerns are trivial; they will only delay you in your quest and are to be removed as quickly and efficiently as possible. By following this course you will master yourself in time, achieving perfection and unity with the very order of the multiverse.

Zenythri Racial Traits
• +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma: Zenythri are slightly stronger and faster than their human ancestors, and their scrutinizing mind allows them to gain a higher understanding of things. Their arrogance often hampers dealings with others, however.
• Medium-size humanoid.
• Zenythri base speed is 30 feet.
• Electricity, fire, and sonic resistance 5.
• True Strike (Sp): Zenythri can use true strike once per day as cast by a sorcerer of their character level.
• +2 racial bonus on Balance and Intuit Direction checks.
• Darkvision up to 60 feet.
• Automatic Languages: Planar Trade, home region. Bonus: Any (other than secret languages,
such as Druidic).
• Plane of Origin: Any (Often one of the Planes of Law).
• Favored Class: Monk.

« Last Edit: July 01, 2017, 02:12:08 AM by Bluebomber4evr »


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Arctic Dwarf - ECL 3
« Reply #22 on: December 05, 2007, 02:11:02 AM »
Arctic Dwarf

Regions: Damara, the North, Vaasa, Arctic Dwarf.
Racial Feats: Hammer Fist, Oral History, Swarmfighting.

Arctic dwarves, who call themselves the Inugaakalikurit, are the isolated inhabitants of Faerūn’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 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 Inu¬gaakalikurit have dwelt in splendid isola¬tion 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 socia¬ble 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.

History: Since the arctic dwarves have no historical record other than their own stories, little is known about the true history of this enigmatic subrace. Scholars believe that the arctic dwarves migrated into northern Faerūn around the same time as the Stout Folk who originally founded Bhaerynden, but, if that is true, they have left no trace of their passing. Some claim that the Inugaakalikurit once ruled a northern empire that rivaled great Bhaerynden, but the Great Glacier long ago crushed any ruins it might have left.

Arctic dwarves did not always claim the towering peaks of Novularond as their home. Prior to the coming of the Ulutiuns, they dwelt in small villages across the Great Glacier. Since adapting to their alpine homes, the arctic dwarves have dwelt in quiet isolation, untouched by the passage of time.

Outlook: 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 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.

Artic Dwarves Characters: Arctic dwarves typically make good rangers and barbarians, since they are well equipped to survive in extreme environments. Likewise, generations of battling frost giants and other monsters have given rise to a strong martial tradition. The self-sufficiency of these classes enables arctic dwarves to feel com¬fortable about their continued survival and hence engenders the relaxed attitude many feel toward life. Inugaakalikurit have no arcane spellcasting tradition, and their lack of religious faith precludes the role of cleric or paladin. Arctic dwarves often multiclass as ranger/fighters or ranger/barbarians.

Favored Class: An arctic dwarf’s favored class is ranger. The harsh polar environment of the Great Glacier rewards those who possess excellent survival skills, and the intermittent feuding between the Inugaakalikurit and their frost giant enemies demands the specialized skills of a giant-killing ranger.

Artic Dwarf Society: Arctic dwarf culture is remarkably homogeneous, the result of centuries of isolation from the other races of Faerūn. 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.

Language and literacy: Like all dwarves, arctic dwarves speak a dialect of Dwarven and employ the Dethek rune alphabet. They also speak the dialect of Common spoken in Sossal. The Inugaakalikurit dialect of Dwar¬ven is known as Kurit and has strong ties to Uluik, the Ulutiun tongue spoken by the humans of the Great Glacier and the Ice Hunters of the North. Common secondary languages include Uluik, Giant, Damaran, and Draconic, which enable arctic dwarves to communicate with their neighbors. All arctic dwarf characters are literate except for barbarians, adepts, aristocrats, experts, warriors, and commoners.

Arctic Dwarf Magic and Lore: Arctic dwarves take a pragmatic view toward magic: It’s useful if it helps them hunt, but otherwise spells and spellcasters especially arcane onesare a matter for tales told to youngsters.

Spells and Spellcasting: Arctic dwarves do not have an arcane spellcasting tradition. Since they do they not worship the dwarven deities, they lack a strong divine spellcasting tradition as well. Most arctic dwarf spellcasters are druids, adepts, and rangers. The druids in particular have an affinity to fire magic, because many of their most common foes (such as frost giants and frost worms) fear and hate flames.

Arctic Dwarf Deities: Among the various dwarven subraces, the Inugaakalikurit are unique in that they do not venerate the Morndinsamman or, indeed, worship any gods. A few exceptions exist, including a few arctic dwarves who have turned to the worship of the human god Ulutiu. Instead, the arctic dwarves follow a druidic tradition, venerating Talos and Ulutiu.

