Difference between revisions of "Races (FiD)"

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{{FiD}}
 
{{FiD}}
Common races implemented for Fox in the Dark set in [[Greyhawk]]. Not all of these are suited to be player characters in every campaign, consult with the group.  
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Common races implemented for Fox in the Dark set in [[Greyhawk]].  
Except for the Catfolk, Kenku, and Orc, beast races are notoriously absent from the image
+
Not all of these are suited to be player characters in every campaign, consult with the group.  
 +
'''[[Humans (FiD)|Humans]]''' are on a separate page.
 +
 
 +
[[#Beast Folk|Beast Folk]] are notoriously absent from the image except for the most common, [[#Catfolk|Catfolk]], [[#Kenku|Kenku]], and [[#Orc|Orc]].
 
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== Rules ==
 
== Rules ==
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This is the native language of most people of this race, often indicating the language is a dialect of some more older language.
 
This is the native language of most people of this race, often indicating the language is a dialect of some more older language.
  
== Human ==
+
== Half-Folk ==
The basis of comparison for other races. Humans are the most common people, and the most widely adaptable.
+
These are hybrids of humans and other races.
* '''[[Languages_(Greyhawk)|Language]]''': Depends on Subrace.
+
They are caught between their ancestral heritages, never fully belonging to either.
* '''Action''': Depends on Subrace.
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook. Humans also have more endurance than other races, they can go on longer than others and gain +1d on recovery rolls.
 
 
 
=== Common ===
 
''Fantasy Americans—English, Dutch, and German. ''
 
This the emerging culture of the central Flaeness, named Common from the name of the language, but may refer to themselves as Cosmopolitan.
 
 
 
''' Appearance '''
 
Common humans are a mix of races, and thus display very diverse traits. They have a wide range of eye, skin, and hair colors, from black to dark olive to fair skin and from black over sandy and ruddy to blond hair. Length and girth also vary a lot. Their ancestry can sometimes be traced in their appearance, but such stereotyping can be misleading, a black man from Greyhawk City may have little or no cultural connection to the Tuov.
 
 
 
''' Role '''
 
Accepting, Pragmatic, Ambitious, Honest, Outgoing. Common man is ''homo economicus'', always striving to better his own condition. While politics, ideals, and religion matter, they take second stand to having a good life and realizing oneself. It has been said that the common people is a people of shopkeepers.
 
 
 
'''History
 
A mixture of Flan and Oerdian, with traces of Suloise and Baklunish, the common people are hardy but otherwise varied, combining many of the best elements of earlier cultures. The are less magically talented, prospering in martial classes and as merchants.
 
The first instance of the Cosmopolitan culture emerged in Keoland, a feudal country with an unusual mix of peoples living in relative peace.
 
The Ulek states claim to have developed their own Comopolitan culture separate but compatible with that of Keoland.
 
The Common that is growing and expanding today is the culture of commercial city states:
 
Dyvers and Greyhawk and the cities of the Wild Coast.
 
the Sea Princes and Sasserine,
 
the Iron League,  
 
and even the Solonor Compact in the far west.
 
The Shield Lands and Bandit Kingdoms are also de facto of the Common culture, but considered more rag-tag lands of immigrants than truly Cosmopolitan.
 
 
 
''' Politics '''
 
Common men would like to say that they ignore politics, only when they do so things usually end up badly.
 
Greyhawk ignored the invasions from Iuz and Pomarj to the point they became a continental problem.
 
Content to live under any political system as long as it does not interfere with their personal lives and pursuit of happiness, common men are so defensive about these things that their government is often in turmoil and revolution is an everyday possibility.
 
But while the government may change, the structure of society and its institutions reman.
 
 
 
''' Integration '''
 
Common men pretty much define integration. With enough tolerance to adapt quickly and absorb other cultures even more quickly, the common culture and its values can be insidious in how fast they spread.
 
Likewise Common people easily integrate into other societies, but then change those societies, over time making them more like Cosmopolitan society.
 
 
 
''' Family '''
 
Monogamous. Liaisons are tolerated. Lineage is by social standing; children inherit the name and identity of the most prosperous parent. Core family is very strong; extended family is weak. Though Common morals are often seen as lax by other peoples, there are taboos against public nudity and incest, while gender equality, prostitution, birth control, and marriage outside the culture are all accepted practices.
 
  
''' Vices '''
+
=== Half-Elf === 
The common culture is very dynamic; if it has a flaw, it might be failing to realize how shocking this can be to other people. This can make Common people seem cruel and rash to to others when they only consider themselves rational and efficient. For example, if a Common man has bought a piece of land, he might want to evict generations of tenants and start over with some other land use without regard for the customary rights of these people in their own culture.
+
Elves and humans are similar enough that children are sometimes born from their unions, but that is not the only way half-elves come into existence.
 +
Living in the Feywild or areas of the Prime under strong fey influence can turn humans into half-elves.
  
* '''[[Languages_(Greyhawk)|Language]]''': Common humans chose a human language other than Common representing their ancestry, or instead choose to master Common to a high degree and easily match the dialect of the land wherever they go.
+
''' Appearance '''
* '''Action''': Any.
+
Half-elves have a mix of human and elf traits. They look like humans in their twenties, with slightly slimmer builds than humans but stockier frames than elves.
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
+
Their ears are pointed but more subtle than those of elves.
  
=== Baklunish ===
+
''' Role '''
''Fantasy Persians''. The Baklunish once were a nomadic people that built a great empire to the north-west of the Flanaess, which was ruined by war with the ancient Suel.
+
Half-elves can interact well with both humans and elves, but they never feel completely at home with either.
They have rebuilt themselves into an urban civilization and remain a homogeneous people, a distinction aided by their religion.
+
They are constantly adapting and accommodating, trying to find their place in two worlds that aren’t fully theirs.
Baklunish are militant and often at war with other cultures and with each other over religious divisions.
 
  
''' Appearance '''
+
''' Integration '''
Baklunish have a sandy complexion. They are between 160 and 170 cm tall. Most have dark eyes and hair, tough a few have green eyes and brick-red hair.
+
In human societies, half-elves often blend in during their early years, but as their slower aging becomes apparent, they feel out of place and are eventually pushed away.
 +
They frequently move to elven lands or start over in a new human community. Among elves, half-elves are considered unusually dour and remain outsiders until the end of their lives.
  
''' Virtue '''
+
''' Family '''
Honor, Respect for Clan, Generosity, and Piety are Baklunish virtues. Wealth is honored and seen as a reward from the Lady of Fate. A wealthy man is expected to donate to charity, but the poor are held in contempt. Seeking a harmonious coexistence with nature, the Baklunish see the universe as an eternal balancing of opposing forces. Good vs. Evil, the elements against each other. Humanity can ally with these forces and be drawn into their conflicts, or seek to stand aside and look for peace. To seek allegiance is to seek conflict. The virtuous either seek to align themselves with what is lawful and good, or remain aloft and neutral.
+
Growing up in families where one parent ages slowly and the other passes away far too soon often leads to difficult childhoods for half-elves. 
 +
As adults, they gravitate toward others like themselves, forming relationships that contribute to the slow emergence of a distinct half-elf population.  
 +
Those who are the children of humans or a half-elven couple have more regular childhoods but are often alienated by their slowed ageing.  
  
''' Politics '''
+
''' Vices '''
Baklunish politics are dominated by strife between city folk and the people of the hinterlands. The cities are rich and tend to grow soft, the nomads are poor but militarily strong. Most city nobility proudly trace their lineage to nomad families that seized power in a city, but are today typical soft city-dwellers. Still, it is the cities that can exert power and influence, build nations and empires.
+
Half-elves can develop a tendency toward passive agreeableness, nodding and going along with decisions while avoiding making their own.
 +
Some half-elves have lived entire lives, married, and raised families without ever truly choosing their own paths.
  
''' Integration '''
+
* '''[[Languages_(Greyhawk)|Language]]''': Elvish. 
Individual Baklunish have good relations with others and a reputation as fair traders, but they don't really integrate well. Cross-cultural marriage is rare, and when it happens the wife is expected to adopt her husband's culture and leave her own.  
+
* '''Action''': Consort.
 +
* '''Special Ability—Diplomatic:''' When cultural barriers would reduce the effect of your Resolve actions, you can negate this and act with normal effect.
  
''' Family '''
+
=== Half-Ogre === 
Polygamous, arranged marriages, patrilineal. Women are not seen as inferior, but are expected to take a different, more reserved role in society and a more active role in the home. A man will usually act as the spokesman for any given group, but a woman can very well be the real leader. The Baklunish do not practice incest, but their definition is very narrow; while sibling marriage is illegal, nephews and cousins are free to marry, which is commonly done to keep wealth in the clan. A common noble practice is for a younger brother to marry the daughter of an elder brother. The Baklunish practice circumcision, polygamy, and bride-price. They have strong taboos against nudity, pornography, and promiscuity.
+
Children of war and pillage, half-ogres are often viewed as monsters, but they can be socialized.
 +
The terms "Ogrillon" and "half-ogre" refer to the same being, differentiated only by culture and upbringing.
  
''' Power Use '''
+
''' Appearance '''
The Baklunish have their own magic traditions. They commonly practice [[Theurgy (FiD)|theurgy]], [[Wizardry_(FiD)|wizardry]] and [[Chi (FiD)|chi powers often labeled  psionics]], but have their own traditions and theoies of magic which is hard to integrate with eastern magic.
+
Significantly larger than humans, half-ogres are broad and powerful, with pale tan skin.
  
* '''[[Languages_(Greyhawk)|Language]]''': Baklun.
+
''' Integration '''
* '''Action''': Consort.
+
Most Ogrillons live among ogres as second-class members of their society.
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
+
Half-ogres raised by humans are often placed in military orphanages alongside other children of war. There, they are taught to integrate into human society and trained as shock troops, repaying society through service.
 +
Many half-ogres resent this treatment and attempt to escape, but they often struggle to survive independently. As a result, they frequently join adventuring parties or bandit groups.
  
=== Flan ===
+
* '''[[Languages_(Greyhawk)|Language]]''': Ogre, a dialect of Giant. 
''Fantasy natives, be they Celts, Amerindians, or Slavs.
+
* '''Action''': Wreck.
Though almost obsolete as a distinct people today, the Flan have had a great influence on present-day Oerdians and to a lesser extent on the Suel— more than those haughty peoples admit.  
+
* '''Special Ability—Toughness:''' You are highly resistant to damage. When you take physical harm that is not potent, make a Wreck roll. '''1-3''': Nothing. - '''4-5''': Reduce level of harm by one.  - '''6''': Reduce level of harm by two. - '''Crit''': Negate all harm and recover 1 stress.
The Common culture inherited these traits and also assimilated many Flan, making their culture and religion one of the more influential ones.
+
This stacks with the basic Skirmish ability of many powers to absorb damage when both are relevant.
The Flan also left many landmarks and ruins, and understanding Flan and their culture can be essential to surviving an exploration.
 
  
''' Appearance '''
+
=== Half-Orc === 
Varying tremendously in length, all Flan are reddish-brown of skin, going to pale in the north, with black hair and usually dark eyes. Some have startling eyes of bright color. They tend towards angular faces, with distinctive nose and chin.
+
Half-orcs are often born from tragedy, children of war who grow up either as tribal warriors among orcs or in militaristic orphanages among humans.
  
''' Role '''
+
''' Appearance '''
Generous, boisterous, carefree, superstitious, brave. The Flan see alignment as secondary to survival. You do what you have to do and seek what allies you can find. Servitude under evil is better than the oblivion of deathThe powers of light are more  benevolent and to be served when you can afford to, but the powers of darkness give an advantage at critical times. A member of the tribe can sacrifice himself by turning to evil to save the tribe, only to be condemned and killed yet honored after death for his sacrifice.
+
Half-orcs are less bestial than full orcs, with a mix of human and orcish traits.   
 +
They are slightly larger and heftier than humans, with features such as bristly hair, snout-like noses, hunched backs, fangs, pointed ears, claw-like nails, jowls, or greenish skin, though not all of these traits are present in every half-orc.
  
''' Politics '''
+
''' Role & Integration '''
Flan are conservative to a fault, often adopting a siege mentality. Any change to their cultural pattern is seen as an invasion, and even speaking to outsiders can be taboo. Of course, this is what the few unassimilated remnants of pure Flan do, and a large part of the reason why they are still culturally distinct; historically the Flan were more open to outsiders.
+
Half-orcs occupy a liminal space, neither fully accepted by humans nor orcs. 
 +
They are often given the worst jobs, clothing, and equipment. In military service, they are sent in first to absorb losses. 
 +
If they survive, they may earn respect, becoming champions among humans or leaders among orcs. Other races generally see them as human.
  
''' Integration '''
+
* '''[[Languages_(Greyhawk)|Language]]''': Orc, a dialect of Sylvan. 
Flan do not integrate well as a group, but many, many Flan have been lured into the societies and cultures of others over the ages, seemingly adopting well but bringing elements of their own cultural heritage along.
+
* '''Action''': Wreck. 
 +
* '''Special Ability—Controlled Fury:''' Gain +1d when resisting Resolve consequences. If you choose not to resist, you may choose to manifest these consequences as rage instead of fear or doubt.
  
''' Family '''
+
== Demi-Humans == 
Unassimilated Flan practice group marriage with a central female having many husbands and those having secondary wives, often the daughters of the matriarch. Flan are matrilineal, descent and inheritance is on the female line. Promiscuity, and extramarital liaisons encouraged, often in religious ceremoniesA great deal of Flan myth concerns how to manage the jealousy of multiple husbands.  
+
A collection of various races that are generally friendly to humans and participate in human society on an equal basis.
 +
Humaniform races that are not emancipated are called "humanoids," a term often considered derogatory.   
 +
The main type of true humanoids are the [[#Goblinoids|Goblinoids]]. 
 +
[[#Races_(FiD)#Gnoll|Gnolls]] and [[#Races_(FiD)#Orc|Orcs]] are often considered humanoids, but they are more accurately classified as [[#Beast_Folk|Beast Folk]].
  
''' Power Use '''
+
=== Dwarf === 
Mainly druidic and sorcerous magic utilizing natural currents of magic. Protection and divining spells are used to avoid trouble rather than to confront it. Spells that manipulate and turn adversity into gain are popular, such as weather control, charm, geases, divination, and wards. When all else fails, Flan magicians turn to necromancy.  
+
Short and stout compared to humans, dwarves are stronger and more enduring but less agile in both mind and body.
 +
They prefer to live in mines or stone houses and are extraordinary craftsmen.
  
'''Ur-Flan'''
+
Dwarves are stubborn, conservative, and hardworking—the backbone of society. 
The Ur-Flan were a proto-urban culture among the flan, where separate groups of Flan built temple cities and necropolises. They practiced necromancy and dark magic which led many of them to their doom, the last of them were conquered by the Oerdians.
+
They are proud and industrious, slow to forgive insults, but steadfast allies to their friends.
Never a large part of Flan society, they lorded over other Flan and today are bogeymen to frighten children.
+
A typical dwarf is between 120 and 150 cm (4' to 5') tall and weighs 70 to 90 kilos (145 to 200 lbs). 
 +
Male dwarves take great pride in their beards, although baldness is common. 
 +
Females have abundant head hair and sometimes sideburns but generally lack beards.
 +
There is little difference in appearance, dress, or mannerisms between genders, which often leads outsiders to mistake female dwarves for dwarf youths—a misunderstanding that dwarves are happy to let persist. 
 +
Gender roles and status are nearly identical within dwarven society.
  
* '''[[Languages_(Greyhawk)|Language]]''': Flan.
+
''' Role '''
* '''Action''': Prowl.
+
Dwarves take immense pride in their work and excel in crafts such as brewing, stoneworking, jewelry, and metalworking.
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
+
Not all dwarves have prestigious trades, but even lesser trades are all given a share of the deep respect dwarves have for hard work and craftsmanship.
 +
Dwarves are valued as skilled artisans, careful merchants, and reliable administrators. 
 +
Once a dwarf commits to a task, they will not abandon it until they consider it complete.
  
=== Oerdians ===
+
''' Small Giants ''' 
''Pseudo-French
+
Dwarves may be closely related to giants, their ancestral enemies.
The ultimate in human pride, the Oerdians are lords among men, strong and confident to a fault. They build strong nations and dominate a wide stretch of the central Flaeness, from Nyrond to the Great Kingdom.  
+
Some stories—often suppressed by dwarves—suggest they are the final branch of the giant family tree. 
Oerdians are divided into tribes that grew into nations, with the Aerdi of the Great Kingdom historically being the strongest and most well known, the Oerdian people as a whole is sometimes refereed to as Aerdi.
+
The similarities between the Dwarvish and Giant languages, both written using similar runes, lend weight to these tales.
  
''' Appearance '''
+
''' Politics '''
Oerdians are tall and muscular, sometimes even hulking, with olive or ruddy complexion matched by brown or reddish hair.  
+
Dwarves prefer to establish their own kingdoms in mountain or hill terrain, with economies based on mining and craftsmanship. 
 +
While they produce food through herding and gardening, dwarves prefer to trade metal and stone goods for organic products, especially grains for brewing. 
 +
In a dwarven kingdom, every dwarf is expected to be both a craftsman and a warrior, creating strongholds that are formidable in defense but whose civilian life shut down when mobilized for war.
  
''' Alignment '''
+
The dwarves of the Flanaess are divided into groups, the Markkadin, Dumderim, and Holgereth clans and the Lyrkerammi clanless dwarves.
Accepting, Loyal, Warlike, Worldly, Practical. Oerdians lack the strong vices and virtues of other people; a worldly, earthy culture less concerned with high ideals. Good or evil, Oerdians generally look to results rather than ideals.
+
* '''Markkadin''' the founding clan and has by far the highest status. They live far to the west, in the southernmost part of the Crystalmist mountains. They trade and ally with humans.
 +
* '''Dumderim''' the second in status, living north of the Markkadin and deep underground.
 +
* '''Holgereth''' had to flee their ancestral lands in the Hellfurnaces and today prosper in the Lortmils.
 +
* '''Lyrkerammi''' once rebelled and lost their original name and their status as a clan. They later split into many groups and prospered, making them the most common dwarves of the Flanaess, building cities in the east. Lyrkerammi are not well regarded by other dwarves and many still feel guilt about their past rebellion, but they are the dwarves most adaptable to life among humans.
 +
* '''Duergar''' Properly called Damgarath, these are dwarves that never accepted the dissolution of their clan. They are the enemies of all other dwarves, in particular the Lyrkerammi who accepted the loss of clan status.
 +
* '''Derro''' Not recognized as dwarves at all, derro were mutated by the Suel into the insane psychics of the netherworld.
  
''' Politics '''
+
'''[[Dwarf History (Greyhawk)|Dwarves obsess over their history, read more here]]'''.
Because Oerdians are dominant in such a large part of the Flaeness, human politics are generally the same as Oerdian politics. The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between the divine brothers Hieroneous and Hextor. The Oerdians are accepting of differences on the Law— Chaos axis; a community can have both lawful and chaotic members living in harmony.
 
  
''' Integration '''
+
''' Integration '''
Oerdians are accepting of other cultures and their gods, at least when they have the upper hand. As the dominant race of the Flaness, the Oerdians are very accepting and open as a culture, which has let them assimilate large groups of Flan and Suel. As a result, there are today few "pure" Oerdians, their identity is cultural, not racial. Today the Oerdians themselves are being integrated into the expanding [[#Common|Common]] culture, one could almost say they are being infiltrated. The areas remaining culturally Oerdian are developing a defensive attitude to resist this integration.
+
Lyrkerammi dwarves integrate well into human societies, often as skilled laborers. 
 +
Larger human settlements commonly have dwarven quarters, areas designed for and dominated by dwarves, where other nonhumans are more welcome than elsewhere.
 +
Dwarves do not get along as well with other races, especially those they perceive as frivolous or unreliable, such as elves and beast folk.
  
''' Powers '''
+
''' Family '''
Pragmatic is the word; Oerdians see powers as tools. Most often used to create items for everyday use and to make day-to-day life easier. Magic users tend to focus on combat magic, each adopting a specialty of their own.
+
Dwarves live about 200 years and mature at roughly the same rate as humans.
 +
Family life is intense, with dwarves marrying early and having several children during their first few decades of adulthood. 
 +
Dwarves are not considered fully mature until they have completed this stage of life.
 +
A lone dwarf child is viewed as tragic but often believed to possess great heroic potential, carrying the destiny of an entire brood.
  
* '''[[Languages_(Greyhawk)|Language]]''': Pick a specific dialect of [[Languages_(Greyhawk)#Oerdian|Oerdian]].
+
''' Vices '''
* '''Action''': Skirmish.
+
Dwarves' materialism and pride in their thrift can sometimes lead to greed and hoarding of wealth, knowledge, and treasures.
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
+
Their clannish nature fosters strong family bonds but can result in bitter feuds between clans. 
 +
Dwarves are deeply honorable and will not break their word, but they are cautious about making commitments, often delaying until they are certain of the cause.
 +
Their children are heavily sheltered, reflecting the dwarves’ strong protective instincts.
  
=== Olman ===
+
* '''[[Languages_(Greyhawk)|Language]]''': Dwarvish, related to Giant and written in runes.
The culturally dominant people in northern Hepmonaland thousands of years ago, and more recently in the Amedio Jungle, in an age where gods where more inhuman and less good than today. The Olman eventually abandoned their empire and left their gods for shamanism. Today they live in semi-barbarism, often exploited by other peoples. It seems that Olman cannot have a civilization without their evil gods, which brings doom to them in an eternal cycle.  
+
* '''Action''': Tinker. 
 +
* '''Special Ability—Stonesense:''' Dwarves have a tactile sense that functions as sight within 10 meters when there is a connection of metal or stone. This can detect shape and composition but not color or pattern. This ability grants them +1d on Study, Survey, and Tinker rolls related to stone or metal.
  
''' Appearance '''
+
=== Halfling ===
Olman have highly saturated skins ranging in tone from fair to dark brown. This makes them seem reddish to outsiders. They have chiseled faces with distinct noses, chins, and brows. Hair is universally black, with red hair being extremely rare and seen as a sign of the divine.
+
Slightly taller than gnomes and more solidly built, Halflings resemble humans in their early teens.  
 
+
Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet.  
''' Alignment '''
+
Their skin tends toward a rich cinnamon color and their hair toward light shades of brown.  
Fatalism, piety, grandiosity, and tradition are the cornerstones of the Olman culture. Many Olman think of themselves as enacting divinely inspired roles, actors in the grand play that is the world. It matters more that you live your life in a grandiose manner than what the consequences of your actions are.
+
A halfling’s ears are slightly pointed, but proportionately not much larger than those of a human.
 
 
''' Politics '''
 
Olman gods are almost universally evil, and often chaotic. This makes even good Olman societies seem cruel and bloodthirsty to outsiders. Good Olman submit to the demands of these gods while trying to make the best they can of life. Evil Olman relish their gods' lust for blood and pain and often advance in their service, attaining high religious rank even in a society that is not otherwise evil. An Olman high temple can be very evil and cruel, yet administer a prosperous land where many people lead good lives.
 
 
 
''' Integration '''
 
Olman have trouble integrating with others as a group, often continuing to live in their own villages or sections of cities. Partly, this is due to their issues with foreign gods; seeing them as aspects of their own gods in disguise, they are extremely distrusting of "good" foreign cults.
 
This has led to Olman being treated poorly by others, often subjugated or even enslaved.
 
 
 
''' Family '''
 
Conventional, group marriage, or theogamy (marriage to a god or goddess), strictly regulated by tradition. Matrilineal ; inheritance goes trough the mother's line, but the husband is the head of the family. Brother-sister marriage and other forms of incest is common. Nudity and religious practice of sadism and sadomasochism are encouraged. Promiscuity is taboo.
 
 
 
Barbarian tribes have simpler families and tend to conventional or group marriages.
 
 
 
''' Powers '''
 
Olman power use is graphic and ceremonial, seeking to impress and terrorize as much as possible. Their gods rarely grant protective or healing powers. They lack wizards or bards, and their sorcerers find themselves gifted with destructive spells that affect large areas.
 
 
 
''' Family '''
 
Monogamous and Patrilinear. Oerdians have large extended families based on heritage trough the male line. Oerdian women do not carry the family line and their status is based on ability or marriage. Surnames are inherited on the male line, a woman has her father's or husband's name.
 
Relationships and marriage outside the culture and extra martial liaisons as well as prostitution are all tolerated. Public nudity is considered shameful and transvestism is not tolerated.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Olman.
 
* '''Action''': Attune.
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
=== Rhenne ===
 
Rhenne form a migrant population, some on the waterways of the Nyv Dyr, others on the roads of civilized lands. Nonmilitant yet not docile, they latch on to the civilizations of others.
 
 
 
''' Appearance '''
 
Lithe yet strong, with dark hair and eyes and skin a wide range of olive tones, Rhenne are considered attractive by other humans.  
 
 
 
'''History
 
Rhenne were originally from another world called Ravenloft. Scholars disagree if this is an entirely different cosmos or a region in the Shadowfell. In either case it is a land dominated by dark forces, a place abandoned by the gods. This explains why Rhenne have a cultural phobia against formal worship; any Rhenne found worshiping a god is cast out.  
 
  
 
''' Role '''
 
''' Role '''
Clannish, laid back, chauvinistic, and manipulative. Rhenne value freedom above all else and are chaotic to a fault. At the same time, they value friendships and clan loyalties very highly, but such loyalties can change quickly if honor is at stake. A stable society with well-defined laws is anathema to them, as is the stable servitude to a higher power, even one of chaos. Whatever the powers of their old homeworld were like, they have left deeps scars and an even deeper distrust among the Rhenne.
+
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity.  
 +
Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet halflings’ curiosity often overwhelms their good sense, leading to poor decisions and narrow escapes.  
  
 
''' Politics '''
 
''' Politics '''
Rhenne very rarely act with any political cohesion. While individual Rhenne defend their rights and might even pursue a vendetta, the people as a whole is very peaceful.  
+
Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural towns.  
  
''' Integration '''
+
''' Ancestries '''
Exiles from another world, the Rhenne are so paranoid that there is limited contact even with next-door neighbors. Rhenne are friendly and gregarious enough, but very rarely truly open themselves up to outsiders. It is speculated that they fled from some oppressive force or that they simply outstayed their welcome on their previous world, and that persecution there created the defensive mindset.
+
Halflings are divided into ancestries. These live together and don't differ much, but halflings love genealogies.
 