Relations with Other Races: Isolated as they are by their environment, arctic dwarves have little experience with members of other races aside from Ulutiun humans and frost giants. They get along well with the former and hate the latter. Since most arctic dwarves are amiable and peace-loving, they treat representatives of most other races favorably unless shown reason not to. The Inugaakalikurit find other dwarves and gnomes somewhat amusing, a combination of their familiar appearance and odd (to an arctic dwarf) ways. Likewise, humans other than Ulutiuns are seen as odd since their cultures differ greatly from that known to arctic dwarves. The Inugaakalikurit regard elves and half-elves with a measure of awe, having only ever seen winged elves soaring high above their mountain homes. Halflings, half-orcs, and planetouched are exotic creatures to a typical arctic dwarf.
Arctic Dwarf Equipment: Arctic dwarves commonly employ only a handful of weapons, including battleaxes, halfspears, shortbows, and shortspears. Most arctic dwarves wear hide armor, with pelts of polar bears being most highly prized. The harsh arctic environment of the Great Glacier requires the use of dogsleds (as sleds in the Player’s Handbook), snow goggles, and snowshoes. Arctic dwarves favor riding dogs with heavy winter coats as pets and pack animals. When they hunt behind dogsleds, they often chase down and exhaust their prey, then finish the hunt with arctic harpoons. While the arctic harpoon can be difficult for arctic dwarves to wield, they favor it anyway, motivated by a mythic tradition of arctic dwarf harpooners who felled impossibly large polar bears and other prey.

Arctic Dwarf Region: Most arctic dwarves live on the Great Glacier. This region is appropriate for an Inugaakalikurit raised in the race’s homeland in the icebound mountains of the glacier.

Preferred Classes: Barbarian, fighter, ranger, druid. A character of one of these classes may choose a regional feat and gain his choice of the bonus equipment below as a 1st-level character. An arctic dwarf character of any other class may not select one of the regional feats here and does not gain the bonus equipment at 1st level.
Automatic Languages: Common, Dwarven, Uluik.
Bonus Languages: Aquan, Auran, Common, Damaran, Draconic, Giant.
« Last Edit: April 19, 2017, 10:16:48 AM by Bastellus »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #23 on: December 05, 2007, 02:57:26 AM »

Derro are a degenerate race of dwarven stature. They have been skulking in the Underdark for ages, but they were discovered by the mind flayers only five centuries ago, and by the drow but shortly before that. The derro have made a name for themselves by their marked cruelty. It is said that a derro lives for just two things: to witness the slow, humiliating death of surface demihumans, and especially humans; and the perversion of knowledge to their own dark ends.

Derro are short, with skin the color of an iced over lake (white, with bluish undertones), sickly, pale yellow or tan hair (always straight), and staring eyes that have no pupils. Their features remind dwarves of humans, and vice versa. Derro have rough skin, spotted with short coarse tufts of hair. Most derro wear a loose costume woven from the hair of underground creatures and dyed deep red or brown. Their armor is leather, studded in copper and brass. Leaders wear tougher, kather armors, made from the hides of beasts far more rugged than cattle.

Combat: Derro are one of the most dexterous of humanoid races. All derro carry small, ornamental blades, called secari, which can be treated as daggers, but most use other weapons as well. Half of all encountered derro carry a repeating light crossbo. Derro crossbowman usually coat their bolts with poison. If a derro wants to simply bring down his prey, he uses a poison. If he desires to prolong his target's suffering, he uses a poison that has the same effects as a ray of enfeeblement spell. Twenty-five percent of derro carry a hook-fauchard, a long pole arm that can pull a man-sized or smaller creature off-balance.The derro will also have a hooked aklys, a short, heavy club that can be thrown. It is attached to a thick leather thong so that it can be retrieved. Thanks to the hook, the aklys also pulls an opponent off-balance. These derro are considered brave by their fellows; they are awarded the rarer, heavier armors.
The remaining 10% of the derro are the sons and daughters of derro leaders. They are given heavier armor and trained in the use of the spear and the military pick. They use bucklers (sans spikes) when not using the spear with both hands.

Habitat and Society: Derro live in large underground complexes, nearer the surface than the kuo-toans and drow, but deeper than goblins and trolls. They never expose themselves to direct sunlight; it nauseates them. Sunlight will kill a derro if he is exposed to it for several days. Still, derro do visit the surface at night, raiding for humans or carrying out a savant's plans. Derro are never encountered singly. From their combat tactics to their choice of spells, derro demonstrate a mob mentality. A lone derro is a desperate derro, seeking at all costs to return to his home.

Derro lairs always have 3d4+30 normal derro, plus leaders. The members of the lair are led by the resident savants (1-3 in number) and their apprentices (2-5 students). Derro obey without question the puzzling, even suicidal, dictates from their savant leaders. Also to be found in a derro lair are 5d6+10 human slaves. If any of the lair's savants or students know the charm person spell, each slave has a 90% chance of being charmed. Derro hate humans more than any other race; they use humans for the most demeaning manual labor, and for breeding.

Derro do not appear to worship any powers, but the savants treasure knowledge and the rest seem to worship the savants. Derro usually scour their territory for magical items, stealing them, or, if necessary, purchasing them from more powerful creatures. Derro do not share the love of gold common to their dwarven relatives, and they have been known to pay exorbitant prices for a few potions or for a magical item with a missing command word.

Every 20 years or so, the derro mount an all-out war against the other creatures of the Underdark. This is known as the Uniting War, and no savant really expects it to be won. The War is a means of winnowing out the weakest of the derro lairs, a focal point for racial identity, and a chance to really create some terror in the Underdark. It also serves the purpose of starting rumors. Humans will certainly hear that a war is being fought in the Underdark, and they will send hundreds of scouting and adventuring parties to the underground to investigate. The derro welcome this new source of slaves.

Ecology: Derro can live on a diet of underground fungi, but use it only for spice. They seek out other sustenance whenever possible. A derro hunting party usually pursues large, dangerous prey that will feed an entire lair, rather than smaller, simpler food. The derro tendency to torment prey also holds when for hunting food. They also raid other races for food.

Derro of Greyhawk

Derro are widespread and are likely to be found in small tribes throughout the Underdark. Derro warrens exist in many drow and duergar cities, and independent derro strongholds lie in the deepest reaches of the Underdark. Derro scouts and marauders search the areas near and around their settlements for victims to enslave and torment.

The majority of derro dwell beneath the Sea of Dust, their ancient homeland, but derro communities are now found beneath the Hellfurnace Mountains, in Zahind, in the Abbor-Alz hills, in the Domain of Greyhawk, and in the Rakers, the Griffs, and the Corusk Mountains.

A major derro enclave is rumored to be located beneath the Forgotten City of the ancient Suel. The Honeycombed Halls of the Diirinken is another significant derro community.

The derro were created circa -1219 CY after the Imperial Congress of the Suel Imperium, following much debate, gave their official approval. The derro were intended to be a race of slaves meant to serve as miners, bred from human and dwarven prisoners and slaves using horrific magic. The Suel name for them was thurgamazar, or "little miners." The current name from them, derro, is derived from the Flan phrase dwur-rohoi, or "twisted dwarves."

Fortubo was so outraged by this abuse of magic and sapient beings that he virtually abandoned humanity, joining the dwarven pantheon in protest.

The derro inherited magical prowess from their Suloise ancestors as well as a covetous streak from the dwarves. They remained slaves until the Rain of Colorless Fire destroyed the Suloise Empire, leaving the derro tunnels and mines intact. The derro viewed the Rain as a great liberation, gathering under the leadership of their savants and slowly spreading into the Flanaess as far as the Thillonrian Peninsula.

The komazar bredthralls were an attempt by the Scarlet Brotherhood at replicating the ancient Suel creation of the derro.
« Last Edit: July 01, 2017, 02:13:46 AM by Bluebomber4evr »


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Re: Subrace Roleplaying Ressources and Lore
« Reply #24 on: December 09, 2007, 02:43:27 AM »
Mul (Half-Dwarf)

See, the trick is to break their will. Not too much, mind you. Nobody wants to watch a docile gladiator, and muls are
too expensive to waste as labor slaves. But, you don’t want them trying to escape every other day. Would you like to
tell the arena crowd that their favorite champion will not be appearing in today’s match because he died trying to
escape your pens?
-- Gaal, Urikite arena trainer

Born from the unlikely parentage of dwarves and humans, muls combine the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery. Humans and dwarves are not typically attracted to each other. The only reason that muls are so common in the Tablelands is because of their value as laborers and gladiators: slave-sellers force-breed humans and dwarves for profit. While mul-breeding practices are exorbitantly lucrative, they are often lethal to both the mother and the baby. Conception is difficult and impractical, often taking months to achieve. Even once conceived, the mul takes a full twelve months to carry to term; fatalities during this period are high. As likely as not, anxious overseers cut muls from the dying bodies of their mothers.

Personality: All gladiators who perform well in the arenas receive some degree of pampered treatment, but muls receive more pampering than others. Some mul gladiators even come to see slavery as an acceptable part of their lives. However, those that acquire a taste of freedom will fight for it. Stoic and dull to pain, muls are not easily intimidated by the lash. Masters are loath to slay or maim a mul who tries repeatedly to escape, although those who help the mul’s escape will be tormented in order to punish the mul without damaging valuable property. Once a mul escapes or earns his freedom, slavery remains a dominant part of his life. Most muls are heavily marked with tattoos that mark his ownership, history, capabilities and disciplinary measures. Even untattooed muls are marked as a potential windfall for slavers: it is clearly cheaper to “retrieve” a mul who slavers can claim had run away, than to start from scratch in the breeding pits.