+
* '''Lightfoot''' The most common type of Halfling, interacts well with humans and is the most adventuresome. Follow the base rules.
''' Family '''
+
* '''Stout''' Dwarf-friends and more militant, they speak Dwarvish instead of mastering Common.
Clan. Couples often live as married, but arrangements are casual and the responsibility for children is shared in the clan. It is rare that the father of a Rhenne child is from the same clan as the mother. Many Rhenne live as stable couples, perhaps even with siblings, but these have no legal status and birth control is commonly used to avoid breeding within the clan. Clan elders keep track of lineages and enforce the incest taboo, which is very deeply and subtly ingrained in the culture.  Adoption (even to the point of kidnapping), breeding outside the culture, and inter-clan transfer are seen as healthy ways to avoid inbreeding. The child of an inter-clan out outside-culture liaison is the responsibility of the mother and her clan, tough a gift from a potential father is appropriate. Procreative sex has nothing to do with marriage and relationships, and is sort of a civic duty.
+
* '''Tallfellow''' Elf-friends and often upper class, they speak Elvish instead of mastering Common.
These customs translate very easily into prostitution when in contact with other cultures.
 
 
 
''' Powers '''
 
Rhenne refuse to use god-inspired powers and are very careful with magic. Their preferred "powers" are fooling the unwary with sleight-of-hand and legerdemain. Only women commonly have genuine magical gifts; they are shamans, psychics, or sorcerers and focus on the arts of divination, enhancement, and illusion. What few male power-users the Rhenne have tend to be powerful and destructive sorcerers.  
 
It is rumored that the Rhenne have rituals that allow them to 'travel the mists' to quickly reach distant places and perhaps even back to their origin in Ravenloft, but if so this has never been properly documented.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Rhopan.
 
* '''Action''': Sway.
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
=== Suel ===
 
''50s Hollywood villains, romans and nazi.''
 
Suel, or gormally Sueloise, are descended from refugees of their ancestral homeland that is now the Sea of Dust, the Suel are a far-reining folk. Most Suel have merged with Oerdian and Flan to form the mixed [[#Common|Common]] people of the central Flaeness; the groups that remain culturally Suel have done so because of isolation or xenophobia.
 
 
 
''' Appearance '''
 
Suel are tall and tend towards light frames. Their coloration is fair, with pale pinkish skin. Hair color ranges from platinum blonde to golden blond, with some individuals having sand-colored or black hair. Red hair is seen as an undesirable Oerdian trait.
 
 
 
''' Alignment '''
 
The Suel are traditionally tolerant about good-evil variations. Instead, the conflicts within the Suel are between Law and Chaos. and tend to go to extremes in alignment, neutrality is frowned upon as spineless. Even in the lawful evil Scarlet Brotherhood, good members are tolerated as long as they contribute, but chaotic alignment is not accepted.
 
 
 
There is a constant conflict between lawful loyalty and chaotic pride within each Suel. Few Suel are ever neutral on the Law— Chaos axle; it is not uncommon to have a crisis of faith, where the individual changes his past allegiance and decides to either roam free or adhere to order. Even seemingly lawful Suel often have some hidden vice, while the most freedom-loving and proud can accept great trials to uphold an oath or some tie of loyalty.
 
 
 
The Suel are a race of contrasts, and their traits can manifest in very different ways, often in pairs of virtues and vices. Thrifty/Selfish, Competitive/Domineering, Honest/Blunt, Self-assured/Opinionated, Ambitious/Proud are typical such pairs.
 
 
 
''' Politics '''
 
Suel are amazing society builders, but also pursue clan feuds ranging across centuries. This makes it hard for different Suel nations to cooperate.
 
This is a large part of why the Suel were driven off by Oerdians throughout most of the Flaness, they simply were not pragmatic enough.
 
  
 
''' Integration '''
 
''' Integration '''
Suel do not integrate well, but they are able to live as a distinct cultural group in settlements with other peoples, notably the Olman and Tuov.
+
Most often, they dwell at the knees of their human cousins in human cities. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives, traveling the world and experiencing all it has to offer.
Suel often end up leading such mixed societies, their familiarity with their own people's clannishness makes them able to adapt to the idiosyncrasies of subjects of other peoples. Suel that allow themselves to be integrated in another culture quickly adopt the Common culture.
+
Others integrate deeply into human families, living with their adopted humans and raising generation after generation.
 
+
This can take a dark turn, in autocratic cultures humans often keep halflings as household slaves.
''' Family '''
 
Conventional monogamy, divorce is possible but seen as a sign of "turning to chaos" and resigning your post in society. Descent is traced separately on the male and female line. A boy is a member of his father's family, a girl a member of her mother's family. A bastard boy is cast out or killed unless he is adopted or the biological father assumes responsibility. Combine this with an incest taboo that extends to second cousins of both genders, and Suel family trees become fnatastically complex. The nuclear family is very strong, the extended family too complex and interwoven to function.
 
  
Each family has a local head, separate heads on the male and female lines.
+
''' Home and Family '''
It is the duty of the head of the family to see that each newborn infant is fit, pure Suel, and has a recognized parent. If found wanting, children are exposed to the elements, leading to much death and a few spontaneous druids of great power who are usually hostile to their ancestry.
+
Though their curiosity drives them to seek out new places and experiences, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life.  
 +
Many halflings take a time-out from travelling to form a family, raising many children in a few decades, and then return to careers or wandering.  
 +
Halflings enjoy luxury and comfort and derive status from showing off their dwellings to other halflings, preferably during feasts or tea parties. At the same time, a halfling home can easily be concealed; in just a few days, a cozy garden can appear as a patch of wild growth.
  
 
''' Vices '''
 
''' Vices '''
Suel tend to egomania and chauvinism for themselves, their people , and their clan, in this order. They can spend inordinate amounts of time mapping their own family tree and trying to arrange the best mates for themselves and their children.  
+
A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery.
They look down on other races of human, tolerating them if they accommodate to the Suels' needs, warring with them if they don't.
+
Even more socialized halflings enjoy disappearing now and then, to experience things friends and allies keep hidden.  
 +
They are busybodies, and sometimes push their 'help' and 'advice' too far, using knowledge gained from spying.
  
''' Powers '''
+
* '''[[Languages_(Greyhawk)|Language]]''': Halflings lack a language of their own, instead they master Common to a high degree and easily match the dialect of the land wherever they go. Some halflings know elf or dwarf instead, see ancestries above.
Suel have an deep attraction to magic and use it to change the world around them with transmutation spells or to summon and bind supernatural servants with conjuration spells. Great theorists, the Sueloise prefer wizardry. Theurgy is often focused on means rather than ends; Suel classify miracles by domain rather than ethos.
+
* '''Action''': Prowl.
 
+
* '''Special Ability—Lithe:''' Halflings have +1d on Prowl rolls.
* '''[[Languages_(Greyhawk)|Language]]''': Pick a specific dialect of [[Languages_(Greyhawk)#Suel|Sueloise]]. These dialects have drifted greatly and are barely comprehensible to each other.
 
* '''Action''': Command.
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
=== Tuov ===
 
''Sub-Saharan African, notably Ethiopians.''
 
Tall and dark of skin, Tuov are superlative hunters on the plains of their native Hepmonaland.
 
 
 
''' Appearance '''
 
Tuov are tall and tend towards light frames. Their coloration ranges from bluish black to dark chestnut, with black hair with brownish or reddish tint that is compact and often curly. They have long legs and pronounced buttocks, making them superlative runners.
 
 
 
''' Role '''
 
Tuov embody the archetype of both the noble savage, the tenacious but suffering oppressed, and the sinister native. Tribal Tuov are proud, independent people able to deal with outsiders as respected equals. Civilized Tuov, on the other hand often form sinister kingdoms or theocracies, oppressing and enslaving their neighbors. Enslaved Tuov are resolute and determined to first survive and then win their freedom.
 
 
 
''' Politics '''
 
Tuov societies are often temporary and chaotic. Hepmonaland is full of the ruins of Tuov cities. New kingdoms are funded by charismatic individuals, who persuade others to join their great mission and quickly form complex and unique societies, but these rarely last more than a few generations.
 
 
 
''' Integration '''
 
Tuov look startlingly different to humans unfamiliar with them, but once the initial reaction is overcome, they get along with most other people. The relationship problems they do have are often grounded in the Touv being a slave and having to be emancipated to have a functioning relation.
 
 
 
''' Family '''
 
In tribal Tuov societies, monogamy is the norm. Among civilized Tuov, the practice and traditions of slavery creates unequal and unstable relationships where those in power can force polygamy on the Tuov.
 
 
 
''' Vices '''
 
Tuov love boasting and competing, and this passion can go overboard. Team sports can degenerate into brawls, and personal competition, such as rivalry in courtship, can turn ugly and violent.
 
 
 
''' Powers '''
 
Tribal Tuov have many
 
[[Animism (FiD)|Animists]] and
 
[[Chosen (FiD)|Chosen]] , often working together with fey and spirits.
 
Civilized Tuov practice organized religion, including dark religion such as demon worship.
 
Noble families often have [[Sorcery (FiD)|Sorcerous]] bloodlines, and use these powers to show their right to rule.
 
[[Wizardry (FiD)|Wizardry]] is practiced among both tribal and civilized Tuov, but wizards tend to live apart from society, as hermits or monks.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Tuov.
 
* '''Action''': Finesse
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
== Half-Folk ==
 
These are hybrids of humans and other races.  
 
These people are always caught between their ancestral races.
 
 
 
=== Half-Elf===
 
Elves and human are similar enough that a number of children are born, but that is not the only reason half-elves exist.
 
Living in the Fewyild or a part of the Prime under fey influence can turn humans into half-elves.
 
 
 
''' Appearance '''
 
A mix of elf and human, a half-elf looks like a human in the twenties, not quite as bulky as humans, but heftier than elves.
 
They have pointy ears, but much more subtle than elves.
 
 
 
''' Role '''
 
Half-elves can deal reasonably well with both humans and elves—but are not truly at home with either.
 
They have constantly had to accommodate and adjust to a people not quite their own.
 
 
 
''' Integration '''
 
Half-elves generally don't have any problem in their first human generation, but as their slower aging make they stay around beyond their time, they are both pushed out and feel less at home, so they often emigrate to elven lands or just start over in another human location.
 
Half-elves get along less well among elves, where they are considered unusually dour children almost to the day they die.
 
 
 
''' Family '''
 
Growing up in a family where one parent won't become adult and the other passes away way to soon, many half-elves have poor childhoods. For themselves, half-elves favor others of their own kind, meaning they are slowly becoming an ethnicity.
 
 
 
''' Vices '''
 
Half-elves can turn agreeableness into a vice, just agreeing and nodding to everything and then outliving the consequences. There are half-elves who have married and had a family this way, without ever making a descision of their own.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Elvish.
 
* '''Action''': Consort.
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
=== Half-Ogre ===
 
Children of war and pillage, half-ogres are considered monsters, but it is possible to socialize a half-ogre. Ogrillion and half-ogre are the same thing, separated by culture an upbringing.
 
 
''' Appearance '''
 
Significantly larger than humans and still proportionally broad, half-ogres have pale tan skins.  
 
  
''' Integration '''
+
== Elf ==
Most ogrillion live among ogres as second-class ogres.
+
Elves are magical creatures, otherworldly, not fully of the material plane. Although elves share many traits with other folk, they possess innate magic and lead enchanted lives. Elves are considered demi-humans, but are such a large category that they deserve a chapter of their own.
Half-ogres were raised by humans, usually in military orphanages along with other children of war. There they are taught to live in human society and usually trained as shock troops, repaying their debt to society by risking their lives. Many half-ogres resent this treatment and escape at first opportunity but find it hard to survive on their own, so they often join a band of adventurers or bandits.
+
Gnomes and the plane-touched races have been subsumed into elves, which mainly has a cosmetic effect, as they now have elfin features instead of how they looked before.  
  
* '''[[Languages_(Greyhawk)|Language]]''': Ogre, a dialect of Giant.
+
There are many sub-categories of elves:
* '''Action''': Wreck.
+
# '''Classic Elves:''' These include high elf, wood elf, gruach, eladrin, elandir, drow, and shadar-kai, native to Oerth, the Feywild, and the Shadowfell. They are the most widely recognized and influential among elvenkind.
* '''Special Ability—Toughness:''' You are highly resistant to damage. When you take physical harm that is not potent, make a Wreck roll. '''1-3''': Nothing. '''4-5''': Reduce level of harm by one. '''6''': Reduce level of harm by two. '''Crit''': Negate all harm and recover 1 stress. This stacks with the basic Skirmish ability of many powers to absorb damage when both are relevant.
+
# '''Elemental Elves:''' Jann, jinn, kyra, oread, nerid, and xix. Drawing power from the inner planes, these elves are sometimes called genies or planetouched. They are rare on Oerth and viewed with a mix of awe and apprehension.
 +
# '''Gnomes:''' Forest and rock gnomes. Diminutive elves that enjoy practical tasks, gnomes often take on essential roles in maintaining the cities of the high elves and eladrin. Their industrious nature and ingenuity are highly valued.
 +
# '''Planetouched:''' Aeon, dis, gish, and teuflings. These elves draw power from the outer planes and many are born from humans exposed to planar energies, making them the least recognized as elves. Their mixed heritage often leads to struggles with identity and societal acceptance.
  
=== Half-Orc ===
+
=== Common Traits ===
Half-orcs are often the result of a tragedy, children of war that often grow up as tribal warriors among orcs or in a militaristic orphanage among humans.
+
Except as noted, these traits apply to all elves.  
  
 
''' Appearance '''
 
''' Appearance '''
Less bestial than orcs, half-orcs are a little larger and heftier than humans and have a few distinct orcish features, such as hog bristles, snout-like nose, hunchback, fangs, pointed ears, claw-like nails, jowls, or skin color, but not all of them.
+
Elves resemble humans around age 16, being shorter and slighter than men, usually about 150 cm (5') tall. Facial or body hair is rare and sparse.
 
+
Head hair is fine and often plentiful.
''' Role & Integration '''
+
Some elves have distinctive physical features, such as extremely long hair, horns, vestigial fur, fangs, webbed hands and feet, claws, or unusual colors.  
Half-orcs are not quite outcasts, but generally looked down upon by both humans and orcs.  
+
Such traits are often associated with specific bloodlines or clans.
They get the worst jobs, clothes, and gear.
 
As soldiers they are sent in first to absorb losses.
 
If they survive, they are often recognized and become champions among humans or leaders among orcs.
 
Other races generally consider them human.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Orc, a dialect of giant.
 
* '''Action''': Wreck
 
* '''Special Ability—Adroit:''' Humans start with an additional advance, either an action or a special ability available to their playbook.
 
 
 
== Demi-Human ==
 
A collection of various races that are generally friendly to humans and partake of human society on an equal basis.
 
Humaniform races that are not emancipated are called humanoids, a derogatory term. 
 
The main type of true humanoids are the [[#Goblinoids|Goblinoids]].
 
[[#Races_(FiD)#Gnoll|Gnolls]] and [[#Races_(FiD)#Orc|Orcs]] are often considered to be humanoids, but are are properly [[#Beast_Folk|Beast Folk]]. .
 
 
 
=== Dwarf ===
 
Short and stout compared to humans, dwarves are strong and more enduring but not as agile in mind or body. Dwarfs prefer to live in mines or burrows and are craftsmen extraordinaire.
 
  
Dwarfs are short, stubborn, conservative, hard workers and tend the backbone of society. Proud and industrious folk, slow to forgive insults but staunch allies to their friends. A typical dwarf is between 120 and 150 cm long (4' to 5') and weigh about as much as a human at 50 to 90 kilos (110 to 200 lbs). Male dwarfs are very proud of their beards but baldness is common among them. Females have great mops of head hair and sometimes sideburns, but as a rule no beards. There is not much difference in appearance, dress, and mannerisms between the genders, it is common for dwarven females to be seen as dwarf youths by outsiders. Dwarves like this just fine as adult dwarves have very few gender differences in role and standing.
+
Some elves dwell in other worlds, such as the Feywild.  
 +
As the barriers between worlds weaken, these elves are becoming more common on Oerth.  
  
 
''' Role '''
 
''' Role '''
All dwarfs love work, and love to see the produce of their own work. They usually excel at some worldly craft, such as brewing, stonecraft, jewelry or metalworking. Not all dwarfs can work in such prestigious fields, however, and they do have their share of coopers, cobblers, tailors and even gardeners. All dwarfs show great respect for what has been brought about through sweat and toil. They are considered good craftsmen and workers, careful merchants, conscientious administrators and predictable, somewhat boorish nobles. A dwarf will never let go of a task until he considers it finished.
+
Elves are leisurely and avoid hard labor or physically demanding tasks.  
 
+
They cherish arts and crafts but view them as diversions.  
'''Small Giants:
+
A typical adult elf dabbles in many professions, mastering none and switching careers as whims or markets dictate.
Dwarves may be closely related to giants, their ancestral enemies.
+
Most have some experience as traders, artists, entertainers, or performers.  
In some stories dwarves try to suppress, they are the final branch on the giant family tree.
+
Occasionally, an elf becomes obsessed with achieving mastery in a single pursuit, to the exclusion of all else, which other elves view as unhealthy.  
There are also similarities between Dwarvish and Giant, and both are written using very similar runes.
+
Typical player characters are in their youth, still on their first or second career.
  
 
''' Politics '''
 
''' Politics '''
Dwarfs prefer to live in their own kingdoms in mountain or hill terrain. The dwarf economy is based on mining and crafts. Dwarfs can produce food by herding and farming, but they prefer to acquire foodstuffs by trade, exporting metal and stoneware in exchange for organic produce of all kinds. In a dwarven kingdom, each dwarf is supposed to be both a craftsman and a warrior. This makes a dwarf-hold very strong in arms, but at great cost to civilian life.
+
Elven kingdoms are loose collections of individuals living together, often led by a charismatic leader whose personality defines the realm.  
 
+
Civic duty is minimal but altruism and clan loyalty make such communities thrive.  
''' Integration '''
+
Shared ideals and the initiative of strong individuals can spur progress, but outsiders typically see no formal government.  
Dwarfs integrate well with humans as skilled labor. There is often a dwarven quarter in larger human settlements, an area dominated by and scaled to dwarfs where nonhumans are more welcome that otherwise. They get along less well with other races, particularly ones they consider less serious and dependable, like elves and beast folk.
+
Magic makes sustaining life easier for elves, reducing their reliance on structured social systems.
 
 
''' Family '''
 
Dwarfs have lifespans of about 200 years, and mature in about the same time humans do. Family life is intense; dwarfs marry early and couples have several children in a few decades up to their fifties,  but  dwarves are not considered fully adult until they have passed this stage in life.
 
A lone dwarf child is seen as tragic, but also with great heroic potential; the destiny of a whole brood compressed into one individual.
 
 
 
''' Vices '''
 
There is a backside to all the dwarven thrift.
 
All dwarfs are materialistic and worldly, some are greedy and avaricious, hoarding wealth, knowledge and all things precious.
 
They live in close-knit family groups, and dwarf children are heavily sheltered.
 
Dwarfs take great pride in their word and will not break it for anything, but they know this trait in themselves.
 
This means they are unwilling to commit to something without great cause.
 
Dwarfs are also clannish, and feuds between clans can turn ugly.
 
 
 
* '''[[Languages_(Greyhawk)|Language]]''': Dwarf, related to Giant. Written using runes.
 
* '''Action''': Tinker
 
* '''Special Ability—Stonesense:''' Dwarves have a tactile sense that works as sight out to 10 meters as long as there is a connection of metal and stone, but can detect only shape and composition not color or pattern. This also gives them a +1d bonus on Study, Survey, and Tinker rolls relating to stone or metal.
 
 
 
=== Elf ===
 
''The plane-touched races have been subsumed into elves, which mainly has a cosmetic effect, they now have elfin features instead of how they looked before.
 
 
 
Elves are fey creatures, otherworldly, not fully of the material plane. While they have many things in common with other folk, they are magical and lead enchanted lives. Elves are also considered demi-humans, but are such a large category that they deserve a special chapter of their own.
 
 
 
''' Appearance '''
 
Elves are similar to humans around age 16, being shorter and slighter than men, usually about 150 cm (5') tall. Facial or body hair is unusual.
 
Head hair is fine, and often plentiful.
 
Some elves have odd physical features, such as extremely long hair, horns, vestigial fur, fangs, webbed hands and feet, claws or unusual colors.
 
Such peculiarities are often associated with particular bloodlines or clans.
 
 
 
Some elves live in other worlds, such as the Feywild.
 
As the barriers between the worlds weaken, these elves become more common.
 
 
 
''' Role '''
 
Elves are quite leisurely, and don't really enjoy hard work or physical labor. They cherish arts and crafts, but tend to regard them as diversions. A typical elf knows a little of many professions, being a master of none and changing profession as whims or markets dictate. Most have at least some experience as traders, artists, entertainers or performers. Sometimes, an elf becomes obsessed with a particular occupation or task, seeking absolute excellence in it to the exclusion of all else, but this is seen as quite unhealthy by other elves.
 
 
 
''' Politics'''
 
Elven kingdoms are collections of individuals living together, often led by a charismatic leader with a cult of personality as the guiding force of the realm. There is no real sense of civic duty. Shared ideals and the initiative of charismatic individuals can get things done, but outsiders usually see nothing in the way of government.  
 
Magic makes it easy for elves to gain sustenance, so social organization is not as important as it is for other races.
 
  
'''Ascension
+
''' Ascension '''
Elves who become very powerful—especially in the Feywild—might ascent to become archfey, powerful monsters that rule domains in the Feywild. Certain subraces might do the same on other planes.  
+
Elves who attain great power—especially in the Feywild—may ascend to become archfey, ruling domains with immense magical influence. Certain subraces might undergo similar transformations on other planes.  
This happens to just a few exceptional elves, but it is a common origin story for archfey.
+
Though few elves do this, it is a common origin story for archfey.
As archfey they become callous and willful, playing games with others' lives and sanity.
+
As archfey, they often grow callous and willful, treating others' lives as pawns in their games.  
When an elven realm becomes corrupt the reason might be that the ruler ascended.
+
Corruption in elven realms is frequently linked to a ruler's ascension.
  
 
''' Integration '''
 
''' Integration '''
Elves are physically similar to humans, can live in the same houses, and enjoy the same food and the same diversions.  
+
Elves are physically compatible with human living arrangements, sharing houses, food, and pastimes.  
High Elves and Runesparks are common in cities, and move about quite a bit over the course of their lives.  
+
High Elves and Eladrin frequently inhabit cities and travel widely.  
They are usually welcome in human lands, but not as trusted as a well-known human or dwarf.  
+
They are generally welcome in human lands but rarely achieve the trust of familiar humans or dwarves.  
It is said that an elf becomes your friend in the evening and forgets you when the sun rises.  
+
It is said that an elf becomes your friend in the evening but forgets you by morning.  
More true is that elves become friends with children and stay friends with youths, but humans often grow apart from their elven friends in middle age.
+
More accurately, elves form bonds with children and maintain them through youth, but humans often outgrow these friendships in middle age.
This best-case integration, many elves are more reserved and mix less even with other elves.  
+
While some elves integrate well, many kinds of elf are more reserved and mix less with others, even other elves.
  
 
''' Family '''
 
''' Family '''
With long life spans and few children, elves spend just a tiny part of their lives as parents.  
+
With long lifespans and few children, elves dedicate only a brief period of their lives to parenting.  
Most take to this unusual situation with sensual devotion, doting on both mother and child.  
+
During this time, they lavish attention and care on both mother and child.  
Thus elves grow up pampered, which makes them independent but somewhat emotionally vulnerable.  
+
As a result, elven children grow up pampered, becoming independent but emotionally delicate.  
Elves from mixed communities usually take to the children of other races.
+
Elves in mixed communities often adopt and care for children of other races.
  
 
''' Vices '''
 
''' Vices '''
Elven self-confidence and demand for liberty easily gets bruised. Having had things go their way most of their lives, elves can get sullen and rash when facing opposition, unable to see the other side of an issue.  
+
Elves' confidence and love of liberty can easily be bruised.  
Elves may lack the wherewithal to pursue a matter to the finish.  
+
Accustomed to favorable outcomes, they may become sullen or rash when faced with opposition, often failing to see other perspectives.  
They can also be vain and proud or shy and lacking in confidence and self esteem. Tough rarely evil, they can be antisocial to a catastrophic degree.
+
They may struggle to finish tasks requiring sustained effort.  
 +
Elves can also be vain or shy, occasionally lacking self-esteem. While rarely evil, their antisocial tendencies can lead to significant disruptions.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Elf, which has a myriad of dialects, mostly by subrace.
 
* '''[[Languages_(Greyhawk)|Language]]''': Elf, which has a myriad of dialects, mostly by subrace.
 
* '''Action''': Depends on subrace.
 
* '''Action''': Depends on subrace.
* '''Special Ability—Natural Power''' You have an association with [[Powers_(FiD)|Power]] without having to have a [[Powers_(FiD)#Power%20Playboo|Power Playbook]] and the associated Trauma Condition. Using powers of this type is natural to you. You use these powers by speaking elvish and mimicking the use of a similar mundane ability, so to make a Hunt attack you mimic a bowshot or use an actual bow to shoot an energy projectile instead of an arrow.
+
* '''Special Ability—Natural Power''' You have an association with [[Powers_(FiD)|Power]] without needing a [[Powers_(FiD)#Power%20Playboo|Power Playbook]] or the associated Trauma Condition. Using these powers comes naturally to you. You activate them by speaking Elvish and mimicking a mundane action. For example, to make a Hunt attack, you mimic a bowshot or use an actual bow to shoot an energy projectile instead of an arrow.
 +
 
 +
Almost all elves use Survey powers, reinforcing the belief in their sharp senses. Upon adopting a [[Powers_(FiD)#Power%20Playboo|Power Playbook]] to learn additional powers Natural Power to remain independent of any trauma condition.
  
Almost all elves use Survey powers, giving credence to the notion of sharp elven senses. As soon as you pick up a [[Powers_(FiD)#Power%20Playboo|Power Playbook]] to be able to learn additional powers, your Natural Power becomes subject to all the rules of that [[Powers_(FiD)#Power%20Playboo|Power Playbook]], including its Trauma Condition.
+
=== Classic Elves ===
 +
These people are generally recognized as elves and a part of elven culture.  
 +
[[History of the Elves (Greyhawk)|History of the classic elves]].
  
 
==== High Elf ====
 
==== High Elf ====
Civilized elves living in settlements, sometimes as leaders among other elves. Elves have the physical appearance of a human in their late teens, along with pointed ears and slightly oversize eyes. They sport human hair colors, turning metallic as the elf ages. Such ancient high elves are referred to as grey elves and highly honored. Eyes are often of bright gem colors like turquoise or sapphire.
+
Civilized elves living in settlements, sometimes as leaders among other elves. Elves have the physical appearance of a human in their late teens, along with long pointed ears and slightly oversize eyes. They sport human hair colors, turning metallic after a few centuries. Such ancient high elves are referred to as grey elves and highly honored. Eyes are often of bright gem colors like turquoise or sapphire.
 +
High elves integrate well and appear to be the most common type of elf to outsiders.
 
* '''[[Languages_(Greyhawk)|Language]]''': High Elf. This is considered the purest dialect of elvish, at least by high elves, and is usually the elvish other races learn.
 