Physical: Second only to the half-giant, the mul is the strongest of the common humanoid races of the tablelands. Muls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Universal mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most muls have dark copper-colored skin and hairless bodies.

Relations: Most mul laborers master the conventions of slave life, figuring out through painful experience who can be trusted and who cannot. (Muls learn from their mistakes in the slave pits to a greater extent than other races not because they are cleverer, but because unlike slaves of other races they tend to survive their mistakes, while other slave races are less expensive and therefore disposable. Only the most foolish and disobedient mul would be killed. Most masters will sell a problem mul slave rather than kill him.) Their mastery of the rules of slave life and their boundless capacity for hard work allows them to gain favor with their masters and reputation among their fellow slaves.

Alignment: Muls tend towards neutrality with respect to good and evil, but run the gamut with respect to law or chaos. Many lawful muls adapt well to the indignities of slavery, playing the game for the comforts that they can win as valued slaves. A few ambitious lawful muls use the respect won from their fellow-slaves to organize rebellions and strike out for freedom. Chaotic muls, on the other hand, push their luck and their value as slaves to the breaking point, defying authority, holding little fear for the lash.

Lands: As a collective group, muls have no lands to call their own. Occasionally, escaped muls band together as outlaws and fugitives, because of their common ex-slave backgrounds, and because their mul metabolism makes it easier for them to survive as fugitives while other races cannot keep up. Almost without exception, muls are born in the slave pits of the merchants and nobles of the city-states. Most are set to work as laborers, some as gladiators, and fewer yet as soldier-slaves. Very few earn their freedom, a greater number escape to freedom among the tribes of ex-slave that inhabit the wastes.

Religion: Even if muls were to create a religion of their own, as sterile hybrids, they would have no posterityto pass it on to. Some cities accept muls as templars. Mul clerics tend to be drawn towards the strength of elemental earth.

Psionics: Since most slave owners take steps to ensure that their property does not get schooled in the Way, it is rare for a mul to receive any formal training. Those that get this training tend to excel in psychometabolic powers.

Magic: Muls dislike what they fear, and they fear wizards. They also resent that a wizard’s power comes from without, with no seeming effort on the wizard’s part, while the mul’s power is born of pain and labor. Mul wizards are unheard of.

Language: Muls speak the common tongue of slaves, but those favored muls that stay in one city long enough before being sold to the next, sometimes pick up the city language. Because of their tireless metabolism, muls have the capacity to integrate with peoples that other races could not dream of living with, such as elves and thri-kreen.

Names: Muls sold as laborers will have common slave names. Muls sold as gladiators will often be given more striking and exotic names. Draji names (such as Atlalak) are often popular for gladiators, because of the Draji reputation for violence. Masters who change their mul slaves’ professions usually change their names as well, since it’s considered bad form to have a gladiator with a farmer’s name, and a dangerous incitement of slave rebellions to give a common laborer the name of a gladiator.

Adventurers: Player character muls are assumed to have already won their freedom. Most freed mul gladiators take advantage of their combat skills, working as soldiers or guards. Some turn to crime, adding rogue skills to their repertoire. A few muls follow other paths, such as psionics, templar orders or elemental priesthoods.

Role-playing Suggestions:Born to the slave pens, you never knew love or affection; the taskmaster’s whip took the place of loving parents. As far as you have seen, all of life’s problems that can be solved are solved by sheer brute force. You know to bow to force when you see it, especially the veiled force of wealth, power and privilege. The noble and templar may not look strong, but they can kill a man with a word. You tend towards gruffness. In the slave pits, you knew some muls that never sought friends or companionship, but lived in bitter, isolated servitude. You knew other muls who found friendship in an arena partner or co-worker. You are capable of affection, trust and friendship, but camaraderie is easier for you to understand and express - warriors slap each other on the shoulder after a victory, or give their lives for each other in battle. You don’t think of that sort of event as “friendship” - it just happens.

Being sterile, and thus outside of the typical chain of reproduction, muls often suffer from a sense of meaninglessness. This is compounded when they learn (often too young) that they were born as a tool or bargaining chip. This tends to make many muls into angry people, full of distrust and hate. However, muls that are able to escape the bonds of both their owners and their depression will almost always make the best of warriors. Many slave tribes and small armies are headed by mulish captains, as their fighting prowess and unusual ability to empathize render them superior leaders.

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