* '''[[Languages_(Greyhawk)|Language]]''': High Elf. This is considered the purest dialect of elvish, at least by high elves, and is usually the elvish other races learn.
 
* '''Action''': Sway.
 
* '''Action''': Sway.
Line 445: Line 271:
  
 
==== Wood Elf ====
 
==== Wood Elf ====
The most commonly seen type of elf, practical and civilized people living in tune with their forest homes. As a people they are very self-sufficient and elusive. An entire wood elven kingdom might escape the notice of an adjacent human nation. Wood elves have skins of pale earth tones such as ochre, green, or brown, sometimes changing complexion with the seasons. Their hair has similar colors in brighter patterns. At home they may not wear clothing, instead adorning themselves with garlands and flowers, and often use body paint, but they know to dress in the outer world.
+
The most commonly type of elf, practical and civilized people living in tune with their forest homes. As a people they are very self-sufficient and elusive. An entire wood elven kingdom might escape the notice of an adjacent human nation. Wood elves have skins of pale earth tones such as ochre, green, or brown, sometimes changing complexion with the seasons. Their hair has a contrasting and more saturated color from the same pattern. At home they may not wear clothing, instead adorning themselves with garlands, flowers, and body paint, but they know to dress in the outer world.
 
* '''[[Languages_(Greyhawk)|Language]]''': Wood elvish.
 
* '''[[Languages_(Greyhawk)|Language]]''': Wood elvish.
 
* '''Action''': Hunt.
 
* '''Action''': Hunt.
* '''Special Ability—Plant:''' You can use [[Plant Powers_(FiD)|Plant]] Powers.
+
* '''Special Ability—Plant:''' You can use [[Plant_Powers_(FiD)|Plant]] Powers.
  
 
==== Gruach ====
 
==== Gruach ====
Wild Elves, called Gruach in Greyhawk, are considered barbarians by other elves. They live rustic lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from the environment or from beats. Many have the eyes, tails, ears, or other features of animals.
+
Wild Elves, called Gruach in Greyhawk, are considered barbarians by other elves. They live rustic lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from beasts. Many have the eyes, tails, ears, or other features of animals.
 
* '''[[Languages_(Greyhawk)|Language]]''': Gruach, a dialect of Elvish influenced by Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Gruach, a dialect of Elvish influenced by Sylvan.
 
* '''Action''': Wreck.
 
* '''Action''': Wreck.
* '''Special Ability—Animal:''' You can use [[Animal Powers_(FiD)|Animal]] Powers.
+
* '''Special Ability—Animal:''' You can use [[Animal_Powers_(FiD)|Animal]] Powers.
  
==== Elandir ====
+
==== Eladrin ====
Elandir are otherworldly and live in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with High Elves and occasionally other people. When seen in the mortal world, they live among and are often mistaken for High Elves. They share the High Elves' human skin tones.   
+
Eladrin are otherworldly and live in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with High Elves and occasionally other people. When seen in the mortal world, they live among and are often mistaken for High Elves. They share the High Elves' coloration.   
* '''[[Languages_(Greyhawk)|Language]]''': Fey Elvish.
+
* '''[[Languages_(Greyhawk)|Language]]''': Fey Elvish, an archaic variant of High Elvish.
 
* '''Action''': Skirmish.
 
* '''Action''': Skirmish.
* '''Special Ability—Space:''' You can use [[Barrier_Powers_(FiD)|Barrier]] Powers.  
+
* '''Special Ability—Barrier:''' You can use [[Barrier_Powers_(FiD)|Barrier]] Powers.
  
==== Eladrin  ====
+
==== Elandir ====
The unruly country cousins of the Elandir, Eladrin are the rustic nobility of faerie. Wandering tribes or inhabitants of fairy glens, Eladrin  see themselves as the nobility and law-keepers of fairy. To outsiders the laws they keep to seem very much their own whims, and even Elandir consider them odd. Eladrin are stately. From a distance they look large and regal, but up close they are similar to other elves. Some have human colors, others have saturated hues from the wild places they live, often changing with the seasons.
+
The unruly country cousins of the Eladrin, Elandir are the rustic nobility of fairy. Wandering tribes or inhabitants of fairy glens, Elandir see themselves as the nobility and law-keepers. To outsiders the laws they keep to seem be their own whims, and even Eladrin consider them odd. Elandir are stately. From a distance they look large and regal, but up close they are similar to other elves. Some have human colors, others have saturated hues from the wild places they live, often changing with the seasons.
* '''[[Languages_(Greyhawk)|Language]]''': Fey Elvish.  
+
* '''[[Languages_(Greyhawk)|Language]]''': Fey Elvish heavily influenced by Sylvan.  
 
* '''Action''': Consort.
 
* '''Action''': Consort.
* '''Special Ability—Time:''' You can use [[Space_Powers_(FiD)|Space]] Powers.
+
* '''Special Ability—Fey Step:''' You can use [[Space_Powers_(FiD)|Space]] Powers.
 
 
==== Forest Gnome ====
 
Gnomes are small compared to other elves, with size and manners similar to humans around age twelve. They have pointed ears, slight but mature bodies, and males may have facial hair. Most are shy and live in forests and hills or work for High Elves elves in their settlements, but a few are gregarious and go out into the world to explore. Gnomes are generally not considered elves, just related. Elves look down on them fondly.
 
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, a dialect of elvish elves understand but consider a separate language.
 
* '''Action''': Study.
 
* '''Special Ability—Illusion:''' You can use [[Illusion Powers_(FiD)|Illusion]] Powers.
 
 
 
==== Rock Gnome ====
 
Rock Gnomes are gnomes that are fascinated with crafts, sort of a middle step between regular gnomes and sparkgnomes.
 
They live among regular gnomes, but are a little less reclusive, so some are found in human cities.
 
Rock Gnome make workshop burrows, where they create fabulous things like jewelry, cut gems, crystal, glass, and toys of all kinds.
 
Some of the most famous rock gnomes are [[Artificing (FiD)|Artificers]].
 
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, a dialect of elvish elves understand but consider a separate language.
 
* '''Action''': Tinker.
 
* '''Special Ability—Illusion:''' You can use [[Earth Powers_(FiD)|Earth]] Powers.
 
 
 
==== Sparkgnome ====
 
Similar to Gnomes to the point that even elves get them mixed up, but bolder and more outgoing.
 
Sparkgnomes are sometimes born to gnome parents and many think they are the same kind of creature.
 
They are gregarious and not shy about travel and dealing with other peoples, primarily other elves but also dwarves and humans, making them seem more common than they really are. Many sparkgnomes have a talent for [[Artificing (FiD)|Artificing]].
 
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, using much jargon and loan words. Many elves do not understand this cant.
 
* '''Action''': Tinker.
 
* '''Special Ability—Metal:''' You can use [[Metal Powers_(FiD)|Metal]] Powers.
 
  
 
==== Drow ====
 
==== Drow ====
 
The dark elves or drow are the antithesis of the high elves. Civilized yet cruel and depraved, they live in isolated communities in the Netherworld, far from the light of the sun, most often at war with other elves.  
 
The dark elves or drow are the antithesis of the high elves. Civilized yet cruel and depraved, they live in isolated communities in the Netherworld, far from the light of the sun, most often at war with other elves.  
With the Netherworld coming closer to the prime and social upheaval in Drow societies, some have left their ancestral homes and are exploring the outer world, challenging their notion of Drow cultural superiority.
+
With the Netherworld coming closer to the prime and social upheaval in Drow societies, some have left their ancestral homes and are exploring the outer world, challenging their own notion of Drow cultural superiority.
 
Drow have shiny black or dark purple skins and long white hair. They are even more lithe than other elves, almost spidery.   
 
Drow have shiny black or dark purple skins and long white hair. They are even more lithe than other elves, almost spidery.   
 
* '''[[Languages_(Greyhawk)|Language]]''': Drow, a dialect of elvish.
 
* '''[[Languages_(Greyhawk)|Language]]''': Drow, a dialect of elvish.
 
* '''Action''': Attune.
 
* '''Action''': Attune.
* '''Special Ability—Darkness:''' You can use [[Darkness Powers_(FiD)|Darkness]] Powers.  
+
* '''Special Ability—Darkness:''' You can use [[Darkness_Powers_(FiD)|Darkness]] Powers.  
  
==== Shadar-Kai====
+
==== Shadar-Kai ====
 
Shadar-Kai or Shadow Fey are elves associated with the Shadowfell. These morbid creatures have pale skin and contrasting, dark or strongly colored physical details like hair, eyes, eye sockets, lips, and nails. They favor piercings, tattoos, wild hair and rich dark clothes, often torn or tattered. They are the elves of death and frequent old battlefields, graveyards and the shadowy forecourt of the land of death. Sometimes they can be met along the road, traveling from one such spot to another.
 
Shadar-Kai or Shadow Fey are elves associated with the Shadowfell. These morbid creatures have pale skin and contrasting, dark or strongly colored physical details like hair, eyes, eye sockets, lips, and nails. They favor piercings, tattoos, wild hair and rich dark clothes, often torn or tattered. They are the elves of death and frequent old battlefields, graveyards and the shadowy forecourt of the land of death. Sometimes they can be met along the road, traveling from one such spot to another.
Shadar-Kai are fascinated by death, but do not really grasp its meaning.
+
Shadar-Kai are fascinated by death, but as immortals do not really grasp its meaning, making some seek death to finally experience it.
 
* '''[[Languages_(Greyhawk)|Language]]''': Shadar-kai speak an evolved dialect of elvish but can restrict themselves to something much like High Elvish.
 
* '''[[Languages_(Greyhawk)|Language]]''': Shadar-kai speak an evolved dialect of elvish but can restrict themselves to something much like High Elvish.
 
* '''Action''': Sway.
 
* '''Action''': Sway.
* '''Special Ability—Deathwatch:''' You can use [[Death Powers_(FiD)|Death]] Powers.  
+
* '''Special Ability—Deathwatch:''' You can use [[Death_Powers_(FiD)|Death]] Powers.
  
==== Gith ====
+
==== Forlorn ====
Gith are the elves of the deep astral plane, where they have castles and outposts as bases in their eternal wars.
+
Not all elves fit neatly into tribes. Variously referred to as lost, forlorn, orphans, or prodigies, these elves either rebelled against their tribal traditions to grow into an unusual [[Powers_(FiD)|Power]], or were brought up outside elven society and had magic find them. Always regarded as outsiders, the prodigies are usually welcome among other elves but not fully trusted until they prove themselves. Their lack of facility for the tribe's magic often means they are unable to share in the subtler aspects of tribal culture. On the other hand, their unusual gifts can make them very valuable and praised members of a tribe.  
Gith share the form of other elves, but not their beauty, having brown, patterned, parchment-like skin stretched over an extremely emaciated body, almost living skeletons.
+
Sometimes forlorn elves of the same Form band together in small groups, which could potentially grow into new tribes over the centuries.
In times of legend, the gith were enslaved by mind flayers and transformed by them into their current form to be perfect slaves to their illithid masters. But the progenitors of the gith rebelled under the leadership of the lich Vlaakith. After successfully breaking free of the illithids, the gith split into two factions, the warlike githyanki and the monastic gihzerai, who are in an eternal war in the astral plane.  
 
  
* '''Action''': Skirmish.
+
Forlorn elves may have unique physical oddities such as weird color or patterns on the body or additional, variant, or dislocated body parts (an extra nose, horns, overlong arms, inverted right and left limbs, and similar weirdness).  
* '''Special Ability—Psionics:''' You can use [[Mind Powers_(FiD)|Mind]] Powers.
+
These oddities follow no set pattern, that one [[Space_(Action_Powers_Form)|Space]] prodigy has checkered skin does not mean they all do.
 
+
* '''[[Languages_(Greyhawk)|Language]]''': A language from where they grew up.
==== Nerid ====
+
* '''Action''': Consort.
Nerids love water and live in shallow seas, marshes, rivers, and lakes. Nerids have pearly complexions in white or soft colors, with brown, green, or pale gray hair and dark eyes that shift towards blue or sea green in bright light.
+
* '''Special Ability—Joker:''' You can select any one [[Mind_Powers_(FiD)|Power]] with the GM's permission.
* '''[[Languages_(Greyhawk)|Language]]''': Nerid, a dialect of elvish.
 
* '''Action''': Finesse.
 
* '''Special Ability—Water:''' You can use [[Water Powers_(FiD)|Water]] Powers.
 
  
==== Kyra ====
+
=== Elemental Elves ===
At homes on snow-shrouded mountain tops and glaciers, kyra elves are elusive creatures living in forbidding environments where few others could survive. They depend on their remote location for protection. Kyras are pale and translucent, with with white or blue hair and eyes of varying shades of blue and green.
+
Elves of the wildest places and elemental planes, these are considered spirit by most people.  
* '''[[Languages_(Greyhawk)|Language]]''': High Elf.
+
Sometimes called genies, elemental elves migrate from the elemental planes to spots on Oerth where their element is dominant in the environment.
* '''Action''': Hunt.
 
* '''Special Ability—Ice:''' You can use [[Ice Powers_(FiD)|Ice]] Powers.
 
  
 
==== Jann ====
 
==== Jann ====
Elves of the desert, Jann thrive on heat and dance in the midday desert when no other things move. They have brick-colored skin, black hair and red, amber, or yellow eyes. Some Jann have hair matching their eye color, which is considered a mark of beauty
+
Elves of the desert, Jann thrive on heat and dance in the midday desert when no other things move. They have brick-colored skin, black hair and red, amber, or yellow eyes and lips. Some Jann have hair matching their eye color, which is considered a mark of beauty
 
* '''[[Languages_(Greyhawk)|Language]]''': Jann, a dialect of elvish.
 
* '''[[Languages_(Greyhawk)|Language]]''': Jann, a dialect of elvish.
 
* '''Action''': Skirmish.
 
* '''Action''': Skirmish.
* '''Special Ability—Fire:''' You can use [[Fire Powers_(FiD)|Fire]] Powers.  
+
* '''Special Ability—Fire:''' You can use [[Fire_Powers_(FiD)|Fire]] Powers.  
  
 
==== Jinn ====
 
==== Jinn ====
Also known as Avariel, jinn are winged creatures of the air, living on clouds, Jinn are rarely seen except when their clouds come down to earth as mist. Jinn have flashing eyes of bright primary colors but are otherwise pale to the point of translucence. They have larger eyes than other elves, with blue, white, or black hair, and tend toward a far-off expression when their attention is not required.  
+
Also known as avariel, jinn are winged creatures of the air, living on clouds and inaccessible hilltops. Jinn are rarely seen except when their clouds come down to earth as mist. Jinn have flashing eyes of bright primary colors but are otherwise pale to the point of translucence. They have larger eyes than other elves, with blue, white, or black hair, and tend toward a far-off expression when their attention is not required.  
Their wings are most often white but can range in hue to blue or black.  
+
Their wings are most often white but can range in hue to blue or black. While not strong enough to fly in themselves, together with the Finesse Air: Cloud Cruiser ability they allow flight.
They are not strong enough to fly in themselves, but together with the Finesse Air: Cloud Cruiser ability it allows flight.
+
* '''[[Languages_(Greyhawk)|Language]]''': Jinn, a dialect of elvish.
 +
* '''Action''': Finesse.
 +
* '''Special Ability—Air:''' You can use [[Air_Powers_(FiD)|Air]] Powers.
 +
 
 +
==== Kyra ====
 +
At homes on snow-shrouded mountain tops and glaciers, kyra are elusive creatures living in forbidding environments where few others could survive. They depend on their remote location for protection. Kyras are pale and translucent, with white or blue hair and eyes of varying shades of blue and green.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Archaic High Elf.
 +
* '''Action''': Prowl.
 +
* '''Special Ability—Ice:''' You can use [[Ice_Powers_(FiD)|Ice]] Powers.
 +
 
 +
==== Oread ====
 +
The elves of earth and stone look similar to gnomes but are more powerfully built.
 +
An oread may live in a gnomish community, or on mountainsides and deep in caves.
 +
Oread tribes in the Underdark are called swirfneblin.
 +
They are reclusive and defend their isolation with rockfalls and misleading paths.
 +
They may take a liking to a traveller who appreciate their lands for the sake of their natural beauty.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Oread, a mix of Elvish and Terram.
 +
* '''Action''': Attune.
 +
* '''Special Ability—Earth:''' You can use [[Earth_Powers_(FiD)|Earth]] Powers.
  
* '''[[Languages_(Greyhawk)|Language]]''': Jinn, a dialect of elvish.
+
==== Nerid ====
 +
Nerids love water and live in shallow seas, marshes, rivers, and lakes. Nerids have pearly complexions in white or soft colors, with brown, green, or pale gray hair and dark eyes that shift towards blue or sea green in bright light.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Nerid, a dialect of elvish influenced by Aquam.
 
* '''Action''': Finesse.
 
* '''Action''': Finesse.
* '''Special Ability—Air:''' You can use [[Air Powers_(FiD)|Air]] Powers.
+
* '''Special Ability—Water:''' You can use [[Water_Powers_(FiD)|Water]] Powers.
  
==== Teuflings ====
+
==== Xix ====
Often the result of mixed influence from many other planes, the chaotic teuflings often show demonic traits; horns, pointed tails, tiny hooves. They are the least trusted of elves. In turn, many teuflings take their demonic reputation to heart and become rogues or tricksters. Previously rare to the point of being considered [[#Forlorn|Forlorn]], the planar invasions in the Shield Lands and Great Kingdom have created more teuflings born to human parents. Considered changelings, these babies are often exposed or sent to orphanages.
+
Native to clouds, xix sometimes come down to earth during lightning storms to dance in high places hit by lightning.
* '''[[Languages_(Greyhawk)|Language]]''': Many teuflings speak Infernal instead of elvish.
+
Not really reclusive, xix are few and feared by most races including other elves, so they rarely interact outside their race.
* '''Action''': Survey.
+
* '''[[Languages_(Greyhawk)|Language]]''': Xix, a dialect of elvish influenced by Auram.
* '''Special Ability—Flux:''' You can use [[Flux Powers_(FiD)|Flux]] Powers.  
+
* '''Action''': Hunt.
 +
* '''Special Ability—Lightning:''' You can use [[Electricity_Powers_(FiD)|Electricity]] Powers.
  
==== Dis ====
+
=== Gnomes ===
Also known as asimaar, dis are perhaps the most enigmatic of all elves, Dis are creatures of physical perfection, slim and stately.
+
The elven equivalent of a working class, gnomes are about half the length of a typical elf and about a quarter of the mass, making them somewhat plumper than elves, with size and manners similar to humans around age twelve. They have pointed ears, slight but mature bodies, and males may have facial hair. Gnomes are generally not considered elves, just related. "True" elves look down on them fondly, but the rules treat them as full elves.
Most had pupil-less pale white, gray, or golden eyes and silver hair, but variations based on heritage are common. Most have human skin colors but more extreme, white, golden-brown, mahogny, and even blue.
 
Many live reclusive lives at spiritual places; even others who live there might only have perceived them trough the choral music they love to sing. When about in the world, it is to experience fate at work or to work for justice and order. However, Dis are not corruptible, and in the Celestial Empire where they make up the powerful Mandarin caste, it is not unusual that power goes to their heads.
 
* '''[[Languages_(Greyhawk)|Language]]''': Archaic High Elf.
 
* '''Action''': Study.
 
* '''Special Ability—Order:''' You can use [[Order Powers_(FiD)|Order]] Powers.  
 
  
==== Forlorn ====
+
Unlike elves, gnomes appear to age, tough this does not always relate to actual chronological age.
Not all elves fit neatly into the tribes. Variously refereed to as lost, forlorn, orphans, or prodigies, these elves either rebelled against their tribal traditions to grow into an unusual [[Powers_(FiD)|Power]], or were brought up outside elven society and had the magic find them. Always regarded as outsiders, the prodigies are usually welcome among other elves but not fully trusted until they prove themselves. Their lack of facility for the tribe's magic often means they are unable to share in the subtler aspects of tribal culture. On the other hand, their unusual gifts can make them very valuable and praised members of a tribe.
+
Males often have beards, sideburns and goatees are particularly popular.
Sometimes forlorn elves of the same Form band together in small groups, which could potentially grow into new tribes over the centuries.
 
  
Forlorn elves may have unique physical oddities such as weird color or patterns on the body or additional, variant, or dislocated  body parts (an extra nose, horns, overlong arms, inverted right and left limbs, and similar weirdness).  
+
==== Hill Gnome ====
These oddities follow no set pattern, that one [[Space_(Action_Powers_Form)|Space]] prodigy has checkered skin does not mean they all do.
+
The most common but reclusive kind of gnome, they live in hills, preferably those with forests.  
* '''[[Languages_(Greyhawk)|Language]]''': A language from where they grew up.
+
Many work for High Elves in their settlements, a few are gregarious and go out into the world to explore.  
* '''Action''': Consort.
 
* '''Special Ability—Joker:''' You can select any one [[Mind Powers_(FiD)|Power]] with the GMs permission.
 
  
=== Halfling ===
+
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, a dialect of elvish elves understand but consider a separate language.
Slightly taller than gnomes and more solidly built, Halflings resemble humans in their early teens.
+
* '''Action''': Sway.
Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet.  
+
* '''Special Ability—Illusion:''' You can use [[Illusion_Powers_(FiD)|Illusion]] Powers.
Their skin tends toward a rich cinnamon color and their hair toward light shades of brown. A halfling’s ears are pointed, but proportionately not much larger than those of a human.
 
  
''' Role '''
+
==== Rock Gnome ====
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity.  
+
Similar to Gnomes to the point that even elves get them mixed up, but bolder and more outgoing.  
Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet halflings’ curiosity often overwhelms their good sense, leading to poor decisions and narrow escapes.  
+
Many are born to hill gnome parents and are generally believed to be the same kind of creature.
 +
They are gregarious and not shy about travel and dealing with other peoples, primarily other elves but also dwarves and humans, making them seem more common than they really are.  
 +
Many rock gnomes have a talent for [[Artificing_(FiD)|Artificing]], earning the nickname sparkgnomes.  
  
''' Politics '''
+
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, using much jargon and loan word from other languages. Many elves do not understand this cant.
Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns.  
+
* '''Action''': Tinker.
 +
* '''Special Ability—Metal:''' You can use [[Metal_Powers_(FiD)|Metal]] Powers.
  
''' Integration '''
+
=== Planetouched ===
Most often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives, traveling the world and experiencing all it has to offer.
+
These are people of the planes beyond the shell and not recognized as elves by almost anyone.
Others integrate deeply into human families, living with their adopted humans and raising generation after generation.
+
Sometimes humans exposed to planar energies have planetouched offspring.  
This can take a dark turn, in autocratic cultures humans often keep halflings as household slaves.
+
These are grow enough that humans think of them as changelings and often have to fend for themselves or are raised in orphanages.  
  
'''Home and Family '''
+
==== Aeon ====
Though their curiosity drives them to seek out new places and experiences, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Without a doubt, halflings enjoy luxury and comfort, but they have equally strong reasons to make their homes a showcase. At the same time, a halfling home can easily be concealed, in just a few days a cozy garden can appear as a patch of wild growth.
+
Enigmatic creatures of the Netherworld and liminal spaces, aeons step out of time seemingly at will.  
Many halflings take a time-out to form a family, raising many children in a few decades, and then return to careers or wandering.  
+
Reclusive students of time and causality, they use both as weapons for their alien purposes.
 +
Aeons that can be communicated with usually follow some specific line of events of interest to them, and as long as this task lasts, they can be sociable and cooperate.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Archaic High Elf mixed with Celestial.
 +
* '''Action''': Study.
 +
* '''Special Ability—Betweener:''' You can use [[Time_Powers_(FiD)|Time]] Powers.
  
''' Vices '''
+
==== Dis ====
A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery.  
+
Also known as asimaar, dis are perhaps the most enigmatic of all elves, creatures of physical perfection, slim and stately.  
Even more socialized halflings enjoy disappearing now and then, to experience things friends and allies keep hidden from them.  
+
Most had pupil-less pale white, gray, or golden eyes and silver hair, but variations based on heritage are common. Most have human skin colors but more extreme, white, golden-brown, mahogany, but light blue and green is also common and seen as a sign of distinction.
They are busybodies, and sometimes push their 'help' and 'advice' too far, using knowledge gained from spying.
+
Dis tribes live reclusive lives at spiritual places; even others who live there might only have perceived them through the choral music they love to sing. When about in the world, it is to experience fate at work or to work for justice and order. However, Dis are not incorruptible, and in the Celestial Empire where they make up the powerful Mandarin caste, it is not unusual that power goes to their heads.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Archaic High Elf mixed with Celestial.
 +
* '''Action''': Study.
 +
* '''Special Ability—Order:''' You can use [[Order_Powers_(FiD)|Order]] Powers.  
  
* '''[[Languages_(Greyhawk)|Language]]''': Halflings lack a language of their own, instead they master Common to a high degree and easily match the dialect of the land wherever they go.
+
==== Gith ====
* '''Action''': Prowl.
+
Gith are the elves of the deep astral plane, where they have castles and outposts as bases in their eternal wars.
* '''Special Ability—Lithe:''' Halflings have +1d on Prowl rolls.
+
Gith share the form of other elves, but not their beauty, having brown, patterned, parchment-like skin stretched over an extremely emaciated body, almost living skeletons.
 +
They stand a head taller than most elves and slightly taller than humans.
 +
In times of legend, the gith were enslaved by mind flayers and transformed by them into their current form to be perfect slaves to their illithid masters. But the progenitors of the gith rebelled. After successfully breaking free of the illithids, the gith split into two factions, the warlike githyanki and the monastic gihzerai, who are in eternal conflict in the astral plane.  
 +
* '''Action''': Skirmish.
 +
* '''Special Ability—Psionics:''' You can use [[Mind_Powers_(FiD)|Mind]] Powers.
  
''' Ancestries'''
+
==== Teuflings ====
Halflings are divided into ancestries. These don't differ much, but halflings love genealogies.
+
Often the result of mixed influence from many other planes, the chaotic teuflings show demonic traits; horns, pointed tails, tiny hooves.
* '''Lightfoot''' The most common type of Halfling, interacts well with humans and is the most adventuresome. Follow the base rules.
+
They are the least trusted of all elves.  
* '''Stout''' Dwarf-friends and more militant, the speak Dwarvish instead of mastering Common.
+
In turn, many teuflings take their demonic reputation to heart and become rogues or tricksters.
* '''Tallfellow''' Elf-friends and often upper class, they speak Elvish instead of mastering Common.
+
Previously rare to the point of being considered [[#Forlorn|Forlorn]], the planar invasions in the Shield Lands and Great Kingdom have created more teuflings born to human parents.
 +
Considered changelings, these babies are often exposed or sent to orphanages.
 +
* '''[[Languages_(Greyhawk)|Language]]''': Many teuflings speak Infernal instead of elvish.
 +
* '''Action''': Survey.
 +
* '''Special Ability—Flux:''' You can use [[Flux_Powers_(FiD)|Flux]] Powers.
  
 
== Beast Folk ==
 
== Beast Folk ==
 
Humanoids with traits or parts of animals are called beast folk.  
 
Humanoids with traits or parts of animals are called beast folk.  
Uncommon in the Flanaess, such creatures dominate in Nippon.  
+
Uncommon in the Flanaess, such creatures dominate in Nippon and Wrang.  
Each species talk their separate dialect of Sylvan, and the Nipponese language is itself a dialect of Sylvan.
+
Each species talks their separate dialect of Sylvan.
 +
Nipponese and Wrang there are languages common to civilized beast folk of these two countries, effectively the Common of these lands.
  
 
=== Catfolk ===
 
=== Catfolk ===
 
Stealthy killers with kittenish charm; it is hard to place catfolk.
 
Stealthy killers with kittenish charm; it is hard to place catfolk.
  
'''Greyhawk
+
'''Greyhawk'''
There are two main groups of catfolk.
+
There are two main groups of catfolk.
The rakasta of Nippon and the tabaxi of the Amedio Jungle.
+
The rakasta of Nippon and the tabaxi of the Amedio Jungle.
Rakasta are civilized, but often on the edge of society, merchants, rogues, spies, even ninja.
+
Rakasta are civilized, but often on the edge of society—merchants, rogues, spies, even ninja.
Tabaxi live in reclusive tribes deep in the Amedio and possibly Hepmonaland jungles.  
+
Tabaxi live in reclusive tribes deep in the Amedio and possibly Hepmonaland jungles.
Making their homes in tretops, even neighbours are often unaware of their presence.
+
Making their homes in treetops, even neighbors are often unaware of their presence.
  
 
''' Appearance '''
 
''' Appearance '''
A catfolk is slightly smaller than a human.
+
A catfolk is slightly smaller than a human.
Appearance varies widely, from neko, that are basically human with cat tails, ears, and sometimes retracible claws, to full furries
+
Appearance varies widely, from neko, who are basically human with cat tails and ears to full furries who are furred, tailed, digitigrade, and with the head of a cat of some kind.  
which are furred, tailed, digigrade, and with the head of a house cat. There are also mixed forms. Details of pattern and face vary greatly; some catfolk take after house cats, other are more feral.  
+
Many are a mix of these extremes.  
Rakasta tend toward neko and tabaxi to furries, but either can appear in both groups and catfolk don't consider the difference important.
+
Details of pattern and face vary greatly; some catfolk take after house cats, others are more feral
 
+
Members of a family tend to resemble the same kind of cat.  
''' Role '''
+
Rakasta tend toward neko and tabaxi to furries, but either can appear in both groups, and catfolk don't consider the difference important.
Catfolk are proud and individualistic creatures.
 
They don't take orders well, but have good initiative and carry their own weight. They respect physical prowess, and a group made up mainly of catfolk generally has a physically powerful leader that dictates policy and keep underlings in line through physical charisma.
 
  
In groups of their own they form tight relationships with a pecking order based on respect garned by prowess and the ability to provide for the clan. They have no formal leaders, they have a fluid hierarchy and follow whover has the highest respect with the task at hand.
+
''' Tabaxi'''
 +
Catfolk are proud and individualistic creatures. 
 +
They don't take orders well but have good initiative and carry their own weight.
 +
They have no formal leaders; their hierarchy is fluid, and they follow whoever has the highest respect for the task at hand.
 +
They form tight relationships with a pecking order based on respect garnered by prowess and the ability to provide for the clan.  
 +
They do respect physical prowess, tribal catfolk may have a physically powerful leader who dictates policy and keeps underlings in line through physical charisma.
  
In wider society they tend to be hangers-on rather than true members of any group, rarely bothering to discuss group policy, instead slipping away quietly if things are not to their liking.  
+
In wider society, they tend to be hangers-on rather than true members of any group, rarely bothering to discuss group policy, instead slipping away quietly if things are not to their liking.
  
''' Integration '''
+
''' Rakasta'''
Individual catfolk integrate well with most other races. They have trouble with the excessively hidebound, like dwarfs, but are otherwise charming enough and clever enough to be tolerated almost everywhere, but remain strangers at heart. That is good enough for them; cats don't generally want to be fully integrated.
+
These catfolk integrate well with most other races but may live in their own clans or family groups, sometimes making up warrior or ninja clans.
 +
They have trouble with the excessively hidebound, like dwarfs, but are otherwise charming and clever enough to be tolerated almost everywhere, though they remain strangers at heart.  
 +
This is good enough for them; catfolk don't generally want to be fully integrated.
  
 
''' Family '''
 
''' Family '''
Catfolk don't make strong families. Females mate with whoever they choose, usually preferring strong toms. They give birth to litters of very small kittens that grow quickly; a catfolk is capable of caring for itself by age six tough they take the same time as humans to fully mature. Kittens are adorable, and are often adopted by someone other than the mother early in life.
+
Catfolk don't make strong families. Females mate with whoever they choose, usually preferring strong toms.
 +
They give birth to litters of very small kittens that grow quickly; a catfolk is capable of caring for itself by age six, though they take the same time as humans to fully mature.
 +
Kittens are adorable and are often adopted by someone other than the mother early in life.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.  
Line 641: Line 476:
  
 
=== Centaur (Alseid, Bariaur) ===
 
=== Centaur (Alseid, Bariaur) ===
Smallish horses with humanoid torso instead of an equine head and neck. Some have equine ears as well.  
+
Smallish horses with humanoid torsos instead of an equine head and neck. Some have equine ears as well.
Centaurs are half-horse, half-men, with the hindquarters of horses and the forequarters of men. They are unusually handsome in their equine parts, often smaller than horses and slimmer than ponies. Their human parts are often coarse and ungraceful, though some are as charming and beautiful as any human.
+
Centaurs are half-horse, half-men, with the hindquarters of horses and the forequarters of men. They are unusually handsome in their equine parts, often smaller than horses and slimmer than ponies. Their human parts are often coarse and ungraceful, though some are as charming and beautiful as any human.
  
This can also cover other quadruped people like alseid (deer-halfling centaurs) and bariaur (dwarf-ram centaurs).
+
This can also cover other quadruped people like alseid (deer-gnome centaurs) and bariaur (dwarf-ram centaurs).
  
 
''' Role '''
 
''' Role '''
Their tastes, appetites and desires are much more human than horse, though they still have a craving for running free under open skies. Centaurs are rarely city-dwellers, preferring to roam the countryside. They are omnivores much like humans and make excellent warriors and herdsmen, messengers and scouts. They can master the crafts needed of nomads quite readily, but detest crafts that require a permanent shop or heavy equipment.
+
Their tastes, appetites, and desires are much more human than horse, though they still have a craving for running free under open skies. Centaurs are rarely city-dwellers, preferring to roam the countryside. They are omnivores much like humans and make excellent warriors and herdsmen, messengers, and scouts. They can master the crafts needed of nomads quite readily but detest crafts that require a permanent shop or heavy equipment.
Too large to ride, centaurs do have an affinity for horses and some are consummate horse-breeders.
+
Too large to ride a horse themselves, centaurs do have an affinity for horses, and some are consummate horse-breeders.
  
 
''' Politics '''
 
''' Politics '''
Centaurs live on plains and in woods, hills, and wetlands. They avoid swamp, mountain, or dense forests where their speed would be less telling or rocky ground that can hurt their hooves. They are territorial and often nomadic, returning to periodically claim their lands and pastures. This leads to conflict with others who have occupied the seemingly empty land.
+
Centaurs live on plains and in woods, hills, and wetlands. They avoid swamps, mountains, or dense forests where their speed would be less telling or rocky ground that can hurt their hooves. They are territorial and often nomadic, returning to periodically claim their lands and pastures for their sheep. This leads to conflict with others who have occupied the seemingly empty land when the centaurs were away.
  
 
''' Integration '''
 
''' Integration '''
Most lands has seen few centaurs, and these are still curiosities and find employment quite readily as guardsmen, couriers or bodyguards, especially if they master the nuisances of civilization. Centaurs in civilized lands often accept to be shod in iron to protect their hooves on roads and hard ground.
+
Most lands have seen few centaurs, and these are still curiosities who find employment quite readily as guardsmen, couriers, or bodyguards, especially if they master the nuances of civilization. Centaurs in civilized lands accept being shod in iron to protect their hooves on roads and hard ground.
 
Most centaurs are not as large and powerful as modern horses, they avoid work as mounts and laborers but excel as messengers and porters.
 
Most centaurs are not as large and powerful as modern horses, they avoid work as mounts and laborers but excel as messengers and porters.
  
 
''' Family '''
 
''' Family '''
Though mated pairs of centaurs exists, often living outside the tribal structure, most centaurs have open relationships. Commonly a male becomes an alpha and the preferred mate for all females of a tribe, usually only for a short time as the position is both dangerous and demanding. The alpha position has little political clout except in war, it is more of an idol champion than a king. Centaur mares live in flocks or tribes, led by a council of the wisest and fastest females. Tribe is really only relevant for mares, who usually stay with the herd they were born into. Young stallions ride alone or form all-male warbands. As they mature, stallions become more competitive as the seek to become an alpha, generally of a different flock than the one they were born in.
+
Though mated pairs of centaurs exist, often living outside the tribal structure, most centaurs have open relationships. Commonly, a male becomes an alpha and the preferred mate for all females of a tribe, usually only for a short time as the position is both dangerous and demanding. The alpha position has little political clout except in war; it is more of an idol and champion than a king. Centaur mares live in flocks or tribes, led by a council of the wisest and fastest females. Tribe is really only relevant for mares, who usually stay with the herd they were born into. Young stallions ride alone or form all-male warbands. As they mature, stallions become more competitive as they seek to become an alpha, generally of a different flock than the one they were born in.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
* '''Action''': Finesse. Bariaours would use Wreck.
+
* '''Action''': Finesse. Bariaurs use Wreck. Alseid use Survey.
* '''Special Ability—Quadruped:''' Centaurs are faster than humans and better sprinters. You can run with the speed or a horse and engage in other activities with your humanoid torse, much as a horse and rider can. You can carry two additional items based on your load. Your Prowl suffers, you are less able to navigate terrain to high to jump which may give you a 1d penalty and force you to roll in normally routine situations, such as using a ladder.
+
* '''Special Ability—Quadruped:''' Centaurs are faster than humans and better sprinters. You can run with the speed of a horse and engage in other activities with your humanoid torso, much as a horse and rider can. You can carry two additional items based on your load. Your Prowl suffers; you are less able to navigate terrain too high to jump and find it hard to hide, giving you a -1d penalty on most Prowl checks and you may have to roll in normally routine situations, such as using a ladder.
  
 
=== Faun ===
 
=== Faun ===
 
Gregarious fey creatures of woods and meadows, some fauns are curious enough to explore the world.   
 
Gregarious fey creatures of woods and meadows, some fauns are curious enough to explore the world.   
 +
Barbaric fauns are known as satyrs and tend to be larger and more heavily built and sport heavier horns, but are the same species.
 
Fauns are humanoid with the lower body of a goat and the upper body of a human.   
 
Fauns are humanoid with the lower body of a goat and the upper body of a human.   
Their heads bear ram's or goat's horns.  
+
Their heads bear ram's or goat's horns.
Ears are slightly pointed but not elongated, tough a few fauns have animal ears. The humanoid torso is very human-like, fauns can easily disguise themselves as humans if they cover their legs and horns.
+
Ears are slightly pointed but not elongated, though a few fauns have animal ears. The humanoid torso is very human-like; fauns can easily disguise themselves as humans if they cover their legs and horns.
Males tend towards bigger horns and often sport curly sideburns or a goatee. Their body hair sometimes makes the transition from man-torso to goat-abdomen blurred. Females often hide their smaller horns in their profuse head hair.
+
Males tend toward bigger horns and often sport curly sideburns or a goatee. Their body hair sometimes makes the transition from man-torso to goat-abdomen blurred. Females often hide their smaller horns in their profuse head hair.
  
Fauns in the wild wear jewelry if they have it, garlands of flowers otherwise, but not much in the way of clothes; possible exceptions are a vest, jacket, tie, or cravat. Fauns living close to other folk sometimes adopt clothing to not raise their ire, even wearing long skirts or pantaloons that conceal their legs and robes and hoods as a disguise.   
+
Fauns in the wild wear jewelry if they have it, garlands of flowers otherwise, but not much in the way of clothes; possible exceptions are a vest, jacket, tie, or cravat.  
Other fauns go the other way and make a display of their exotic appearance—neighbors often accept things from a faun they would not accept among themselves.  
+
Fauns living close to other folk  
 +
adopt clothing to not raise their ire, even wearing long skirts or pantaloons that conceal their legs and robes and hoods as a disguise.   
 +
Other fauns go the other way and make a display of their exotic appearance—neighbors often accept things from a faun they would not accept among themselves.
 
Fauns don't need or wear shoes, even on rocky ground.
 
Fauns don't need or wear shoes, even on rocky ground.
  
 
''' Role '''
 
''' Role '''
Fauns are hedonistic and wild, living for the moment and in the main refusing social restrictions and barriers. They enjoy brawling, wine, dancing, music, and lovemaking above all else. Female fauns are sometimes called meneads, and most prefer to provoke others into fighting rather than to fight themselves. While they can see far-reaching goals, they have trouble planning for tomorrow, and their companions often have to remind them of the urgency of their task. But once in motion, they work with great vigor.
+
Fauns are hedonistic and wild, living for the moment and in the main refusing social restrictions and barriers. They enjoy brawling, wine, dancing, music, and lovemaking above all else. Female fauns are sometimes called maenads, and most prefer to provoke others into fighting rather than to fight themselves. While they can see far-reaching goals, they have trouble planning for tomorrow, and their companions often have to remind them of the urgency of their task. But once in motion, they work with great vigor.
  
 
''' Politics '''
 
''' Politics '''
Fauns in the wild are generally apolitical as they have few cares for the day after tomorrow. Their political impact are either as rowdy neighbors or as cultists in fertility cults. Humans who show respect to their faun neighbors might find mother nature rewarding them with a bounty of both food and children, some of which will show faun ancestry.
+
Fauns in the wild are generally apolitical as they have few cares for the day after tomorrow. Their political impact is either as rowdy neighbors or as cultists in fertility cults. Humans who show respect to their faun neighbors might find mother nature rewarding them with a bounty of both food and children, some of which will show faun ancestry.
  
 
''' Integration '''
 
''' Integration '''
Individual fauns can integrate reasonably well with humans, elves, and other Light-minded creatures. It is rare to find a group of fauns living among humans, and if they do they are surely in some cult, gang, troupe or other communal activity where their wild nature can prosper.
+
Individual fauns can integrate reasonably well with humans, elves, and other Light-minded creatures. It is rare to find a group of fauns living among humans, and if they do, they are surely in some cult, gang, troupe, or other communal activity where their wild nature can prosper.
  
 
''' Family '''
 
''' Family '''
Faun males greatly outnumber females, but they are very unprejudiced. They breed with animals or with any race caught in their organismic rites. Mixed breed fauns tend to favor their non-faun ancestry as children, some growing to be fauns at puberty, other just having some faun-like trait. Fauns have lifespans comparable to humans.
+
Faun males greatly outnumber females, but they are very unprejudiced. They breed with animals or with any race caught in their orgiastic rites. Mixed-breed fauns tend to favor their non-faun ancestry as children, some growing to be fauns at puberty, others just having some faun-like traits. Fauns have lifespans comparable to humans.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
Line 692: Line 530:
  
 
=== Gnoll ===
 
=== Gnoll ===
Often considered [[#Humanoids|Humanoids]], [[#Races_(FiD)#Gnoll|Gnolls]] are more properly [[#Races_(FiD)#Beast_Folk|Beast Folk]].
+
Often considered [[#Humanoids|Humanoids]], Gnolls are more properly [[#Races_(FiD)#Beast_Folk|Beast Folk]].
 +
{{wip}}
 +
 
 +
'''Greyhawk '''
 +
 
 +
''' Role '''
 +
 
 +
''' Integration '''
 +
 
 +
''' Vices '''
 +
 
 +
 
 +
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 +
* '''Action''': Skirmish.
 +
* '''Special Ability—XXX:'''
  
 
=== Harengon ===
 
=== Harengon ===
 
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.
 
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.
  
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.
+
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from death.
 +
 
 +
'''Greyhawk '''
 +
In their native Nippon, they are considered serious and duty-bound, but those who travel into the wider world are generally the oddballs.  
  
 
''' Role '''
 
''' Role '''
In their native Nippon, they are considered serious and duty-bound, but those who travel into the wider world are generally the oddballs. Intensely social, they try to mingle into the societies of others and are not above assuming the role of a servant or even pet to be accepted, but also like to keep an air of mystery.
+
Intensely social, harengon try to mingle into the societies of others and are not above assuming the role of a servant or even pet to be accepted, but also like to keep an air of mystery.
  
 
''' Integration '''
 
''' Integration '''
Elves and halflings get along well with harengon, but others may find them too odd, something the harengon is willing to play to. It is better to be accepted as an oddity than to be regarded as a pest.  
+
Elves and halflings get along well with harengon, but others may find them too odd, something the harengon is willing to play to. It is better to be accepted as an oddity than to be regarded as a pest.
  
'''Vices'''
+
''' Vices '''
Harengon can overplay either their cuteness or mysterious air to annoyance, and can be clingy if denied social contact. They can be ideosyncratic to a fault, and individual harengon may create a persona that is extreme in some unexpected way.
+
Harengon can overplay either their cuteness or mysterious air to annoyance and can be clingy if denied social contact. They can be idiosyncratic to a fault, and individual harengon may create a persona that is extreme in some unexpected way.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
* '''Action''': Finesse
+
* '''Action''': Finesse.
* '''Special Ability—Leap:''' You can take great leaps from a standing start. You can leap the range of your tier (p 221), and only the Reflexes ability and the like is quick enough to react to your leap.
+
* '''Special Ability—Leap:''' You can take great leaps from a standing start. You can leap the range of your tier (p 221), and only the Reflexes ability or similar skills are quick enough to react to your leap.
  
 
=== Inukin ===
 
=== Inukin ===
The inukin, 犬群, anthropomorphic dogs, are humanoids with the heads and often tails of dogs.  
+
The inukin, 犬群, anthropomorphic dogs, are humanoids with the heads and often tails of dogs.
 
There is a great range of appearance, similar to different dog breeds, and also in the degree of fur on the body, starting with shoulders and arms, with some inukin being entirely furred.   
 
There is a great range of appearance, similar to different dog breeds, and also in the degree of fur on the body, starting with shoulders and arms, with some inukin being entirely furred.   
  
'''Role
+
''' Role '''
The inukin’s adaptability has made them integral to both Nippon’s structured society and Wrang’s chaotic resistance. Their dual reputation as disciplined warriors and independent agents ensures their place as a significant and versatile part of society.
+
The inukin’s adaptability has made them integral to both Nippon’s structured society and Wrang’s chaotic resistance. Their dual reputation as disciplined warriors and independent agents ensures their place as a significant and versatile part of society.
  
In Greyhawk, inukin  are one of the most common anthropic species in Nippon and play a significant role in its structured society. Known for their loyalty, discipline, and martial prowess, inukin often embody the ideals of Nippon’s hierarchical culture. They serve in a variety of roles, from samurai and temple guardians to artisans and scholars.   
+
Inukin are one of the most common anthropic species in Nippon and play a significant role in its structured society. Known for their loyalty, discipline, and martial prowess, inukin often embody the ideals of Nippon’s hierarchical culture. They serve in a variety of roles, from samurai and temple guardians to artisans and scholars.   
  
 
In Wrang, the inukin have a different reputation. Here, they are seen as steadfast allies in the fight for independence, often forming the backbone of resistance groups. Wrang’s inukin are more individualistic than their Nipponese counterparts, shaped by the fragmented and decentralized culture of their homeland. They value personal honor and the bonds of their immediate clan or group above all else, reflecting Wrang’s spirit of defiance.
 
In Wrang, the inukin have a different reputation. Here, they are seen as steadfast allies in the fight for independence, often forming the backbone of resistance groups. Wrang’s inukin are more individualistic than their Nipponese counterparts, shaped by the fragmented and decentralized culture of their homeland. They value personal honor and the bonds of their immediate clan or group above all else, reflecting Wrang’s spirit of defiance.
Line 725: Line 580:
 
''' Integration '''
 
''' Integration '''
 
Beyond Nippon and Wrang, the inukin are rare but not unheard of. Many adopt roles as emissaries, mercenaries, or wandering monks, their canine traits often lending them an air of wonder.   
 
Beyond Nippon and Wrang, the inukin are rare but not unheard of. Many adopt roles as emissaries, mercenaries, or wandering monks, their canine traits often lending them an air of wonder.   
There is a common confusion between inukin and kobolds. They sound somewhat similar with barks and yapping noises, and they their silhouettes are similar enough that they can be mistaken in the dark. Inukin are furred and larger than kobolds, who are scaled, so at a close range there is no mistaking them, but the confusion still proliferates among people who have only heard of them.
+
There is a common confusion between inukin and kobolds. They sound somewhat similar with barks and yapping noises, and their silhouettes are similar enough that they can be mistaken in the dark. Inukin are furred and larger than kobolds, who are scaled, so at a close range there is no mistaking them, but the confusion still proliferates among people who have only heard of them.
  
'''Vices'''
+
''' Vices '''
 
Inukin seem perfect at first, but their conformist nature can become conservative and hidebound or overly loyal to bad or evil leaders or sticking to bad partners past the point of tolerance.
 
Inukin seem perfect at first, but their conformist nature can become conservative and hidebound or overly loyal to bad or evil leaders or sticking to bad partners past the point of tolerance.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''Action''': Survey.
 
* '''Action''': Survey.
* '''Special Ability—Steadfast:''' Roll an additional die when resisting a consequence.
+
* '''Special Ability—Steadfast:''' Roll an additional die when resisting a consequence.
  
 
=== Kenku ===
 
=== Kenku ===
Line 738: Line 593:
  
 
''' Appearance '''
 
''' Appearance '''
Bird-like humanoids, Kengu have a coat of black feathers, long black, red, or yellow beaks, and clawlike legs.  
+
Bird-like humanoids, Kengu have a coat of black feathers, long black, red, or yellow beaks, and clawlike legs.
Their arms are humanoid but might be feathered.  
+
Their arms are humanoid but might be feathered.
 
Their movement patterns resemble that of cranes, making them superlative swordsmen.
 
Their movement patterns resemble that of cranes, making them superlative swordsmen.
  
There is a more humanlike variant, tengu, with a general humanoid form, pale or reddish skin, spindly limbs, large dark eyes, and long beaklike noses that vary in color.
+
There is a more humanlike variant, tengu, with a general humanoid form, pale or reddish skin, spindly limbs, large dark eyes, and long beaklike noses that vary in color.
 
Their profuse hair is black in youth but grows white early in life, they often have full beards and long hair.
 
Their profuse hair is black in youth but grows white early in life, they often have full beards and long hair.
  
The humanoid tengu are more common in Nippon and the birdlike ones more common in the Pearl Sea.
+
The humanoid tengu are more common in Nippon and the birdlike ones more common in the Pearl Sea.
Tengu themselves don't seem to see this difference as significant.
+
Tengu themselves don't seem to see this difference as significant.
Instead they are clannish, and clans tend to conform to either pattern.  
+
Instead they are clannish, and clans tend to conform to either pattern.
Kenku and tengu clans are just as likely to fight or ally regardless of type.
+
Kenku and tengu clans are just as likely to fight or ally regardless of type.
 
There are also hybrids between these two, and possibly tengu can change from one form to the other over time.
 
There are also hybrids between these two, and possibly tengu can change from one form to the other over time.
  
 
''' Role '''
 
''' Role '''
Tengu are brave and stoic, but not hard workers. They can give their all in pursuit of their own goals, but are not good at serving a routine or waiting on others. Tengu in the wild live as recluses, philosopher-warriors each in their own mountainous domain. Assimilated tengu often live in squalor in the cities, mixing with unsavory elements. A few urban tengu manage to stay reclusive mystics, others become gang bosses, enforcers, or assassins, but many exist in the gutter as sanitation workers, urban foragers, and day laborers.
+
Tengu are brave and stoic, but not hard workers. They can give their all in pursuit of their own goals, but are not good at serving a routine or waiting on others.
 +
Tengu in the wild live as recluses, philosopher-warriors each in their own mountainous domain. Assimilated tengu often live in squalor in the cities, mixing with unsavory elements.
 +
A few urban tengu manage to stay reclusive mystics, others become gang bosses, enforcers, or assassins, but many exist in the gutter as sanitation workers, urban foragers, and day laborers.
  
''' Integration
+
''' Integration '''
Tengu are native to Nippon, but travel the world as pirates and mercenaries.
+
Tengu are native to Nippon, but travel the world as pirates and mercenaries.
They are regarded with suspicion in the Flanaess and need a patron or ally to vouch for them to be let into civilized settlements.
+
They are regarded with suspicion in the Flanaess and need a patron or ally to vouch for them to be let into civilized settlements.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Tengu, a dialect of Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Tengu, a dialect of Sylvan.
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* '''Special Ability—Mimicry:''' You can accurately mimic any sound you have heard, including a specific voice speaking a specific phrase. Using Finesse you gain detailed control of the exact use of sounds you may not even comprehend. You also have an iron stomach, able to safely digest spoiled food.
 
* '''Special Ability—Mimicry:''' You can accurately mimic any sound you have heard, including a specific voice speaking a specific phrase. Using Finesse you gain detailed control of the exact use of sounds you may not even comprehend. You also have an iron stomach, able to safely digest spoiled food.
  
=== Kitsune===
+
=== Kitsune ===
 
A Kitsune, 狐, is a humanoid with the head and tail or a fox, a curious meddler in Japanese folklore.
 
A Kitsune, 狐, is a humanoid with the head and tail or a fox, a curious meddler in Japanese folklore.
  
'''Greyhawk
+
''' Greyhawk '''
 
Native to the lands of Nippon, and even there considered tricksters, kitsune often try their luck in foreign lands after trespassing once too often.
 
Native to the lands of Nippon, and even there considered tricksters, kitsune often try their luck in foreign lands after trespassing once too often.
  
 
''' Appearance '''
 
''' Appearance '''
Slightly shorter and lighter of build than a human, a Kitsune is an anthropomorphic animal. They take heavily after their animal forebears, and their rich fur gives them quite an inhuman appearance, though they are bipedal and upright.
+
Slightly shorter and lighter of build than a human, a Kitsune is an anthropomorphic animal.
 +
They take heavily after their animal forebears, and their rich fur gives them quite an inhuman appearance, though they are bipedal and upright.
  
 
''' Role '''
 
''' Role '''
A Kitsune is curious and enjoys banter, tricks and enigmas. They are great peddlers, entertainers, and thieves. They are too weak and physically lazy to make good labor, but they can do exacting intellectual work or crafts with their clever paws.
+
A Kitsune is curious and enjoys banter, tricks, and enigmas. They are great peddlers, entertainers, and thieves.
 +
They are too weak and physically lazy to make good labor, but they can do exacting intellectual work or crafts with their clever paws.
  
 
''' Politics '''
 
''' Politics '''
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Kitsune often hide their true identity and live out their lives as whatever race they are living among, but often fail to achieve a deeper understanding of the context they are in, causing trouble for them.
 
Kitsune often hide their true identity and live out their lives as whatever race they are living among, but often fail to achieve a deeper understanding of the context they are in, causing trouble for them.
  
'''Vices'''
+
''' Vices '''
Kitsune are much too fond of their own games, and play the same trick again and again in slight variations.
+
Kitsune are much too fond of their own games and play the same trick again and again in slight variations.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''Action''': Consort.
 
* '''Action''': Consort.
* '''Special Ability—Mimic:''' You can change their form to that of any other humanoid or to that of a fox. This is a physical change, but the result is always you, certain aspects of appearance and manners remains through each transformation, allowing people who know your appearance to use Consort or Study to penetrate your disguise.
+
* '''Special Ability—Mimic:''' You can change your form to that of any other humanoid or to that of a fox. This is a physical change, but the result is always you; certain aspects of appearance and manner remain through each transformation, allowing people who know your appearance to use Consort or Study to penetrate your disguise.
 +
 
 +
=== Nezukin ===
 +
A nezukin, ネズキン, is a humanoid with the features of a rat or mouse, also known as ratfolk. 
 +
Some might call them Rat or Mouse (capitalized). 
 +
Vesk is another name, used in the context of war and clan politics. 
 +
Skaven are nezukin from city-states and cults, xenophobic and hostile to everyone they encounter.
 +
 
 +
'''Greyhawk'''
 +
They might be called ratfolk in the Flanaess, but are so rare that most people are likely to mistake them for wererats. 
 +
Native to the lands of Nippon, nezukin are furtive tinkerers, often living in clans in burrows or mines. 
 +
Individual nezukin do leave the nest but usually stay within the rough stereotype. 
 +
Larger than kobolds and with the same habitats, they still rarely meet, living in different parts of the world.
 +
 
 +
'''Appearance'''
 +
Nezukin display animal characteristics to a varying degree. 
 +
Some look mostly human, with human proportions, rodent ears, and tails, often adding whiskers and claws instead of nails. 
 +
Others are more rodent-like, with short and stout bodies, spindly clawed limbs, animal heads, and fur either down the back or across the body. 
 +
As with catfolk, human-like nezukin are common in Nippon, with the more animal-like type common in the wild, but there are many exceptions and mid-stages, which the nezukin themselves don't find important.
 +
 
 +
'''Role'''
 +
Somewhat reclusive, nezukin tend to be underclass and take on roles of laborers, scouts, and craftsmen. 
 +
Nezukin make good dungeon-delvers; they don't mind narrow underground passages and love tinkering with things they find and recycle. 
 +
Magic is uncommon, but they use it when available. 
 +
Spiritually, they either conform to local traditions or follow animism and ancestor-worship.
 +
 
 +
'''Integration'''
 +
Nezukin have little problem living with other races but are usually looked down on. 
 +
They prefer city living, but people of the wild, like wood elves and pastoral humans, are often more tolerant, creating a strange conundrum.
 +
 
 +
'''Vices'''
 +
Nezukin love to salvage and may be seen as thieves when they assume something is abandoned when it really is not. 
 +
Being largely immune to health hazards, they are often lax about hygiene, though they do enjoy grooming each other.
 +
 
 +
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan. 
 +
* '''Action''': Tinker. 
 +
* '''Special Ability—Healthy''': Nezukin gain +1d on healing checks and Prowess resistance checks.
  
 
=== Orc ===
 
=== Orc ===
Orcs are big, sturdy folk with powerful muscles.  
+
Orcs are big, sturdy folk with powerful muscles.
Large and brutish, orcs are boar-folk and called by a number of derogatory names, such as 'snouter' or 'pork-face'.
+
Large and brutish, orcs are boar-folk and called by a number of derogatory names, such as 'snouter' or 'pork-face'.
They may have hog bristle instead of hair and down their back, others are no more bristly than humans are hairy. Their faces are coarse, with pronounced snouts and piglike ears, giving them a bestial appearance. Few are beautiful, though not so few are impressive or even majestic. They have an affinity for earth, and have a variety of earth-tones for skin. Brown and brick red are common, as is pink among urban orcs.
+
They may have hog bristle instead of hair and down their back, others are no more bristly than humans are hairy. Their faces are coarse, with pronounced snouts and piglike ears, giving them a bestial appearance. Few are beautiful, though not so few are impressive or even majestic. They have an affinity for earth, and have a variety of earth-tones for skin. Brown and brick red are common, as is pink among urban orcs.
  
 
''' Role '''
 
''' Role '''
Orcs are steadfast, proud, and honest but rude and demanding. They respect comrades, but this respect has to be earned. Actions speak louder than words, many orcs find discussion and debate tedious. They respect strong leaders who take initiative and lead from the front. You do not have to be a warrior to earn respect, a good healer, scout, or craftsman is valued, but a leader of orcs has to be powerful in battle.  
+
Orcs are steadfast, proud, and honest but rude and demanding. They respect comrades, but this respect has to be earned.
 +
Actions speak louder than words; many orcs find discussion and debate tedious. They respect strong leaders who take initiative and lead from the front.
 +
You do not have to be a warrior to earn respect; a good healer, scout, or craftsman is valued, but a leader of orcs has to be powerful in battle.
  
 
''' Politics '''
 
''' Politics '''
Orcs tend to be clannish, honoring local authority and leaders over centralized government. Respect is earned in action, proven leaders can expect to have their words obeyed as law. This means ork leaders often have more brawn than brain. Strong leaders attract many followers, and strong ork tribes make really bad relations. Orcs can accept a leader who is not an orc, as long as the leader is powerful. Neighbors often try to kill ork leaders to scatter the tribes, sending adventurers and assassins for this task. It has happened more than once that such a foreign challenger has won leadership of the tribe and turned on his employer.
+
Orcs tend to be clannish, honoring local authority and leaders over centralized government.
 +
Respect is earned in action; proven leaders can expect to have their words obeyed as law.
 +
This means ork leaders often have more brawn than brain. Strong leaders attract many followers, and strong ork tribes make really bad relations.
 +
Orcs can accept a leader who is not an orc, as long as the leader is powerful. Neighbors often try to kill ork leaders to scatter the tribes, sending adventurers and assassins for this task.
 +
It has happened more than once that such a foreign challenger has won leadership of the tribe and turned on his employer.
  
 
''' Integration '''
 
''' Integration '''
Orcs are hard workers and take orders readily. Unfortunately, many orcs are not so bright and self-confident, so they often fare poorly in society. This fuels the orcish tendency towards provincialism, as well as a general feeling of discontent. Orcs often find themselves on the fringes of society, as warriors, herdsmen, menial laborers, or bandits.
+
Orcs are hard workers and take orders readily. Unfortunately, many orcs are not so bright and self-confident, so they often fare poorly in society.
 +
This fuels the orcish tendency towards provincialism, as well as a general feeling of discontent. Orcs often find themselves on the fringes of society, as warriors, herdsmen, menial laborers, or bandits.
  
'''Nipponese Orcs
+
''' Nipponese Orcs '''
In their native Nippon, orcs are often of the eta caste of outcasts, restricted to the meanest jobs such as leatherworking and undertaking. Even orcs that are not eta are at best laborers, tough lucky ones might work as bouncers or enforcers for merchants and the yakuza. As farmers they also get mean jobs, to root around in fields and paddies after harvest and to work manure.  
+
In their native Nippon, orcs are often of the eta caste of outcasts, restricted to the meanest jobs such as leatherworking and undertaking.
 +
Even orcs that are not eta are at best laborers, though lucky ones might work as bouncers or enforcers for merchants and the yakuza.
 +
As farmers, they also get the worst jobs, rooting around in fields and paddies after harvest or working manure.
 
Hardly surprisingly, many orcs choose lives on the fringes of society, as spearmen mercenaries, bandits, bounty hunters, and similar rough jobs.
 
Hardly surprisingly, many orcs choose lives on the fringes of society, as spearmen mercenaries, bandits, bounty hunters, and similar rough jobs.
  
 
''' Family '''
 
''' Family '''
Orcs grow up quickly and are raised by the tribe. They can eat meat right away, walk after a week, by age three they can mostly fend for themselves, and by twelve they are adults. Orc pregnancies are painful but short; the mother carries the child for five months without handicap, then is almost incapacitated for a month before giving birth. Most children are adopted by other orcs during this time and hardly know their closest kin. Loyalty is to the tribe. Not family. Orcs lead short, violent lives, few reaching age 30 and dying of old age before age 50.
+
Orcs grow up quickly and are raised by the tribe. They can eat meat right away, walk after a week, by age three they can mostly fend for themselves, and by twelve they are adults.
 +
Orc pregnancies are painful but short; the mother carries the child for five months without handicap, then is almost incapacitated for a month before giving birth.
 +
Most children are adopted by other orcs during this time and hardly know their closest kin. Loyalty is to the tribe, not family. Orcs lead short, violent lives, few reaching age 30 and dying of old age before age 50.
  
 
* '''[[Languages_(Greyhawk)|Language]]''': Orc, an unusually coarse dialect of Sylvan with lots of squeals.
 
* '''[[Languages_(Greyhawk)|Language]]''': Orc, an unusually coarse dialect of Sylvan with lots of squeals.
 
* '''Action''': Wreck.
 
* '''Action''': Wreck.
* '''Special Ability—Scent:''' Your sense of scent is sufficient to let you track like a dog and to identify your surrounding by scent alone, which allows rough navigation in dark earthen tunnels. You also find it easy to get along with animals with a keen sense of smell, boars and pigs in particular.
+
* '''Special Ability—Scent:''' Your sense of scent is sufficient to let you track like a dog and to identify your surroundings by scent alone, allowing rough navigation in dark earthen tunnels. You also find it easy to get along with animals with a keen sense of smell, boars and pigs in particular.
  
 
=== Shibaten ===
 
=== Shibaten ===
Shibaten or duck-folk are small humanoids with the physical characteristics of ducks, much like tengu have the features of crows. They mostly live sedentary lives, but have a fierce temper and can be very competitive. Their tempers fade as quickly as they flare and rarely get them into serious trouble.  
+
Shibaten or duck-folk are small humanoids with the physical characteristics of ducks, much like tengu have the features of crows. They mostly live sedentary lives, but have a fierce temper and can be very competitive. Their tempers fade as quickly as they flare and rarely get them into serious trouble.
  
 
Duck-folk are small, about 3'6 (110 cm) tall, with duck-like feathered bodies, large beaked heads, oversize eyes, and yellow or orange bird legs with finned feet. Their plumage varies wildly in color; white, black, grey, speckled brown with a blue or green head, or even motley with bright colors like blue, green, red, and orange. Plumage color is inherited, varies by gender, and sometimes related to social class and occupation. White shibaten are considered aggressive, black shibaten sly, brown and grey ones shy, and motley ones vain. Shibaten are surprisingly strong and make excellent wrestlers and fighters despite their small size. Their compact, water-repellent body and finned feet make them excellent swimmers.
 
Duck-folk are small, about 3'6 (110 cm) tall, with duck-like feathered bodies, large beaked heads, oversize eyes, and yellow or orange bird legs with finned feet. Their plumage varies wildly in color; white, black, grey, speckled brown with a blue or green head, or even motley with bright colors like blue, green, red, and orange. Plumage color is inherited, varies by gender, and sometimes related to social class and occupation. White shibaten are considered aggressive, black shibaten sly, brown and grey ones shy, and motley ones vain. Shibaten are surprisingly strong and make excellent wrestlers and fighters despite their small size. Their compact, water-repellent body and finned feet make them excellent swimmers.
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=== Tanuki ===
 
=== Tanuki ===
Tanuki are unlike other beast-folk in that they are actually not humanoids, they are animals with the ability to assume a wide variety of forms. It is said that a kitsune will shape-change to act out a plot, a tanuki will shape-change for the fun of shape-changing.
+
Tanuki are unlike other beast-folk in that they are actually not humanoids, they are animals with the ability to assume a wide variety of forms. It is said that a kitsune will shape-change for plot, a tanuki will shape-change for the joy of it.
  
 
'''Alignment:''' You can act lawful and be a dutiful member of society in your human form, but the very act of changing shape is chaotic and disturbs the tranquility of established social norms. Most of you embrace this and are inveterate jokesters, not out of malice, though your tricks often cause confusion. Add to this that you are fond of sake, and you have a recipe for chaos.
 
'''Alignment:''' You can act lawful and be a dutiful member of society in your human form, but the very act of changing shape is chaotic and disturbs the tranquility of established social norms. Most of you embrace this and are inveterate jokesters, not out of malice, though your tricks often cause confusion. Add to this that you are fond of sake, and you have a recipe for chaos.
Line 850: Line 756:
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''[[Languages_(Greyhawk)|Language]]''': Sylvan.
 
* '''Action''': Consort.
 
* '''Action''': Consort.
* '''Special Ability—Float:''' As a tanuki, you can change into anything, much like the Advanced Consort abilities of [[Powers_(FiD)|Powers]]. This includes clothes and kit appropriate to each form. You can also change into any single material object a Tinker power can create, with the same difficulty, but you roll Consort. Changing into a machine or vehicle allows you to operate that machine or vehicle. The consequences from shapeshifting are usually flaws in the new form: a tail, ears, nose, or face are all common transmutation errors. <br>You have a number of forms you are comfortable in equal to your ranks in Consort. Choose these as you use them, up to the limit. Changing into one of these favored forms requires no effort or Consort roll and risks no stress cost, but you must successfully adopt a shape at least once to make it a favorite. Most tanuki pick a human form as their first favorite form to blend into society.
+
* '''Special Ability—Shapeshift:''' As a tanuki, you can change into anything, much like the Advanced Consort abilities of [[Powers_(FiD)|Powers]]. This includes clothes and kit appropriate to each form. You can also change into any single material object a Tinker power can create, with the same difficulty, but you roll Consort. Changing into a machine or vehicle allows you to operate that machine or vehicle. The consequences from shapeshifting are usually tanuki features in your assumed form: a tail, ears, nose, or face are all common transmutation errors. <br>You have a number of forms you are comfortable in equal to your ranks in Consort. Choose these as you use them, up to the limit. Changing into one of these favored forms requires no effort or Consort roll and risks no stress cost, but you must successfully adopt a shape at least once to make it a favorite. Most tanuki pick a human form as their first favorite form to blend into society.
  
 
== Goblinoids ==
 
== Goblinoids ==
Goblins, hobgoblins, and bugbears are actually one race.  
+
Goblins, hobgoblins, and bugbears are actually one race.
Only goblins breed, hobgoblins and bugbears are born to goblin parents.  
+
Only goblins breed, hobgoblins and bugbears are born to goblin parents.
When goblin tribes thrive, large batches of goblin children grow up to be hobgoblins.
+
When goblin tribes thrive, large batches of goblin children grow up to be hobgoblins.
When goblins are truly desperate, what few children they have tend to be bugbears.
+
When goblins are truly desperate, what few children they have tend to be bugbears.
Hobgoblins and bugbears are neuter and lack gender expression or sex drive, but most outsiders assume them all to be male.
+
Hobgoblins and bugbears are neuter and lack gender expression or sex drive, but most outsiders assume them all to be male.
A generation of hobgoblins or bugbears can be a terror and even establish empires, but there is no continuity, there is almost always only one generation.
+
A generation of hobgoblins or bugbears can be a terror and even establish empires, but there is no continuity, there is almost always only one generation.
 
Hobgoblins take goblins as slaves and quickly deprive them of the wealth that made them breed hobgoblins in the first place.
 
Hobgoblins take goblins as slaves and quickly deprive them of the wealth that made them breed hobgoblins in the first place.
  
Line 865: Line 771:
  
 
''' Role '''
 
''' Role '''
Goblins are curious, cowardly in the face of other creatures, but brave and inquisitive with things.  
+
Goblins are curious, cowardly in the face of other creatures, but brave and inquisitive with things.
They like to steal and to imitate the devices of other creatures, making them skilled but reckless craftsmen, willing to take crazy risks.
+
They like to steal and to imitate the devices of other creatures, making them skilled but reckless craftsmen, willing to take crazy risks.
Fire, gunpowder, smelly things, and any kind of flight particularly amuse them, and they are known to ride catapults to their doom.
+
Fire, gunpowder, smelly things, and any kind of flight particularly amuse them, and they are known to ride catapults to their doom.
 
Their clumsy inquisitiveness with craft earn them the moniker gremlins.
 
Their clumsy inquisitiveness with craft earn them the moniker gremlins.
  
 
''' Integration '''
 
''' Integration '''
Goblin bands in the wild are reclusive hunter-gatherers, but opportunistically steal and rob when they can.
+
Goblin bands in the wild are reclusive hunter-gatherers, but opportunistically steal and rob when they can.
Goblins are often slaves to other brutal creatures, sometimes even to humans.
+
Goblins are often slaves to other brutal creatures, sometimes even to humans.
They gladly take on jobs nobody else wants, minding sewers and middens.  
+
They gladly take on jobs nobody else wants, minding sewers and middens.
 
In such a position they may be forgotten over time but still continue to serve their original purpose.
 
In such a position they may be forgotten over time but still continue to serve their original purpose.
  
 
''' Family '''
 
''' Family '''
Goblins give birth often and easily, with goblin children regarded as pests even by other goblins.  
+
Goblins give birth often and easily, with goblin children regarded as pests even by other goblins.
Young goblins resemble rats in intelligence.
+
Young goblins resemble rats in intelligence.
 
Raised as pets or surviving as scavengers, their heads grow and become intelligent around age three.
 
Raised as pets or surviving as scavengers, their heads grow and become intelligent around age three.
  
Line 886: Line 792:
  
 
=== Hobgoblin ===
 
=== Hobgoblin ===
A larger and more organized variant of goblin, hobgoblins can be born to goblins and quickly outgrow the in size and ferocity to achieve control of a goblin tribe.  
+
A larger and more organized variant of goblin, hobgoblins can be born to goblins and quickly outgrow them in size and ferocity to achieve control of a goblin tribe.
Tribes of hobgoblins are more like companies, with a strict hierarchy and chain of command, often with regular goblins as camp followers.  
+
Tribes of hobgoblins are more like companies, with a strict hierarchy and chain of command, often with regular goblins as camp followers.
  
 
''' Role '''
 
''' Role '''
Superlative soldiers, bands of hobgoblins take well to discipline from leaders they respect.
+
Superlative soldiers, bands of hobgoblins take well to discipline from leaders they respect.
 
Individual hobgoblins don't do so well, they might join the militia of other races but are often used as just laborers.
 
Individual hobgoblins don't do so well, they might join the militia of other races but are often used as just laborers.
  
 
''' Integration '''
 
''' Integration '''
Hobgoblins are too bossy to integrate well.  
+
Hobgoblins are too bossy to integrate well.
 
It is possible to enlist hobgoblins as mercenaries working under a strong commander of another race, but these are still haughty bullies in most cases.
 
It is possible to enlist hobgoblins as mercenaries working under a strong commander of another race, but these are still haughty bullies in most cases.
  
Line 905: Line 811:
  
 
''' Role '''
 
''' Role '''
Bugbears are born bullies and bogeymen.  
+
Bugbears are born bullies and bogeymen.
They like nothing as much as pouncing on an unsuspecting victim, but might settle for just scaring a victim.
+
They like nothing as much as pouncing on an unsuspecting victim, but might settle for just scaring a victim.
They have been know to hide under beds only to emerge in the night.
+
They have been known to hide under beds only to emerge in the night.
  
 
''' Integration '''
 
''' Integration '''
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== Draconians ==
 
== Draconians ==
Said to once have been the rulers of Oerth, reptile humanoids are many and varied.  
+
Said to once have been the rulers of Oerth, reptile humanoids are many and varied.
They come in several subgroups, wildly different from each other, and there is little love between the different kinds, or even different tribes of the same kind.
+
They come in several subgroups, wildly different from each other, and there is little love between the different kinds, or even different tribes of the same kind.
In the Flanaess, draconians are different enough that they are rarely accepted among demi-humans unless in the company of some well-known leader.
+
In the Flanaess, draconians are different enough that they are rarely accepted among demi-humans unless in the company of some well-known leader.
 
In the Celestial Empire far to the west draconians are well known and accepted.
 
In the Celestial Empire far to the west draconians are well known and accepted.
  
 
=== Dragonborn ===
 
=== Dragonborn ===
The draconians with the highest status are dragonborn, but they are also the ones most similar to humans.
+
The draconians with the highest status are dragonborn, the ones most similar to humans.
''These differ significantly in appearance and biology to the dragonborn of D&D.
+
''These differ significantly in appearance and biology to the dragonborn of D&D.''
  
 
''' Appearance '''
 
''' Appearance '''
Dragonborn are humans with certain draconic features, such as fine scales on parts of their body, a serpentine tunge, eyes, and even head.
+
Dragonborn are humans with certain draconic features, such as fine scales on parts of their body, a serpentine tongue, eyes, and even a draconic head.
Most have clawed fingers and toes, no body hair, and many even lack head hair.
+
Most have clawed fingers and toes, no body hair, and many even lack head hair.
They are often digitigrade, tough this may be an affectation, their feet are only somewhat longer than human feet.
+
They are often digitigrade, though this may be an affectation, as their feet are only somewhat longer than human feet.
Despite their draconic features, they are fully mammalian and form families with humans.
+
Despite their draconic features, they are fully mammalian and commonly form families with humans.
  
'''Biology
+
''' Biology '''
Dragonborn are not a race in themselves, they are a genetic remnant in certain humans.  
+
Dragonborn are not a race in themselves; they are a genetic remnant in certain humans.
In the Celestial Empire, this remnant is common enough that dragonborn are regularly born to human parents, still one in ten thousand, but an accepted occurrence.  
+
In the Celestial Empire, this remnant is common enough that dragonborn are regularly born to human parents—still one in a thousand, but an accepted occurrence.
In other parts of the world this inheritance is extremely rare except among people socializing with dragons or delving into dragon lore.
+
In other parts of the world, this inheritance is extremely rare except among people socializing with dragons or delving into dragon lore.
It is said that dragons can turn worthy humans into dragonborn.
+
It is said that dragons can turn worthy humans into dragonborn.
Many pursue draconic sorcery, which makes them even more reptilian, and legends claim that dragonborn sorcerer can mature into true dragons.
+
Many dragonborn pursue draconic sorcery, which makes them even more reptilian, and legends claim that dragonborn sorcerers can mature into true dragons.
  
 
''' Integration '''
 
''' Integration '''
In the Flanaess dragonborn are alien and exotic, but are more easily accepted than most draconians.  
+
In the Flanaess, dragonborn are alien and exotic, but they are still more easily accepted than most draconians because of the physical similarity.
The educated in the Flanaess know about draconic sorcery, and dragonborn just seem like an extreme case of that.
+
Educated Flanaessi know about draconic sorcery, and dragonborn just seem like an extreme case of that.
 
That dragonborn are not all magicians might surprise some people.
 
That dragonborn are not all magicians might surprise some people.
  
''' Politics in the Celestial Empire
+
''' Politics in the Celestial Empire '''
In the draconic empire, dragonborn and aasimar have a complex relationship as conflicting elites. Like aasimar, dragonborn are automatically recognized as nobles, but of a military bent more similar to the samurai of Japan than to most Chinese warriors.
+
In the draconic empire, dragonborn and aasimar have a complex relationship as conflicting elites.
 +
Like aasimar, dragonborn are automatically recognized as nobles, but of a military bent more similar to the samurai of Japan than to most Chinese warriors.
 
They have a love-hate relationship with the aasimar of the celestial bureaucracy.
 
They have a love-hate relationship with the aasimar of the celestial bureaucracy.
 +
''Think of the dragonborn as eunuchs and the aasimar as mandarins from Chinese historical drama.
  
 
''' Family '''
 
''' Family '''
Dragonborn are too few and too haughty to commonly form families with each other, they are more likely to mate with humans and live in human-like relationships. Even so, the dragonborn are distant partners, consumed by other interests and often absent parents.
+
Dragonborn are too few and too haughty to commonly form families with each other; they are more likely to mate with humans and live in human-like relationships.
 +
Even so, the dragonborn are distant partners, consumed by other interests and often absent parents.
  
* '''[[Languages_(Greyhawk)|Language]]''': They are usually taught Draconic and have the physique to speak it clearly, but it is not their native language, that is Common. Dragonborn seek status by perfecting Draconic.
+
* '''[[Languages_(Greyhawk)|Language]]''': They are usually taught Draconic and have the physique to speak it properly, but their native language is Common. Dragonborn seek status by perfecting Draconic.
* '''Action''': Skirmish.
+
* '''Action''': Skirmish.
* '''Special Ability—Draconic Energy:''' As a dragonborn you are attuned to a type of energy, commonly related to a [[Powers (FiD)|Power]]. You ignore environmental dangers of this type and actually take less damage from such attacks. Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress. You can also use this with Skirmish as a potent weapon.
+
* '''Special Ability—Draconic Energy:''' As a dragonborn, you are attuned to a type of energy, commonly related to a [[Powers (FiD)|Power]]. You can use this energy to attack like a potent weapon. You ignore environmental dangers of this type and take less damage from such attacks. Roll Skirmish when subject to harm from such energies. This is your inherent resistance and does not require any activity on your part. Reduce the level of harm inflicted based on the level of success: '''1-3''': Nothing. - '''4-5''': Reduce level of harm by one. - '''6''': Reduce level of harm by two. - '''Crit''': Negate all harm and recover 1 stress.''
  
 
=== Kobold ===
 
=== Kobold ===
Small reptilian humanoids with a muzzle shape similar to dogs, kobolds make yipping sounds much like small dogs do. Kobolds consider themselves kin to dragons and speak draconic with their yipping accent.  
+
Small reptilian humanoids with a muzzle shape similar to that of dogs, kobolds make yipping sounds much like small dogs.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a true dragon.  
+
Kobolds are warm-blooded and consider themselves kin to dragons and speak Draconic with their distinct yipping accent.
These throwbacks are often sorcerers, some of considerable power.  
+
Kobold scales are rust-colored, although some sport scale colors more akin to those of true dragons.
 +
These "throwbacks" are often sorcerers, some of considerable power.
  
''' Role '''
+
'''Role'''
Kobolds live in mines and caverns, including tombs and sewers under cities.
+
Kobolds live in mines, caverns, and underground locations such as tombs and sewers.
Some are sorcerers, many are inventive tinkerers and trapmakers.
+
Some are sorcerers, while many are inventive tinkerers and trapmakers.
Kobolds love causing what seems like natural mishaps, such as floods, cave-ins, cave gas, or even simulating earthquakes.
+
Kobolds love causing what seem like natural mishaps, such as floods, cave-ins, gas pockets, or even simulating earthquakes.
With methods like these they try to chase miners away without revealing their presence.  
+
Using methods like these, they try to chase miners away without revealing their presence.
 
They avoid physical confrontations whenever they can.
 
They avoid physical confrontations whenever they can.
  
''' Politics '''
+
'''Politics'''
Kobolds like to play on their supposed draconic heritage. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve dragons—even worshiping them as divine beings.  
+
Kobolds emphasize their supposed draconic heritage. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons.
They try to keep away from the attention of other races as they are aware of their own physical fragility.
+
Some kobolds serve dragons—even worshiping them as divine beings.
Humans may accept that kobolds take over old tunnels and especially sewers as they keep them in repair, but dwarves detest kobolds as pests and try to exterminate them
+
They try to avoid drawing attention from other races, aware of their physical fragility.
 +
Humans may tolerate kobolds taking over old tunnels and sewers as they keep them in repair, but dwarves—and even more so gnomes—detest kobolds as pests and try to exterminate them.
  
'''Family and Clan '''
+
'''Family and Clan'''
Kobolds breed in large colonies, in structure similar to ant hives.   
+
Kobolds breed in large colonies, structured similarly to ant hives.   
Eggs are nursed and raised communally.
+
Eggs are nursed and raised communally.
Such a hive is hierarchical, usually with sorcerers on top, followed by craftsmen, warriors, and workers in descending order.
+
A newly hatched kobold is ravenous and can eat almost anything. 
Many kobolds find this confining and run off to make new communities, who in turn may grow large and hivelike when successful.
+
Since eggs benefit from warmth, some kobolds lay their eggs near a living but helpless victim, providing both warmth and food for their offspring. 
 +
More commonly, kobolds use their own body heat, a hearth, sorcery, or volcanic heat to keep the eggs warm and feed the hatchlings once they emerge. 
 +
A kobold hive is hierarchical, usually a sorcerer at the top, followed by craftsmen, warriors, and workers in descending order.
 +
Many kobolds find this structure confining and run off to form new communities, which in turn grow hive-like when successful.
  
* '''[[Languages_(Greyhawk)|Language]]''': Draconic.
+
* '''[[Languages_(Greyhawk)|Language]]''': Draconic.
* '''Action''': Tinker.
+
* '''Action''': Tinker.
* '''Special Ability—Tremorsense:''' You are highly sensitive to vibrations in the ground, particularly through stone. This lets you predict earthquakes and rockfalls, get a sense for hollow rock spaces nearby, and the motions of creatures on rock. Not as good as sight, but better than nothing.
+
* '''Special Ability—Tremorsense''': You are highly sensitive to vibrations in the ground, particularly through stone. This allows you to predict earthquakes and rockfalls, sense hollow spaces in the rock nearby, and detect the movements of creatures on rock. It’s not as good as sight, but better than nothing.
  
 
=== Lizardfolk ===
 
=== Lizardfolk ===
Also called saurians, this is the best known kind of draconian. Kobolds are more numerous, but less liked.
+
Also called saurians, this is the best-known kind of draconian. Kobolds are more numerous, but less liked.
  
 
''' Appearance '''
 
''' Appearance '''
Saurians have a stature slightly shorter than a human when standing, but their digitigrade legs means they are actually quite a bit taller when stretching out. They have tails that are approximately half as long as they stand tall. Their bodies are covered in scales, usually green tough saurians can change the color of their scales to match the color of the terrain over time. All saurians have a ridge of bony projections along the spine that they extend when they want to threaten or impress. These ridges are brightly colored and saurians are very proud of them. Saurian emotions are hard for others to read. The obvious sign that a saurians becomes emotionally engaged is when they raise their spine ridge, but that can mean anything from mild curiosity to rage. In action, they wheeze and huff, forcing air trough their elaborate lugs as a high pace makes them sound like humans with a cold.
+
Saurians have a stature slightly shorter than a human when standing, but their digitigrade legs mean they are actually quite a bit taller when stretching out.
 +
They have tails that are approximately half as long as they stand tall. Their bodies are covered in scales, usually green, though saurians can change the color of their scales to match the terrain over time.
 +
All saurians have a ridge of bony projections along the spine that they extend when they want to threaten or impress.
 +
These ridges are brightly colored, and saurians are very proud of them. Saurian emotions are hard for others to read.
 +
When emotionally engaged, they raise their spine ridge, but this can indicate anything from mild curiosity to rage.
  
 
''' Role '''
 
''' Role '''
Concerned mainly with survival, saurians have few ideals besides preservation. A saurian could find a taste for the larger world or leave home to fight a far-ranging threat to the saurian way of life. Another typical reason is separation from the tribe, because it has been destroyed, displaced, or has cast you out.
+
Concerned mainly with survival, saurians have few ideals besides preservation.
 
+
A saurian could find a taste for the larger world or leave home to fight a far-ranging threat to the saurian way of life.
'''Tropical Lizards
+
Another typical reason is separation from the tribe, because it has been destroyed, displaced, or they have been cast you out from the tribe.
Saurians prefer tropical climate and are well adapted to heat. They can live in temperate areas, but prefer not to. Snow is as forbidding to them as deep desert is to humans.
 
  
 
''' Politics '''
 
''' Politics '''
Saurian tribes in the wild are self-sufficient and isolationist, regarding outsiders with idle curiosity. Their social patterns are hard for outsiders to understand. When challenged, they will sometimes meekly migrate, sometimes wage war fiercely. Occasionally, saurians gather in great migrations or crusades that threaten civilization at large.  
+
Saurian tribes in the wild are self-sufficient and isolationist, regarding outsiders with idle curiosity.
 +
Their social patterns are hard for outsiders to understand.
 +
When challenged, they may meekly migrate or wage fierce war, its hard to predict.
 +
Occasionally, saurians gather in great migrations or crusades that threaten civilization at large.
  
 
''' Integration '''
 
''' Integration '''
Saurians sometimes lose the patterns of tribal life and seek to live among humans. Because of their alien appearance and manners, they generally end up as menial laborers in agriculture or construction, tough a few make a living as boatmen or travel guides. Besides their alien manners, they make good neighbors, content to live in conditions where humans would rot.  
+
Saurians sometimes lose the patterns of tribal life and seek to live among humans.
 +
Because of their alien appearance and manners, they generally end up as menial laborers in agriculture or construction, though a few make a living as boatmen or travel guides.
 +
Besides their alien manners, they make good neighbors, content to live in conditions where humans would rot.
  
 
''' Family '''
 
''' Family '''
Family is nonexistent, replaced by tribe, as children are reared by the community. There are no gender roles among lizardfolk. Female lizardfolk produce eggs under certain favorable conditions and are not handicapped by bearing eggs. The eggs are deposited in breeding pools and fertilized outside the body, there is no sex as others understand it. There are no outside gender differences, making it very hard for outsiders to tell male and female lizardfolk apart. Even lizardfolk can have issues identifying gender except during mating season, and consider the distinction pointless. Outsiders tend to misunderstand this and class all lizardfolk they meet as male, thinking lizardfolk keep their women hidden. 
+
Family is nonexistent, replaced by tribe, as children are reared by the community.
 
+
There are no gender roles among lizardfolk. Female lizardfolk produce eggs under certain favorable conditions and are not handicapped by bearing eggs.
''' Names '''
+
The eggs are deposited in breeding pools and fertilized outside the body, with no sexual acts as others understand it.
Lizardfolk native names are in Draconic and relate to various spirits, scents, and scale patterns incomprehensible to other species. Their names among outsiders are either approximations of the sound of their real names, or nicknames given to them by others. Lizardfolk do not mind odd or simple nicknames. Males and females share the same names.
+
There are no external gender differences, making it very hard for outsiders to tell male and female lizardfolk apart.
 
+
Lizardfolk consider the distinction pointless.
'''Names''': Dude, Kroowoosh, Scaly, Ssss'kree, Tailee, Tsk'slaaah, Wayfinder.
 
  
* '''[[Languages_(Greyhawk)|Language]]''': Draconic.
+
* '''[[Languages_(Greyhawk)|Language]]''': Draconic.
* '''Action''': Command.
+
* '''Action''': Command.
 
* '''Special Ability—Crest:''' You can extend your crest to appear larger when threatened. You gain additional effect when you use the crest with Command to intimidate or manifest dominance. You also have adaptations to the terrain where you grew up, typically marshland or sandy desert, and move and act in such areas as if you had the appropriate survival gear.
 
* '''Special Ability—Crest:''' You can extend your crest to appear larger when threatened. You gain additional effect when you use the crest with Command to intimidate or manifest dominance. You also have adaptations to the terrain where you grew up, typically marshland or sandy desert, and move and act in such areas as if you had the appropriate survival gear.
  
 
== Living Constructs ==
 
== Living Constructs ==
Recent developments in the Wold of Greyhawk, these are constructs imbued with a soul.
+
Recent developments in the World of Greyhawk, these are constructs imbued with a soul.
The dwarves claim their souls are a gift from Moradin the soul-forger, while gnomes claim a soul is an emergent quality of sufficient intelligence.
+
The dwarves claim their souls are a gift from Moradin the Soul-Forger, while gnomes claim a soul is an emergent quality of sufficient intelligence.
Whichever is the case, living constructs can make moral decisions and working magic, usually recognized as signs of having a soul.
+
Whichever is the case, living constructs can make moral decisions and work magic, usually recognized as signs of having a soul.
  
 
=== Autognome ===
 
=== Autognome ===
Created by sparkgnomes with the help of dwarves, autonomes are living constructs.  
+
Created by [[#Rock Gnome|sparkgnomes]] with the help of dwarves, autognomes are living constructs.
Sparkgnomes are not very concerned with whether their creations have souls, but autognomes do pass the customary tests of ethics and magic, tough in a distinctly gnomic fashion.
+
There is a great debate about what to call them, with clockfolk, tick-tocs, and tickers being the more polite suggestions. 
 +
Sparkgnomes are not particularly concerned with whether their creations have souls, but autognomes do pass the customary tests of ethics and magic, albeit in a distinctly gnomic fashion.
  
''' Physique'''
+
''' Physique '''
Autognomes look like mechanical versions of gnomes, often toonified with exaggerated gnomic features.  
+
Autognomes resemble mechanical versions of gnomes, often exaggerated with toon-like gnomic features.
Built on a rounded body and head with limbs that are thin and often shows clockwork parts.
+
They are built with a rounded body and head, paired with thin limbs that often expose their clockwork mechanisms. 
 +
Their eyes are lenses, and looking an autognome in the eye reveals a distorted reflection of yourself.
  
Autognomes are clockwork creatures and need winding up, but their springs are magically amplified and they need much less winding than one would suppose. They also need frequent lubrication. Sand and water, especially if salty, impairs their function unless they are heavily greased to resist such impairment.
+
Autognomes don't need to eat, drink, or breathe. 
Autognomes don't need to eat, drink, or breathe.
+
As clockwork creatures, they require winding, but their springs are magically amplified, so they only need a few minutes of winding each day.
 +
Frequent lubrication is essential. Sand and water, especially if salty, impair their function unless they are properly clothed or heavily greased.
 +
Instead of a heartbeat, they emit soft whirring and ticking sounds.
  
Autognomes generally lack any gender expression and often go naked without modesty concerns, but as they become socialized they tend to imitate the dress of people around them.   
+
Autognomes generally lack gender expression and often go naked without concerns for modesty. However, as they become socialized, they tend to imitate the dress of those around them.   
They have a hard time wearing armor but can have armor incorporated or retrofitted into their design.
+
They are otherwise designed to use typical gnomic tools and weapons.
They are otherwise made to use typical gnomic tools and weapons.
 
  
 
''' Role '''
 
''' Role '''
Autognomes are generally made to repair and service Soulforged, but by their own or their creator's whim they may end up serving other functions.
+
Autognomes are created primarily to repair and service Soulforged. By their own or their creator's whim, they may take on other roles.
Lacking a childhood, they start life fully formed and with the basic skills of their calling, but with only a simple impish personality.
+
Lacking a childhood, they start life fully formed, equipped with the basic skills for their purpose but possessing only a simple impish personality.
  
 
''' Integration '''
 
''' Integration '''
Rock and spark gnomes and dwarves accept autognomes and see them as useful if annoying, generally assuming a parental attitude towards them.  
+
Rock gnomes and dwarves accept autognomes and see them as useful if occasionally annoying, often adopting a parental attitude toward them.
Humans see autognomes as trouble, trying and generally failing to keep them on a short leash.
+
Humans view autognomes as trouble, frequently attempting (and generally failing) to keep them on a short leash.
Elves and other people with a strong connection to magic, including forest gnomes, are often repulsed or even hostile.
+
Elves and others with a strong connection to magic, including forest gnomes, are often repulsed by or outright hostile toward autognomes.
  
 
''' Names '''
 
''' Names '''
Gnomes gave autognomes comedic names from day one, and when naming each other they follow this tradition.
+
From the start, gnomes gave autognomes comedic names, and this tradition continues when they name one another.
No autognome will take insult at a silly or even degrading appelation.
+
No autognome takes offense at a silly or even degrading appellation.
  
'''Names''': Toyball, Inkprint, Cogclog, Keeys, Hurbetron IV.
+
Brassbeep, Clankerton, Cogclog, Coggleshaft, Gearwhistle, Gizmo, Hurbetron IV, Inkprint, Keeys, McWindersnap, Sprocket von Click, Tick, Tinker, Tockington, Toyball, Whirry.
  
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, a dialect of Elf.
+
* '''[[Languages_(Greyhawk)|Language]]''': Gnome, a dialect of Elvish.
* '''Action''': Tinker.
+
* '''Action''': Tinker.
* '''Special Ability—Sleepless:''' You can remain active without a need for rest or sleep. This allows you an additional downtime action during each downtime phase
+
* '''Special Ability—Hyperactive:''' You can remain active without a need for rest or sleep. This allows you an additional downtime action during each downtime phase.
to Acquire Asset, Train, Indulge Vice (gambling, obligation, or weird), and Long-Term Projects to Recover, Invent, Craft, and Improve Inventory.
 
  
 
=== Soulforged ===
 
=== Soulforged ===
Created by dwarves, soulforged (named after Moradin the soul-forger) are living constructs.
+
Soulforged are living constructs made by dwarves and named after Moradin the Soul-Forger.
Also called warforged and derogatively things like tin man or clanker.
+
They are also called warforged, or sometimes insulted with names like tin man or clanker
 +
Human-shaped soulforged may be called manikins.
  
''' Physique'''
+
''' Physique '''
Soulforged look like mechanical versions of dwarves, and on later models humans.  
+
Soulforged look like mechanical versions of dwarves, and some later models look like humans.
Made with a specific purpose in mind, you can often tell a soulforged's playbook from their appearance.  
+
Their design often shows what they were made for. Fighting soulforged look harsh and functional.
Fighting soulforged are brutally machine-like with few concessions to appearance.
+
Social soulforged are smoother, and magical ones have runes and glyphs on their bodies.
The few soulforged made for social roles are rounded, while magical soulforged have glyphs and runes on their skin.
 
  
Angular in design, with crystals or gemstones for eyes and a low internal rumbling rather than a heartbeat and have a high temperature.
+
Soulforged have crystals or gems for eyes, a warm body, and a low rumbling instead of a heartbeat.
They eat coal and excrete ash, but need to breathe and drink water.  
+
They eat coal and excrete ash, but they also need to breathe and drink water.
Drinking things other than water temporarily clogs their pipes, with effects similar to inebriation.
+
Drinking things other than water clogs their systems, making them behave as a drunk human or dwarf.
Refined spirits give soulforged an energy boost, but seriously impacts their judgement.  
+
Strong spirits give them energy but make them reckless.
  
Soulforged generally lack any but the most rudimentary gender expression and often go naked without modesty concerns, but as they become socialized they tend to imitate the dress of people around them.   
+
Soulforged usually don’t express gender and don’t worry about modesty
They have a hard time wearing armor but can have armor incorporated or retrofitted into their design.
+
Over time, they tend to copy the clothing of people around them and may take on a gender role.   
They are otherwise made to use typical humanoid tools and weapons.
+
They are built to use normal tools and weapons.
  
 
''' Role '''
 
''' Role '''
Made to be soldiers, soulforged are stoic to a fault and are generally happy in the role they were made for.
+
Soulforged were made to be soldiers. They are serious and usually enjoy their purpose.
Lacking a childhood, they start life fully formed and with the basic skills of their calling, but with a lack of personality.
+
They don’t have a childhood. They start life with skills for their job, but little personality.
  
 
''' Integration '''
 
''' Integration '''
Rock and spark gnomes and dwarves accept soulforged and see them as heroic if dumb, generally assuming a parental attitude towards them.  
+
Rock gnomes and dwarves welcome soulforged as heroes, though they may treat them like children.
Humans see soulforged as tools, giving them no trouble as long as they do what they are supposed to do.
+
Humans see soulforged as tools and leave them alone if they do their job.
Elves and other people with a strong connection to magic, including forest gnomes, are often repulsed or even hostile.
+
Elves, forest gnomes, and others with strong ties to magic or nature often dislike or fear them.
  
 
''' Names '''
 
''' Names '''
The very first soulforged were named by their creators, but once mass production began they had to be content with an appellation depending on their unit. Over time the soulforged take on names invented by themselves or their comrades, often from a particular action or event.  
+
Early soulforged were named by their creators. Later, mass-produced ones got unit names.
Over time a resentment among humans and dwarves have made soulforged avoid names common among other races, tough they may use variants or twists of such names.
+
Over time, they made their own names or got nicknames from others, often based on actions or events.
 
+
Some avoid common names from other races, but they might use altered versions.
'''Names''': Red Knight Six, Druich, Cog, Coalface, Angeraxe.
 
  
* '''[[Languages_(Greyhawk)|Language]]''': Dwarf.
+
Angeraxe, Ashfall, Axebolt, Brassflame, Chainstrike, Cinder, Clockspire, Coalface, Cog, Cogwhisper, Druich, Emberforge, Flintstrike, Forgeheart, Gearspark, Grindersoul, Hammerturn, Ironclad, Mikeloft, Mogrug, Red Knight Six, Rivet, Rustblade, Shadowcrank, Shard, Sparkwheel, Steelshade.
* '''Action''': Skirmish.
 
* '''Special Ability—Sleepless:''' You can remain active without a need for rest or sleep. This allows you an additional downtime action during each downtime phase.
 
to Acquire Asset, Train, Indulge Vice (obligation or stupor), and Long-Term Projects to Recover, Earn Reputation, Improve Inventory, or Investigate.
 
  
1.1 Acquire Asset
+
* '''[[Languages_(Greyhawk)|Language]]''': Dwarf.
1.2 Long-term Project
+
* '''Action''': Skirmish.
1.3 Cohort Recovery
+
* '''Special Ability—Dutiful:''' You don’t need rest or sleep. This gives you an extra downtime action each downtime phase.
1.4 Reduce Heat
 
1.5 Train
 
1.6 Indulge Vice
 
2 Vice
 
2.1 Indulging Your Vice
 
2.2 Overindulgence
 
3 Long-Term Projects
 
3.1 Recover
 
3.2 Improve Status
 
3.3 Inventing
 
3.4 Crafting
 
3.5 Earn Money
 
3.6 Earn Reputation
 
3.7 Develop the Crew
 
3.8 Improve Inventory
 
3.9 Research Ritual
 
3.10 Investigation
 

Latest revision as of 19:26, 23 April 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Common races implemented for Fox in the Dark set in Greyhawk. Not all of these are suited to be player characters in every campaign, consult with the group. Humans are on a separate page.

Beast Folk are notoriously absent from the image except for the most common, Catfolk, Kenku, and Orc.

D&D Race Size Comparison.jpg

Rules

If these rules are in play, each character selects a race at character creation and gains the corresponding special ability.

Action: One of the four "free" actions a starting character gets is supposed to reflect origin and another upbringing. The races here have a favored action listed, which members of that race admire and seek to master, making it suitable as an origin choice. This does not allow starting rating beyond the usual maximum of two.

Language: This is the native language of most people of this race, often indicating the language is a dialect of some more older language.

Half-Folk

These are hybrids of humans and other races. They are caught between their ancestral heritages, never fully belonging to either.

Half-Elf

Elves and humans are similar enough that children are sometimes born from their unions, but that is not the only way half-elves come into existence. Living in the Feywild or areas of the Prime under strong fey influence can turn humans into half-elves.

Appearance Half-elves have a mix of human and elf traits. They look like humans in their twenties, with slightly slimmer builds than humans but stockier frames than elves. Their ears are pointed but more subtle than those of elves.

Role Half-elves can interact well with both humans and elves, but they never feel completely at home with either. They are constantly adapting and accommodating, trying to find their place in two worlds that aren’t fully theirs.

Integration In human societies, half-elves often blend in during their early years, but as their slower aging becomes apparent, they feel out of place and are eventually pushed away. They frequently move to elven lands or start over in a new human community. Among elves, half-elves are considered unusually dour and remain outsiders until the end of their lives.

Family Growing up in families where one parent ages slowly and the other passes away far too soon often leads to difficult childhoods for half-elves. As adults, they gravitate toward others like themselves, forming relationships that contribute to the slow emergence of a distinct half-elf population. Those who are the children of humans or a half-elven couple have more regular childhoods but are often alienated by their slowed ageing.

Vices Half-elves can develop a tendency toward passive agreeableness, nodding and going along with decisions while avoiding making their own. Some half-elves have lived entire lives, married, and raised families without ever truly choosing their own paths.

  • Language: Elvish.
  • Action: Consort.
  • Special Ability—Diplomatic: When cultural barriers would reduce the effect of your Resolve actions, you can negate this and act with normal effect.

Half-Ogre

Children of war and pillage, half-ogres are often viewed as monsters, but they can be socialized. The terms "Ogrillon" and "half-ogre" refer to the same being, differentiated only by culture and upbringing.

Appearance Significantly larger than humans, half-ogres are broad and powerful, with pale tan skin.

Integration Most Ogrillons live among ogres as second-class members of their society. Half-ogres raised by humans are often placed in military orphanages alongside other children of war. There, they are taught to integrate into human society and trained as shock troops, repaying society through service. Many half-ogres resent this treatment and attempt to escape, but they often struggle to survive independently. As a result, they frequently join adventuring parties or bandit groups.

  • Language: Ogre, a dialect of Giant.
  • Action: Wreck.
  • Special Ability—Toughness: You are highly resistant to damage. When you take physical harm that is not potent, make a Wreck roll. 1-3: Nothing. - 4-5: Reduce level of harm by one. - 6: Reduce level of harm by two. - Crit: Negate all harm and recover 1 stress.

This stacks with the basic Skirmish ability of many powers to absorb damage when both are relevant.

Half-Orc

Half-orcs are often born from tragedy, children of war who grow up either as tribal warriors among orcs or in militaristic orphanages among humans.

Appearance Half-orcs are less bestial than full orcs, with a mix of human and orcish traits. They are slightly larger and heftier than humans, with features such as bristly hair, snout-like noses, hunched backs, fangs, pointed ears, claw-like nails, jowls, or greenish skin, though not all of these traits are present in every half-orc.

Role & Integration Half-orcs occupy a liminal space, neither fully accepted by humans nor orcs. They are often given the worst jobs, clothing, and equipment. In military service, they are sent in first to absorb losses. If they survive, they may earn respect, becoming champions among humans or leaders among orcs. Other races generally see them as human.

  • Language: Orc, a dialect of Sylvan.
  • Action: Wreck.
  • Special Ability—Controlled Fury: Gain +1d when resisting Resolve consequences. If you choose not to resist, you may choose to manifest these consequences as rage instead of fear or doubt.

Demi-Humans

A collection of various races that are generally friendly to humans and participate in human society on an equal basis. Humaniform races that are not emancipated are called "humanoids," a term often considered derogatory. The main type of true humanoids are the Goblinoids. Gnolls and Orcs are often considered humanoids, but they are more accurately classified as Beast Folk.

Dwarf

Short and stout compared to humans, dwarves are stronger and more enduring but less agile in both mind and body. They prefer to live in mines or stone houses and are extraordinary craftsmen.

Dwarves are stubborn, conservative, and hardworking—the backbone of society. They are proud and industrious, slow to forgive insults, but steadfast allies to their friends. A typical dwarf is between 120 and 150 cm (4' to 5') tall and weighs 70 to 90 kilos (145 to 200 lbs). Male dwarves take great pride in their beards, although baldness is common. Females have abundant head hair and sometimes sideburns but generally lack beards. There is little difference in appearance, dress, or mannerisms between genders, which often leads outsiders to mistake female dwarves for dwarf youths—a misunderstanding that dwarves are happy to let persist. Gender roles and status are nearly identical within dwarven society.

Role Dwarves take immense pride in their work and excel in crafts such as brewing, stoneworking, jewelry, and metalworking. Not all dwarves have prestigious trades, but even lesser trades are all given a share of the deep respect dwarves have for hard work and craftsmanship. Dwarves are valued as skilled artisans, careful merchants, and reliable administrators. Once a dwarf commits to a task, they will not abandon it until they consider it complete.

Small Giants Dwarves may be closely related to giants, their ancestral enemies. Some stories—often suppressed by dwarves—suggest they are the final branch of the giant family tree. The similarities between the Dwarvish and Giant languages, both written using similar runes, lend weight to these tales.

Politics Dwarves prefer to establish their own kingdoms in mountain or hill terrain, with economies based on mining and craftsmanship. While they produce food through herding and gardening, dwarves prefer to trade metal and stone goods for organic products, especially grains for brewing. In a dwarven kingdom, every dwarf is expected to be both a craftsman and a warrior, creating strongholds that are formidable in defense but whose civilian life shut down when mobilized for war.

The dwarves of the Flanaess are divided into groups, the Markkadin, Dumderim, and Holgereth clans and the Lyrkerammi clanless dwarves.

  • Markkadin the founding clan and has by far the highest status. They live far to the west, in the southernmost part of the Crystalmist mountains. They trade and ally with humans.
  • Dumderim the second in status, living north of the Markkadin and deep underground.
  • Holgereth had to flee their ancestral lands in the Hellfurnaces and today prosper in the Lortmils.
  • Lyrkerammi once rebelled and lost their original name and their status as a clan. They later split into many groups and prospered, making them the most common dwarves of the Flanaess, building cities in the east. Lyrkerammi are not well regarded by other dwarves and many still feel guilt about their past rebellion, but they are the dwarves most adaptable to life among humans.
  • Duergar Properly called Damgarath, these are dwarves that never accepted the dissolution of their clan. They are the enemies of all other dwarves, in particular the Lyrkerammi who accepted the loss of clan status.
  • Derro Not recognized as dwarves at all, derro were mutated by the Suel into the insane psychics of the netherworld.

Dwarves obsess over their history, read more here.

Integration Lyrkerammi dwarves integrate well into human societies, often as skilled laborers. Larger human settlements commonly have dwarven quarters, areas designed for and dominated by dwarves, where other nonhumans are more welcome than elsewhere. Dwarves do not get along as well with other races, especially those they perceive as frivolous or unreliable, such as elves and beast folk.

Family Dwarves live about 200 years and mature at roughly the same rate as humans. Family life is intense, with dwarves marrying early and having several children during their first few decades of adulthood. Dwarves are not considered fully mature until they have completed this stage of life. A lone dwarf child is viewed as tragic but often believed to possess great heroic potential, carrying the destiny of an entire brood.

Vices Dwarves' materialism and pride in their thrift can sometimes lead to greed and hoarding of wealth, knowledge, and treasures. Their clannish nature fosters strong family bonds but can result in bitter feuds between clans. Dwarves are deeply honorable and will not break their word, but they are cautious about making commitments, often delaying until they are certain of the cause. Their children are heavily sheltered, reflecting the dwarves’ strong protective instincts.

  • Language: Dwarvish, related to Giant and written in runes.
  • Action: Tinker.
  • Special Ability—Stonesense: Dwarves have a tactile sense that functions as sight within 10 meters when there is a connection of metal or stone. This can detect shape and composition but not color or pattern. This ability grants them +1d on Study, Survey, and Tinker rolls related to stone or metal.

Halfling

Slightly taller than gnomes and more solidly built, Halflings resemble humans in their early teens. Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich cinnamon color and their hair toward light shades of brown. A halfling’s ears are slightly pointed, but proportionately not much larger than those of a human.

Role Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. Halflings are inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet halflings’ curiosity often overwhelms their good sense, leading to poor decisions and narrow escapes.

Politics Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural towns.

Ancestries Halflings are divided into ancestries. These live together and don't differ much, but halflings love genealogies.

  • Lightfoot The most common type of Halfling, interacts well with humans and is the most adventuresome. Follow the base rules.
  • Stout Dwarf-friends and more militant, they speak Dwarvish instead of mastering Common.
  • Tallfellow Elf-friends and often upper class, they speak Elvish instead of mastering Common.

Integration Most often, they dwell at the knees of their human cousins in human cities. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives, traveling the world and experiencing all it has to offer. Others integrate deeply into human families, living with their adopted humans and raising generation after generation. This can take a dark turn, in autocratic cultures humans often keep halflings as household slaves.

Home and Family Though their curiosity drives them to seek out new places and experiences, halflings possess a strong sense of hearth and home, often spending above their means to enhance the comforts of domestic life. Many halflings take a time-out from travelling to form a family, raising many children in a few decades, and then return to careers or wandering. Halflings enjoy luxury and comfort and derive status from showing off their dwellings to other halflings, preferably during feasts or tea parties. At the same time, a halfling home can easily be concealed; in just a few days, a cozy garden can appear as a patch of wild growth.

Vices A typical halfling prides himself on his ability to go unnoticed by other races—a trait that allows many halflings to excel at thievery and trickery. Even more socialized halflings enjoy disappearing now and then, to experience things friends and allies keep hidden. They are busybodies, and sometimes push their 'help' and 'advice' too far, using knowledge gained from spying.

  • Language: Halflings lack a language of their own, instead they master Common to a high degree and easily match the dialect of the land wherever they go. Some halflings know elf or dwarf instead, see ancestries above.
  • Action: Prowl.
  • Special Ability—Lithe: Halflings have +1d on Prowl rolls.

Elf

Elves are magical creatures, otherworldly, not fully of the material plane. Although elves share many traits with other folk, they possess innate magic and lead enchanted lives. Elves are considered demi-humans, but are such a large category that they deserve a chapter of their own. Gnomes and the plane-touched races have been subsumed into elves, which mainly has a cosmetic effect, as they now have elfin features instead of how they looked before.

There are many sub-categories of elves:

  1. Classic Elves: These include high elf, wood elf, gruach, eladrin, elandir, drow, and shadar-kai, native to Oerth, the Feywild, and the Shadowfell. They are the most widely recognized and influential among elvenkind.
  2. Elemental Elves: Jann, jinn, kyra, oread, nerid, and xix. Drawing power from the inner planes, these elves are sometimes called genies or planetouched. They are rare on Oerth and viewed with a mix of awe and apprehension.
  3. Gnomes: Forest and rock gnomes. Diminutive elves that enjoy practical tasks, gnomes often take on essential roles in maintaining the cities of the high elves and eladrin. Their industrious nature and ingenuity are highly valued.
  4. Planetouched: Aeon, dis, gish, and teuflings. These elves draw power from the outer planes and many are born from humans exposed to planar energies, making them the least recognized as elves. Their mixed heritage often leads to struggles with identity and societal acceptance.

Common Traits

Except as noted, these traits apply to all elves.

Appearance Elves resemble humans around age 16, being shorter and slighter than men, usually about 150 cm (5') tall. Facial or body hair is rare and sparse. Head hair is fine and often plentiful. Some elves have distinctive physical features, such as extremely long hair, horns, vestigial fur, fangs, webbed hands and feet, claws, or unusual colors. Such traits are often associated with specific bloodlines or clans.

Some elves dwell in other worlds, such as the Feywild. As the barriers between worlds weaken, these elves are becoming more common on Oerth.

Role Elves are leisurely and avoid hard labor or physically demanding tasks. They cherish arts and crafts but view them as diversions. A typical adult elf dabbles in many professions, mastering none and switching careers as whims or markets dictate. Most have some experience as traders, artists, entertainers, or performers. Occasionally, an elf becomes obsessed with achieving mastery in a single pursuit, to the exclusion of all else, which other elves view as unhealthy. Typical player characters are in their youth, still on their first or second career.

Politics Elven kingdoms are loose collections of individuals living together, often led by a charismatic leader whose personality defines the realm. Civic duty is minimal but altruism and clan loyalty make such communities thrive. Shared ideals and the initiative of strong individuals can spur progress, but outsiders typically see no formal government. Magic makes sustaining life easier for elves, reducing their reliance on structured social systems.

Ascension Elves who attain great power—especially in the Feywild—may ascend to become archfey, ruling domains with immense magical influence. Certain subraces might undergo similar transformations on other planes. Though few elves do this, it is a common origin story for archfey. As archfey, they often grow callous and willful, treating others' lives as pawns in their games. Corruption in elven realms is frequently linked to a ruler's ascension.

Integration Elves are physically compatible with human living arrangements, sharing houses, food, and pastimes. High Elves and Eladrin frequently inhabit cities and travel widely. They are generally welcome in human lands but rarely achieve the trust of familiar humans or dwarves. It is said that an elf becomes your friend in the evening but forgets you by morning. More accurately, elves form bonds with children and maintain them through youth, but humans often outgrow these friendships in middle age. While some elves integrate well, many kinds of elf are more reserved and mix less with others, even other elves.

Family With long lifespans and few children, elves dedicate only a brief period of their lives to parenting. During this time, they lavish attention and care on both mother and child. As a result, elven children grow up pampered, becoming independent but emotionally delicate. Elves in mixed communities often adopt and care for children of other races.

Vices Elves' confidence and love of liberty can easily be bruised. Accustomed to favorable outcomes, they may become sullen or rash when faced with opposition, often failing to see other perspectives. They may struggle to finish tasks requiring sustained effort. Elves can also be vain or shy, occasionally lacking self-esteem. While rarely evil, their antisocial tendencies can lead to significant disruptions.

  • Language: Elf, which has a myriad of dialects, mostly by subrace.
  • Action: Depends on subrace.
  • Special Ability—Natural Power You have an association with Power without needing a Power Playbook or the associated Trauma Condition. Using these powers comes naturally to you. You activate them by speaking Elvish and mimicking a mundane action. For example, to make a Hunt attack, you mimic a bowshot or use an actual bow to shoot an energy projectile instead of an arrow.

Almost all elves use Survey powers, reinforcing the belief in their sharp senses. Upon adopting a Power Playbook to learn additional powers Natural Power to remain independent of any trauma condition.

Classic Elves

These people are generally recognized as elves and a part of elven culture. History of the classic elves.

High Elf

Civilized elves living in settlements, sometimes as leaders among other elves. Elves have the physical appearance of a human in their late teens, along with long pointed ears and slightly oversize eyes. They sport human hair colors, turning metallic after a few centuries. Such ancient high elves are referred to as grey elves and highly honored. Eyes are often of bright gem colors like turquoise or sapphire. High elves integrate well and appear to be the most common type of elf to outsiders.

  • Language: High Elf. This is considered the purest dialect of elvish, at least by high elves, and is usually the elvish other races learn.
  • Action: Sway.
  • Special Ability—Light: You can use Light Powers.

Wood Elf

The most commonly type of elf, practical and civilized people living in tune with their forest homes. As a people they are very self-sufficient and elusive. An entire wood elven kingdom might escape the notice of an adjacent human nation. Wood elves have skins of pale earth tones such as ochre, green, or brown, sometimes changing complexion with the seasons. Their hair has a contrasting and more saturated color from the same pattern. At home they may not wear clothing, instead adorning themselves with garlands, flowers, and body paint, but they know to dress in the outer world.

  • Language: Wood elvish.
  • Action: Hunt.
  • Special Ability—Plant: You can use Plant Powers.

Gruach

Wild Elves, called Gruach in Greyhawk, are considered barbarians by other elves. They live rustic lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from beasts. Many have the eyes, tails, ears, or other features of animals.

  • Language: Gruach, a dialect of Elvish influenced by Sylvan.
  • Action: Wreck.
  • Special Ability—Animal: You can use Animal Powers.

Eladrin

Eladrin are otherworldly and live in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with High Elves and occasionally other people. When seen in the mortal world, they live among and are often mistaken for High Elves. They share the High Elves' coloration.

  • Language: Fey Elvish, an archaic variant of High Elvish.
  • Action: Skirmish.
  • Special Ability—Barrier: You can use Barrier Powers.

Elandir

The unruly country cousins of the Eladrin, Elandir are the rustic nobility of fairy. Wandering tribes or inhabitants of fairy glens, Elandir see themselves as the nobility and law-keepers. To outsiders the laws they keep to seem be their own whims, and even Eladrin consider them odd. Elandir are stately. From a distance they look large and regal, but up close they are similar to other elves. Some have human colors, others have saturated hues from the wild places they live, often changing with the seasons.

  • Language: Fey Elvish heavily influenced by Sylvan.
  • Action: Consort.
  • Special Ability—Fey Step: You can use Space Powers.

Drow

The dark elves or drow are the antithesis of the high elves. Civilized yet cruel and depraved, they live in isolated communities in the Netherworld, far from the light of the sun, most often at war with other elves. With the Netherworld coming closer to the prime and social upheaval in Drow societies, some have left their ancestral homes and are exploring the outer world, challenging their own notion of Drow cultural superiority. Drow have shiny black or dark purple skins and long white hair. They are even more lithe than other elves, almost spidery.

  • Language: Drow, a dialect of elvish.
  • Action: Attune.
  • Special Ability—Darkness: You can use Darkness Powers.

Shadar-Kai

Shadar-Kai or Shadow Fey are elves associated with the Shadowfell. These morbid creatures have pale skin and contrasting, dark or strongly colored physical details like hair, eyes, eye sockets, lips, and nails. They favor piercings, tattoos, wild hair and rich dark clothes, often torn or tattered. They are the elves of death and frequent old battlefields, graveyards and the shadowy forecourt of the land of death. Sometimes they can be met along the road, traveling from one such spot to another. Shadar-Kai are fascinated by death, but as immortals do not really grasp its meaning, making some seek death to finally experience it.

  • Language: Shadar-kai speak an evolved dialect of elvish but can restrict themselves to something much like High Elvish.
  • Action: Sway.
  • Special Ability—Deathwatch: You can use Death Powers.

Forlorn

Not all elves fit neatly into tribes. Variously referred to as lost, forlorn, orphans, or prodigies, these elves either rebelled against their tribal traditions to grow into an unusual Power, or were brought up outside elven society and had magic find them. Always regarded as outsiders, the prodigies are usually welcome among other elves but not fully trusted until they prove themselves. Their lack of facility for the tribe's magic often means they are unable to share in the subtler aspects of tribal culture. On the other hand, their unusual gifts can make them very valuable and praised members of a tribe. Sometimes forlorn elves of the same Form band together in small groups, which could potentially grow into new tribes over the centuries.

Forlorn elves may have unique physical oddities such as weird color or patterns on the body or additional, variant, or dislocated body parts (an extra nose, horns, overlong arms, inverted right and left limbs, and similar weirdness). These oddities follow no set pattern, that one Space prodigy has checkered skin does not mean they all do.

  • Language: A language from where they grew up.
  • Action: Consort.
  • Special Ability—Joker: You can select any one Power with the GM's permission.

Elemental Elves

Elves of the wildest places and elemental planes, these are considered spirit by most people. Sometimes called genies, elemental elves migrate from the elemental planes to spots on Oerth where their element is dominant in the environment.

Jann

Elves of the desert, Jann thrive on heat and dance in the midday desert when no other things move. They have brick-colored skin, black hair and red, amber, or yellow eyes and lips. Some Jann have hair matching their eye color, which is considered a mark of beauty

  • Language: Jann, a dialect of elvish.
  • Action: Skirmish.
  • Special Ability—Fire: You can use Fire Powers.

Jinn

Also known as avariel, jinn are winged creatures of the air, living on clouds and inaccessible hilltops. Jinn are rarely seen except when their clouds come down to earth as mist. Jinn have flashing eyes of bright primary colors but are otherwise pale to the point of translucence. They have larger eyes than other elves, with blue, white, or black hair, and tend toward a far-off expression when their attention is not required. Their wings are most often white but can range in hue to blue or black. While not strong enough to fly in themselves, together with the Finesse Air: Cloud Cruiser ability they allow flight.

  • Language: Jinn, a dialect of elvish.
  • Action: Finesse.
  • Special Ability—Air: You can use Air Powers.

Kyra

At homes on snow-shrouded mountain tops and glaciers, kyra are elusive creatures living in forbidding environments where few others could survive. They depend on their remote location for protection. Kyras are pale and translucent, with white or blue hair and eyes of varying shades of blue and green.

  • Language: Archaic High Elf.
  • Action: Prowl.
  • Special Ability—Ice: You can use Ice Powers.

Oread

The elves of earth and stone look similar to gnomes but are more powerfully built. An oread may live in a gnomish community, or on mountainsides and deep in caves. Oread tribes in the Underdark are called swirfneblin. They are reclusive and defend their isolation with rockfalls and misleading paths. They may take a liking to a traveller who appreciate their lands for the sake of their natural beauty.

  • Language: Oread, a mix of Elvish and Terram.
  • Action: Attune.
  • Special Ability—Earth: You can use Earth Powers.

Nerid

Nerids love water and live in shallow seas, marshes, rivers, and lakes. Nerids have pearly complexions in white or soft colors, with brown, green, or pale gray hair and dark eyes that shift towards blue or sea green in bright light.

  • Language: Nerid, a dialect of elvish influenced by Aquam.
  • Action: Finesse.
  • Special Ability—Water: You can use Water Powers.

Xix

Native to clouds, xix sometimes come down to earth during lightning storms to dance in high places hit by lightning. Not really reclusive, xix are few and feared by most races including other elves, so they rarely interact outside their race.

  • Language: Xix, a dialect of elvish influenced by Auram.
  • Action: Hunt.
  • Special Ability—Lightning: You can use Electricity Powers.

Gnomes

The elven equivalent of a working class, gnomes are about half the length of a typical elf and about a quarter of the mass, making them somewhat plumper than elves, with size and manners similar to humans around age twelve. They have pointed ears, slight but mature bodies, and males may have facial hair. Gnomes are generally not considered elves, just related. "True" elves look down on them fondly, but the rules treat them as full elves.

Unlike elves, gnomes appear to age, tough this does not always relate to actual chronological age. Males often have beards, sideburns and goatees are particularly popular.

Hill Gnome

The most common but reclusive kind of gnome, they live in hills, preferably those with forests. Many work for High Elves in their settlements, a few are gregarious and go out into the world to explore.

  • Language: Gnome, a dialect of elvish elves understand but consider a separate language.
  • Action: Sway.
  • Special Ability—Illusion: You can use Illusion Powers.

Rock Gnome

Similar to Gnomes to the point that even elves get them mixed up, but bolder and more outgoing. Many are born to hill gnome parents and are generally believed to be the same kind of creature. They are gregarious and not shy about travel and dealing with other peoples, primarily other elves but also dwarves and humans, making them seem more common than they really are. Many rock gnomes have a talent for Artificing, earning the nickname sparkgnomes.

  • Language: Gnome, using much jargon and loan word from other languages. Many elves do not understand this cant.
  • Action: Tinker.
  • Special Ability—Metal: You can use Metal Powers.

Planetouched

These are people of the planes beyond the shell and not recognized as elves by almost anyone. Sometimes humans exposed to planar energies have planetouched offspring. These are grow enough that humans think of them as changelings and often have to fend for themselves or are raised in orphanages.

Aeon

Enigmatic creatures of the Netherworld and liminal spaces, aeons step out of time seemingly at will. Reclusive students of time and causality, they use both as weapons for their alien purposes. Aeons that can be communicated with usually follow some specific line of events of interest to them, and as long as this task lasts, they can be sociable and cooperate.

  • Language: Archaic High Elf mixed with Celestial.
  • Action: Study.
  • Special Ability—Betweener: You can use Time Powers.

Dis

Also known as asimaar, dis are perhaps the most enigmatic of all elves, creatures of physical perfection, slim and stately. Most had pupil-less pale white, gray, or golden eyes and silver hair, but variations based on heritage are common. Most have human skin colors but more extreme, white, golden-brown, mahogany, but light blue and green is also common and seen as a sign of distinction. Dis tribes live reclusive lives at spiritual places; even others who live there might only have perceived them through the choral music they love to sing. When about in the world, it is to experience fate at work or to work for justice and order. However, Dis are not incorruptible, and in the Celestial Empire where they make up the powerful Mandarin caste, it is not unusual that power goes to their heads.

  • Language: Archaic High Elf mixed with Celestial.
  • Action: Study.
  • Special Ability—Order: You can use Order Powers.

Gith

Gith are the elves of the deep astral plane, where they have castles and outposts as bases in their eternal wars. Gith share the form of other elves, but not their beauty, having brown, patterned, parchment-like skin stretched over an extremely emaciated body, almost living skeletons. They stand a head taller than most elves and slightly taller than humans. In times of legend, the gith were enslaved by mind flayers and transformed by them into their current form to be perfect slaves to their illithid masters. But the progenitors of the gith rebelled. After successfully breaking free of the illithids, the gith split into two factions, the warlike githyanki and the monastic gihzerai, who are in eternal conflict in the astral plane.

  • Action: Skirmish.
  • Special Ability—Psionics: You can use Mind Powers.

Teuflings

Often the result of mixed influence from many other planes, the chaotic teuflings show demonic traits; horns, pointed tails, tiny hooves. They are the least trusted of all elves. In turn, many teuflings take their demonic reputation to heart and become rogues or tricksters. Previously rare to the point of being considered Forlorn, the planar invasions in the Shield Lands and Great Kingdom have created more teuflings born to human parents. Considered changelings, these babies are often exposed or sent to orphanages.

  • Language: Many teuflings speak Infernal instead of elvish.
  • Action: Survey.
  • Special Ability—Flux: You can use Flux Powers.

Beast Folk

Humanoids with traits or parts of animals are called beast folk. Uncommon in the Flanaess, such creatures dominate in Nippon and Wrang. Each species talks their separate dialect of Sylvan. Nipponese and Wrang there are languages common to civilized beast folk of these two countries, effectively the Common of these lands.

Catfolk

Stealthy killers with kittenish charm; it is hard to place catfolk.

Greyhawk There are two main groups of catfolk. The rakasta of Nippon and the tabaxi of the Amedio Jungle. Rakasta are civilized, but often on the edge of society—merchants, rogues, spies, even ninja. Tabaxi live in reclusive tribes deep in the Amedio and possibly Hepmonaland jungles. Making their homes in treetops, even neighbors are often unaware of their presence.

Appearance A catfolk is slightly smaller than a human. Appearance varies widely, from neko, who are basically human with cat tails and ears to full furries who are furred, tailed, digitigrade, and with the head of a cat of some kind. Many are a mix of these extremes. Details of pattern and face vary greatly; some catfolk take after house cats, others are more feral. Members of a family tend to resemble the same kind of cat. Rakasta tend toward neko and tabaxi to furries, but either can appear in both groups, and catfolk don't consider the difference important.

Tabaxi Catfolk are proud and individualistic creatures. They don't take orders well but have good initiative and carry their own weight. They have no formal leaders; their hierarchy is fluid, and they follow whoever has the highest respect for the task at hand. They form tight relationships with a pecking order based on respect garnered by prowess and the ability to provide for the clan. They do respect physical prowess, tribal catfolk may have a physically powerful leader who dictates policy and keeps underlings in line through physical charisma.

In wider society, they tend to be hangers-on rather than true members of any group, rarely bothering to discuss group policy, instead slipping away quietly if things are not to their liking.

Rakasta These catfolk integrate well with most other races but may live in their own clans or family groups, sometimes making up warrior or ninja clans. They have trouble with the excessively hidebound, like dwarfs, but are otherwise charming and clever enough to be tolerated almost everywhere, though they remain strangers at heart. This is good enough for them; catfolk don't generally want to be fully integrated.

Family Catfolk don't make strong families. Females mate with whoever they choose, usually preferring strong toms. They give birth to litters of very small kittens that grow quickly; a catfolk is capable of caring for itself by age six, though they take the same time as humans to fully mature. Kittens are adorable and are often adopted by someone other than the mother early in life.

  • Language: Sylvan.
  • Action: Prowl.
  • Special Ability—Nightstalkers: Catfolk see well in conditions of low light, especially to spot movement. They gain a +1d on Prowl rolls as long as they have a light load.

Centaur (Alseid, Bariaur)

Smallish horses with humanoid torsos instead of an equine head and neck. Some have equine ears as well. Centaurs are half-horse, half-men, with the hindquarters of horses and the forequarters of men. They are unusually handsome in their equine parts, often smaller than horses and slimmer than ponies. Their human parts are often coarse and ungraceful, though some are as charming and beautiful as any human.

This can also cover other quadruped people like alseid (deer-gnome centaurs) and bariaur (dwarf-ram centaurs).

Role Their tastes, appetites, and desires are much more human than horse, though they still have a craving for running free under open skies. Centaurs are rarely city-dwellers, preferring to roam the countryside. They are omnivores much like humans and make excellent warriors and herdsmen, messengers, and scouts. They can master the crafts needed of nomads quite readily but detest crafts that require a permanent shop or heavy equipment. Too large to ride a horse themselves, centaurs do have an affinity for horses, and some are consummate horse-breeders.

Politics Centaurs live on plains and in woods, hills, and wetlands. They avoid swamps, mountains, or dense forests where their speed would be less telling or rocky ground that can hurt their hooves. They are territorial and often nomadic, returning to periodically claim their lands and pastures for their sheep. This leads to conflict with others who have occupied the seemingly empty land when the centaurs were away.

Integration Most lands have seen few centaurs, and these are still curiosities who find employment quite readily as guardsmen, couriers, or bodyguards, especially if they master the nuances of civilization. Centaurs in civilized lands accept being shod in iron to protect their hooves on roads and hard ground. Most centaurs are not as large and powerful as modern horses, they avoid work as mounts and laborers but excel as messengers and porters.

Family Though mated pairs of centaurs exist, often living outside the tribal structure, most centaurs have open relationships. Commonly, a male becomes an alpha and the preferred mate for all females of a tribe, usually only for a short time as the position is both dangerous and demanding. The alpha position has little political clout except in war; it is more of an idol and champion than a king. Centaur mares live in flocks or tribes, led by a council of the wisest and fastest females. Tribe is really only relevant for mares, who usually stay with the herd they were born into. Young stallions ride alone or form all-male warbands. As they mature, stallions become more competitive as they seek to become an alpha, generally of a different flock than the one they were born in.

  • Language: Sylvan.
  • Action: Finesse. Bariaurs use Wreck. Alseid use Survey.
  • Special Ability—Quadruped: Centaurs are faster than humans and better sprinters. You can run with the speed of a horse and engage in other activities with your humanoid torso, much as a horse and rider can. You can carry two additional items based on your load. Your Prowl suffers; you are less able to navigate terrain too high to jump and find it hard to hide, giving you a -1d penalty on most Prowl checks and you may have to roll in normally routine situations, such as using a ladder.

Faun

Gregarious fey creatures of woods and meadows, some fauns are curious enough to explore the world. Barbaric fauns are known as satyrs and tend to be larger and more heavily built and sport heavier horns, but are the same species. Fauns are humanoid with the lower body of a goat and the upper body of a human. Their heads bear ram's or goat's horns. Ears are slightly pointed but not elongated, though a few fauns have animal ears. The humanoid torso is very human-like; fauns can easily disguise themselves as humans if they cover their legs and horns. Males tend toward bigger horns and often sport curly sideburns or a goatee. Their body hair sometimes makes the transition from man-torso to goat-abdomen blurred. Females often hide their smaller horns in their profuse head hair.

Fauns in the wild wear jewelry if they have it, garlands of flowers otherwise, but not much in the way of clothes; possible exceptions are a vest, jacket, tie, or cravat. Fauns living close to other folk adopt clothing to not raise their ire, even wearing long skirts or pantaloons that conceal their legs and robes and hoods as a disguise. Other fauns go the other way and make a display of their exotic appearance—neighbors often accept things from a faun they would not accept among themselves. Fauns don't need or wear shoes, even on rocky ground.

Role Fauns are hedonistic and wild, living for the moment and in the main refusing social restrictions and barriers. They enjoy brawling, wine, dancing, music, and lovemaking above all else. Female fauns are sometimes called maenads, and most prefer to provoke others into fighting rather than to fight themselves. While they can see far-reaching goals, they have trouble planning for tomorrow, and their companions often have to remind them of the urgency of their task. But once in motion, they work with great vigor.

Politics Fauns in the wild are generally apolitical as they have few cares for the day after tomorrow. Their political impact is either as rowdy neighbors or as cultists in fertility cults. Humans who show respect to their faun neighbors might find mother nature rewarding them with a bounty of both food and children, some of which will show faun ancestry.

Integration Individual fauns can integrate reasonably well with humans, elves, and other Light-minded creatures. It is rare to find a group of fauns living among humans, and if they do, they are surely in some cult, gang, troupe, or other communal activity where their wild nature can prosper.

Family Faun males greatly outnumber females, but they are very unprejudiced. They breed with animals or with any race caught in their orgiastic rites. Mixed-breed fauns tend to favor their non-faun ancestry as children, some growing to be fauns at puberty, others just having some faun-like traits. Fauns have lifespans comparable to humans.

  • Language: Sylvan.
  • Action: Sway.
  • Special Ability—Frolic: You are very nimble and gain a +1d bonus on all Prowl actions not involving stealth. Add this to your inventory of items: Jug of Wine ☐: Lots of good drink. You get +1d on Resolve rolls against creatures who have drunk your wine.

Gnoll

Often considered Humanoids, Gnolls are more properly Beast Folk.

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Greyhawk

Role

Integration

Vices


  • Language: Sylvan.
  • Action: Skirmish.
  • Special Ability—XXX:

Harengon

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from death.

Greyhawk In their native Nippon, they are considered serious and duty-bound, but those who travel into the wider world are generally the oddballs.

Role Intensely social, harengon try to mingle into the societies of others and are not above assuming the role of a servant or even pet to be accepted, but also like to keep an air of mystery.

Integration Elves and halflings get along well with harengon, but others may find them too odd, something the harengon is willing to play to. It is better to be accepted as an oddity than to be regarded as a pest.

Vices Harengon can overplay either their cuteness or mysterious air to annoyance and can be clingy if denied social contact. They can be idiosyncratic to a fault, and individual harengon may create a persona that is extreme in some unexpected way.

  • Language: Sylvan.
  • Action: Finesse.
  • Special Ability—Leap: You can take great leaps from a standing start. You can leap the range of your tier (p 221), and only the Reflexes ability or similar skills are quick enough to react to your leap.

Inukin

The inukin, 犬群, anthropomorphic dogs, are humanoids with the heads and often tails of dogs. There is a great range of appearance, similar to different dog breeds, and also in the degree of fur on the body, starting with shoulders and arms, with some inukin being entirely furred.

Role The inukin’s adaptability has made them integral to both Nippon’s structured society and Wrang’s chaotic resistance. Their dual reputation as disciplined warriors and independent agents ensures their place as a significant and versatile part of society.

Inukin are one of the most common anthropic species in Nippon and play a significant role in its structured society. Known for their loyalty, discipline, and martial prowess, inukin often embody the ideals of Nippon’s hierarchical culture. They serve in a variety of roles, from samurai and temple guardians to artisans and scholars.

In Wrang, the inukin have a different reputation. Here, they are seen as steadfast allies in the fight for independence, often forming the backbone of resistance groups. Wrang’s inukin are more individualistic than their Nipponese counterparts, shaped by the fragmented and decentralized culture of their homeland. They value personal honor and the bonds of their immediate clan or group above all else, reflecting Wrang’s spirit of defiance.

Integration Beyond Nippon and Wrang, the inukin are rare but not unheard of. Many adopt roles as emissaries, mercenaries, or wandering monks, their canine traits often lending them an air of wonder. There is a common confusion between inukin and kobolds. They sound somewhat similar with barks and yapping noises, and their silhouettes are similar enough that they can be mistaken in the dark. Inukin are furred and larger than kobolds, who are scaled, so at a close range there is no mistaking them, but the confusion still proliferates among people who have only heard of them.

Vices Inukin seem perfect at first, but their conformist nature can become conservative and hidebound or overly loyal to bad or evil leaders or sticking to bad partners past the point of tolerance.

  • Language: Sylvan.
  • Action: Survey.
  • Special Ability—Steadfast: Roll an additional die when resisting a consequence.

Kenku

Kenku or Tengu are birdlike humanoids of great pride native to Nippon.

Appearance Bird-like humanoids, Kengu have a coat of black feathers, long black, red, or yellow beaks, and clawlike legs. Their arms are humanoid but might be feathered. Their movement patterns resemble that of cranes, making them superlative swordsmen.

There is a more humanlike variant, tengu, with a general humanoid form, pale or reddish skin, spindly limbs, large dark eyes, and long beaklike noses that vary in color. Their profuse hair is black in youth but grows white early in life, they often have full beards and long hair.

The humanoid tengu are more common in Nippon and the birdlike ones more common in the Pearl Sea. Tengu themselves don't seem to see this difference as significant. Instead they are clannish, and clans tend to conform to either pattern. Kenku and tengu clans are just as likely to fight or ally regardless of type. There are also hybrids between these two, and possibly tengu can change from one form to the other over time.

Role Tengu are brave and stoic, but not hard workers. They can give their all in pursuit of their own goals, but are not good at serving a routine or waiting on others. Tengu in the wild live as recluses, philosopher-warriors each in their own mountainous domain. Assimilated tengu often live in squalor in the cities, mixing with unsavory elements. A few urban tengu manage to stay reclusive mystics, others become gang bosses, enforcers, or assassins, but many exist in the gutter as sanitation workers, urban foragers, and day laborers.

Integration Tengu are native to Nippon, but travel the world as pirates and mercenaries. They are regarded with suspicion in the Flanaess and need a patron or ally to vouch for them to be let into civilized settlements.

  • Language: Tengu, a dialect of Sylvan.
  • Action: Finesse.
  • Special Ability—Mimicry: You can accurately mimic any sound you have heard, including a specific voice speaking a specific phrase. Using Finesse you gain detailed control of the exact use of sounds you may not even comprehend. You also have an iron stomach, able to safely digest spoiled food.

Kitsune

A Kitsune, 狐, is a humanoid with the head and tail or a fox, a curious meddler in Japanese folklore.

Greyhawk Native to the lands of Nippon, and even there considered tricksters, kitsune often try their luck in foreign lands after trespassing once too often.

Appearance Slightly shorter and lighter of build than a human, a Kitsune is an anthropomorphic animal. They take heavily after their animal forebears, and their rich fur gives them quite an inhuman appearance, though they are bipedal and upright.

Role A Kitsune is curious and enjoys banter, tricks, and enigmas. They are great peddlers, entertainers, and thieves. They are too weak and physically lazy to make good labor, but they can do exacting intellectual work or crafts with their clever paws.

Politics Kitsunes frequently become advisers to rulers, but their own nations are generally too busy with intrigue to be much of a threat to their neighbors.

Integration Kitsune often hide their true identity and live out their lives as whatever race they are living among, but often fail to achieve a deeper understanding of the context they are in, causing trouble for them.

Vices Kitsune are much too fond of their own games and play the same trick again and again in slight variations.

  • Language: Sylvan.
  • Action: Consort.
  • Special Ability—Mimic: You can change your form to that of any other humanoid or to that of a fox. This is a physical change, but the result is always you; certain aspects of appearance and manner remain through each transformation, allowing people who know your appearance to use Consort or Study to penetrate your disguise.

Nezukin

A nezukin, ネズキン, is a humanoid with the features of a rat or mouse, also known as ratfolk. Some might call them Rat or Mouse (capitalized). Vesk is another name, used in the context of war and clan politics. Skaven are nezukin from city-states and cults, xenophobic and hostile to everyone they encounter.

Greyhawk They might be called ratfolk in the Flanaess, but are so rare that most people are likely to mistake them for wererats. Native to the lands of Nippon, nezukin are furtive tinkerers, often living in clans in burrows or mines. Individual nezukin do leave the nest but usually stay within the rough stereotype. Larger than kobolds and with the same habitats, they still rarely meet, living in different parts of the world.

Appearance Nezukin display animal characteristics to a varying degree. Some look mostly human, with human proportions, rodent ears, and tails, often adding whiskers and claws instead of nails. Others are more rodent-like, with short and stout bodies, spindly clawed limbs, animal heads, and fur either down the back or across the body. As with catfolk, human-like nezukin are common in Nippon, with the more animal-like type common in the wild, but there are many exceptions and mid-stages, which the nezukin themselves don't find important.

Role Somewhat reclusive, nezukin tend to be underclass and take on roles of laborers, scouts, and craftsmen. Nezukin make good dungeon-delvers; they don't mind narrow underground passages and love tinkering with things they find and recycle. Magic is uncommon, but they use it when available. Spiritually, they either conform to local traditions or follow animism and ancestor-worship.

Integration Nezukin have little problem living with other races but are usually looked down on. They prefer city living, but people of the wild, like wood elves and pastoral humans, are often more tolerant, creating a strange conundrum.

Vices Nezukin love to salvage and may be seen as thieves when they assume something is abandoned when it really is not. Being largely immune to health hazards, they are often lax about hygiene, though they do enjoy grooming each other.

  • Language: Sylvan.
  • Action: Tinker.
  • Special Ability—Healthy: Nezukin gain +1d on healing checks and Prowess resistance checks.

Orc

Orcs are big, sturdy folk with powerful muscles. Large and brutish, orcs are boar-folk and called by a number of derogatory names, such as 'snouter' or 'pork-face'. They may have hog bristle instead of hair and down their back, others are no more bristly than humans are hairy. Their faces are coarse, with pronounced snouts and piglike ears, giving them a bestial appearance. Few are beautiful, though not so few are impressive or even majestic. They have an affinity for earth, and have a variety of earth-tones for skin. Brown and brick red are common, as is pink among urban orcs.

Role Orcs are steadfast, proud, and honest but rude and demanding. They respect comrades, but this respect has to be earned. Actions speak louder than words; many orcs find discussion and debate tedious. They respect strong leaders who take initiative and lead from the front. You do not have to be a warrior to earn respect; a good healer, scout, or craftsman is valued, but a leader of orcs has to be powerful in battle.

Politics Orcs tend to be clannish, honoring local authority and leaders over centralized government. Respect is earned in action; proven leaders can expect to have their words obeyed as law. This means ork leaders often have more brawn than brain. Strong leaders attract many followers, and strong ork tribes make really bad relations. Orcs can accept a leader who is not an orc, as long as the leader is powerful. Neighbors often try to kill ork leaders to scatter the tribes, sending adventurers and assassins for this task. It has happened more than once that such a foreign challenger has won leadership of the tribe and turned on his employer.

Integration Orcs are hard workers and take orders readily. Unfortunately, many orcs are not so bright and self-confident, so they often fare poorly in society. This fuels the orcish tendency towards provincialism, as well as a general feeling of discontent. Orcs often find themselves on the fringes of society, as warriors, herdsmen, menial laborers, or bandits.

Nipponese Orcs In their native Nippon, orcs are often of the eta caste of outcasts, restricted to the meanest jobs such as leatherworking and undertaking. Even orcs that are not eta are at best laborers, though lucky ones might work as bouncers or enforcers for merchants and the yakuza. As farmers, they also get the worst jobs, rooting around in fields and paddies after harvest or working manure. Hardly surprisingly, many orcs choose lives on the fringes of society, as spearmen mercenaries, bandits, bounty hunters, and similar rough jobs.

Family Orcs grow up quickly and are raised by the tribe. They can eat meat right away, walk after a week, by age three they can mostly fend for themselves, and by twelve they are adults. Orc pregnancies are painful but short; the mother carries the child for five months without handicap, then is almost incapacitated for a month before giving birth. Most children are adopted by other orcs during this time and hardly know their closest kin. Loyalty is to the tribe, not family. Orcs lead short, violent lives, few reaching age 30 and dying of old age before age 50.

  • Language: Orc, an unusually coarse dialect of Sylvan with lots of squeals.
  • Action: Wreck.
  • Special Ability—Scent: Your sense of scent is sufficient to let you track like a dog and to identify your surroundings by scent alone, allowing rough navigation in dark earthen tunnels. You also find it easy to get along with animals with a keen sense of smell, boars and pigs in particular.

Shibaten

Shibaten or duck-folk are small humanoids with the physical characteristics of ducks, much like tengu have the features of crows. They mostly live sedentary lives, but have a fierce temper and can be very competitive. Their tempers fade as quickly as they flare and rarely get them into serious trouble.

Duck-folk are small, about 3'6 (110 cm) tall, with duck-like feathered bodies, large beaked heads, oversize eyes, and yellow or orange bird legs with finned feet. Their plumage varies wildly in color; white, black, grey, speckled brown with a blue or green head, or even motley with bright colors like blue, green, red, and orange. Plumage color is inherited, varies by gender, and sometimes related to social class and occupation. White shibaten are considered aggressive, black shibaten sly, brown and grey ones shy, and motley ones vain. Shibaten are surprisingly strong and make excellent wrestlers and fighters despite their small size. Their compact, water-repellent body and finned feet make them excellent swimmers.

Alignment: Duck-folk are self-centered and boisterous and tend towards the chaotic in their personal habits. But they are rarely anarchists — they like to have a stable society to fall back on. They are drawn to boisterous, brave-faced gods much like themselves, patrons that see the value of a quick wit and a good laugh. They rarely pay more than lip service to religion.

Adventurers: More aggressive shibaten adventure to express their exuberance, while others are forced into a life of adventure because they have been kicked out of their homes by stronger or more organized creatures. They make surprisingly good warriors despite their small size, and many are fine archers and hunters. A good number of them display magical powers, especially as sorcerers or bards. Despite their size, they are too impatient and noisy to make truly good sneaks, but can do well as con-men.

Integration Shibaten make better neighbors than you would expect from such an aggressive race—they make lots of noise but it is rare that something comes of it. Humans find them humorous, and they thrive in wet conditions humans don't really like, such as rice paddies. They get along famously with Kappa and Gnomes.

Vices Kitsune are much too fond of their own games, and play the same trick again and again in slight variations.

Male Names: Ahiru, Akio, Arata, Atsushi, Haruo, Hiro, Hiroki, Isamu, Katsu, Ken, Kichirou, Masa, Orochi, Ryuu, Sadao, Sho, Takayuki, Takeo, Takeshi, Tatsuya, Tsuyoshi, Yasuo.

Female Names: Ahiru, Akane, Asami, Aya, Ayano, Chiharu, Etsuko, Hitomi, Kameyo, Kasumi, Kei, Kohaku, Mari, Mayumi, Nana, Natsuko, Ren, Sango, Takara, Toshiko, Yoshie.

  • Language: Duckspeak, a dialect of Tengu, itself a dialect of Sylvan.
  • Action: Command.
  • Special Ability—Float: Shibaten swim as safely on the water's surface as humans walk on land. Even high waves don't bother them more than rough terrain worries a human. They can dive, but are no better at this than most races.

Tanuki

Tanuki are unlike other beast-folk in that they are actually not humanoids, they are animals with the ability to assume a wide variety of forms. It is said that a kitsune will shape-change for plot, a tanuki will shape-change for the joy of it.

Alignment: You can act lawful and be a dutiful member of society in your human form, but the very act of changing shape is chaotic and disturbs the tranquility of established social norms. Most of you embrace this and are inveterate jokesters, not out of malice, though your tricks often cause confusion. Add to this that you are fond of sake, and you have a recipe for chaos.

Weakness: Your shapeshifting is subject to circumstance. If you are grappled, trapped, cornered, or otherwise unable to hide or escape, you revert to your animal shape. Additionally, each tanuki has a specific weakness that triggers your return to your animal form when exposed to it. This can be a particular type of person, weather, time of day, specific weapon or tool, type of building or business, and so on—highly idiosyncratic to each tanuki. You also revert to your animal form when you fail to assume a shape.

Animal Form: In your animal form you are a perfectly normal tanuki. You keep your intelligence but you cannot speak, use tools, or do anything a mundane animal could not do. This is the same shape each time you assume it, you cannot assume the shape of other tanuki.

Adventurers: You make less useful an adventurer than one might expect; your lack of focus and special weakness forces your team to cover for you. Still, your willingness to accept humble roles makes you useful emergency resources. You can become a literal bridge over troubled water and save the day—as long as your weakness doesn’t trigger.

Integration: You make better neighbors than people might think, despite your chaotic nature—you make lots of noise, but it rarely results in serious trouble. Humans find you humorous. You get along famously with other pranksters kitsune and halflings.

  • Language: Sylvan.
  • Action: Consort.
  • Special Ability—Shapeshift: As a tanuki, you can change into anything, much like the Advanced Consort abilities of Powers. This includes clothes and kit appropriate to each form. You can also change into any single material object a Tinker power can create, with the same difficulty, but you roll Consort. Changing into a machine or vehicle allows you to operate that machine or vehicle. The consequences from shapeshifting are usually tanuki features in your assumed form: a tail, ears, nose, or face are all common transmutation errors.
    You have a number of forms you are comfortable in equal to your ranks in Consort. Choose these as you use them, up to the limit. Changing into one of these favored forms requires no effort or Consort roll and risks no stress cost, but you must successfully adopt a shape at least once to make it a favorite. Most tanuki pick a human form as their first favorite form to blend into society.

Goblinoids

Goblins, hobgoblins, and bugbears are actually one race. Only goblins breed, hobgoblins and bugbears are born to goblin parents. When goblin tribes thrive, large batches of goblin children grow up to be hobgoblins. When goblins are truly desperate, what few children they have tend to be bugbears. Hobgoblins and bugbears are neuter and lack gender expression or sex drive, but most outsiders assume them all to be male. A generation of hobgoblins or bugbears can be a terror and even establish empires, but there is no continuity, there is almost always only one generation. Hobgoblins take goblins as slaves and quickly deprive them of the wealth that made them breed hobgoblins in the first place.

Goblin

Similar to gnomes, kobolds, and halflings, goblins are fey creatures with undersize torsos, spindly arms and legs, and oversize heads, ears, and nose. Green is the most common skin color but others exist—goblins of different skin color are likely to not get along.

Role Goblins are curious, cowardly in the face of other creatures, but brave and inquisitive with things. They like to steal and to imitate the devices of other creatures, making them skilled but reckless craftsmen, willing to take crazy risks. Fire, gunpowder, smelly things, and any kind of flight particularly amuse them, and they are known to ride catapults to their doom. Their clumsy inquisitiveness with craft earn them the moniker gremlins.

Integration Goblin bands in the wild are reclusive hunter-gatherers, but opportunistically steal and rob when they can. Goblins are often slaves to other brutal creatures, sometimes even to humans. They gladly take on jobs nobody else wants, minding sewers and middens. In such a position they may be forgotten over time but still continue to serve their original purpose.

Family Goblins give birth often and easily, with goblin children regarded as pests even by other goblins. Young goblins resemble rats in intelligence. Raised as pets or surviving as scavengers, their heads grow and become intelligent around age three.

  • Language: Goblin, a dialect of Elvish.
  • Action: Hunt.
  • Special Ability—Echolocation: With titters and high-pitched squeals, you get a sense of the landscape, especially hard materials like stone and metal. This allows you to navigate among stone as under moonlight, not quite as good among earth, and poorly in overgrown areas. Living creatures are like confusing shadows, but this is still better than being blind.

Hobgoblin

A larger and more organized variant of goblin, hobgoblins can be born to goblins and quickly outgrow them in size and ferocity to achieve control of a goblin tribe. Tribes of hobgoblins are more like companies, with a strict hierarchy and chain of command, often with regular goblins as camp followers.

Role Superlative soldiers, bands of hobgoblins take well to discipline from leaders they respect. Individual hobgoblins don't do so well, they might join the militia of other races but are often used as just laborers.

Integration Hobgoblins are too bossy to integrate well. It is possible to enlist hobgoblins as mercenaries working under a strong commander of another race, but these are still haughty bullies in most cases.

  • Language: Goblin, a dialect of Elvish.
  • Action: Command.
  • Special Ability—Hierarchy: You gain +1d on Command rolls to intimidate and on resistance rolls when you protect an ally (p 135).

Bugbear

A larger kin to goblins and hobgoblins, bugbears are ruder in appearance and hairier than their cousins. Famous for their stealth, bugbears operate alone or in small bands and make excellent scouts and ambushers.

Role Bugbears are born bullies and bogeymen. They like nothing as much as pouncing on an unsuspecting victim, but might settle for just scaring a victim. They have been known to hide under beds only to emerge in the night.

Integration If you can bully a bugbear into obedience, they actually make very good scouts.

  • Language: Goblin, a dialect of Elvish.
  • Action: Prowl.
  • Special Ability—Boogieman: You gain +1d on Prowl rolls for stealth and Command rolls to intimidate when emerging from stealth. The command bonus is in addition to the situational advantage.

Draconians

Said to once have been the rulers of Oerth, reptile humanoids are many and varied. They come in several subgroups, wildly different from each other, and there is little love between the different kinds, or even different tribes of the same kind. In the Flanaess, draconians are different enough that they are rarely accepted among demi-humans unless in the company of some well-known leader. In the Celestial Empire far to the west draconians are well known and accepted.

Dragonborn

The draconians with the highest status are dragonborn, the ones most similar to humans. These differ significantly in appearance and biology to the dragonborn of D&D.

Appearance Dragonborn are humans with certain draconic features, such as fine scales on parts of their body, a serpentine tongue, eyes, and even a draconic head. Most have clawed fingers and toes, no body hair, and many even lack head hair. They are often digitigrade, though this may be an affectation, as their feet are only somewhat longer than human feet. Despite their draconic features, they are fully mammalian and commonly form families with humans.

Biology Dragonborn are not a race in themselves; they are a genetic remnant in certain humans. In the Celestial Empire, this remnant is common enough that dragonborn are regularly born to human parents—still one in a thousand, but an accepted occurrence. In other parts of the world, this inheritance is extremely rare except among people socializing with dragons or delving into dragon lore. It is said that dragons can turn worthy humans into dragonborn. Many dragonborn pursue draconic sorcery, which makes them even more reptilian, and legends claim that dragonborn sorcerers can mature into true dragons.

Integration In the Flanaess, dragonborn are alien and exotic, but they are still more easily accepted than most draconians because of the physical similarity. Educated Flanaessi know about draconic sorcery, and dragonborn just seem like an extreme case of that. That dragonborn are not all magicians might surprise some people.

Politics in the Celestial Empire In the draconic empire, dragonborn and aasimar have a complex relationship as conflicting elites. Like aasimar, dragonborn are automatically recognized as nobles, but of a military bent more similar to the samurai of Japan than to most Chinese warriors. They have a love-hate relationship with the aasimar of the celestial bureaucracy. Think of the dragonborn as eunuchs and the aasimar as mandarins from Chinese historical drama.

Family Dragonborn are too few and too haughty to commonly form families with each other; they are more likely to mate with humans and live in human-like relationships. Even so, the dragonborn are distant partners, consumed by other interests and often absent parents.

  • Language: They are usually taught Draconic and have the physique to speak it properly, but their native language is Common. Dragonborn seek status by perfecting Draconic.
  • Action: Skirmish.
  • Special Ability—Draconic Energy: As a dragonborn, you are attuned to a type of energy, commonly related to a Power. You can use this energy to attack like a potent weapon. You ignore environmental dangers of this type and take less damage from such attacks. Roll Skirmish when subject to harm from such energies. This is your inherent resistance and does not require any activity on your part. Reduce the level of harm inflicted based on the level of success: 1-3: Nothing. - 4-5: Reduce level of harm by one. - 6: Reduce level of harm by two. - Crit: Negate all harm and recover 1 stress.

Kobold

Small reptilian humanoids with a muzzle shape similar to that of dogs, kobolds make yipping sounds much like small dogs. Kobolds are warm-blooded and consider themselves kin to dragons and speak Draconic with their distinct yipping accent. Kobold scales are rust-colored, although some sport scale colors more akin to those of true dragons. These "throwbacks" are often sorcerers, some of considerable power.

Role Kobolds live in mines, caverns, and underground locations such as tombs and sewers. Some are sorcerers, while many are inventive tinkerers and trapmakers. Kobolds love causing what seem like natural mishaps, such as floods, cave-ins, gas pockets, or even simulating earthquakes. Using methods like these, they try to chase miners away without revealing their presence. They avoid physical confrontations whenever they can.

Politics Kobolds emphasize their supposed draconic heritage. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. Some kobolds serve dragons—even worshiping them as divine beings. They try to avoid drawing attention from other races, aware of their physical fragility. Humans may tolerate kobolds taking over old tunnels and sewers as they keep them in repair, but dwarves—and even more so gnomes—detest kobolds as pests and try to exterminate them.

Family and Clan Kobolds breed in large colonies, structured similarly to ant hives. Eggs are nursed and raised communally. A newly hatched kobold is ravenous and can eat almost anything. Since eggs benefit from warmth, some kobolds lay their eggs near a living but helpless victim, providing both warmth and food for their offspring. More commonly, kobolds use their own body heat, a hearth, sorcery, or volcanic heat to keep the eggs warm and feed the hatchlings once they emerge. A kobold hive is hierarchical, usually a sorcerer at the top, followed by craftsmen, warriors, and workers in descending order. Many kobolds find this structure confining and run off to form new communities, which in turn grow hive-like when successful.

  • Language: Draconic.
  • Action: Tinker.
  • Special Ability—Tremorsense: You are highly sensitive to vibrations in the ground, particularly through stone. This allows you to predict earthquakes and rockfalls, sense hollow spaces in the rock nearby, and detect the movements of creatures on rock. It’s not as good as sight, but better than nothing.

Lizardfolk

Also called saurians, this is the best-known kind of draconian. Kobolds are more numerous, but less liked.

Appearance Saurians have a stature slightly shorter than a human when standing, but their digitigrade legs mean they are actually quite a bit taller when stretching out. They have tails that are approximately half as long as they stand tall. Their bodies are covered in scales, usually green, though saurians can change the color of their scales to match the terrain over time. All saurians have a ridge of bony projections along the spine that they extend when they want to threaten or impress. These ridges are brightly colored, and saurians are very proud of them. Saurian emotions are hard for others to read. When emotionally engaged, they raise their spine ridge, but this can indicate anything from mild curiosity to rage.

Role Concerned mainly with survival, saurians have few ideals besides preservation. A saurian could find a taste for the larger world or leave home to fight a far-ranging threat to the saurian way of life. Another typical reason is separation from the tribe, because it has been destroyed, displaced, or they have been cast you out from the tribe.

Politics Saurian tribes in the wild are self-sufficient and isolationist, regarding outsiders with idle curiosity. Their social patterns are hard for outsiders to understand. When challenged, they may meekly migrate or wage fierce war, its hard to predict. Occasionally, saurians gather in great migrations or crusades that threaten civilization at large.

Integration Saurians sometimes lose the patterns of tribal life and seek to live among humans. Because of their alien appearance and manners, they generally end up as menial laborers in agriculture or construction, though a few make a living as boatmen or travel guides. Besides their alien manners, they make good neighbors, content to live in conditions where humans would rot.

Family Family is nonexistent, replaced by tribe, as children are reared by the community. There are no gender roles among lizardfolk. Female lizardfolk produce eggs under certain favorable conditions and are not handicapped by bearing eggs. The eggs are deposited in breeding pools and fertilized outside the body, with no sexual acts as others understand it. There are no external gender differences, making it very hard for outsiders to tell male and female lizardfolk apart. Lizardfolk consider the distinction pointless.

  • Language: Draconic.
  • Action: Command.
  • Special Ability—Crest: You can extend your crest to appear larger when threatened. You gain additional effect when you use the crest with Command to intimidate or manifest dominance. You also have adaptations to the terrain where you grew up, typically marshland or sandy desert, and move and act in such areas as if you had the appropriate survival gear.

Living Constructs

Recent developments in the World of Greyhawk, these are constructs imbued with a soul. The dwarves claim their souls are a gift from Moradin the Soul-Forger, while gnomes claim a soul is an emergent quality of sufficient intelligence. Whichever is the case, living constructs can make moral decisions and work magic, usually recognized as signs of having a soul.

Autognome

Created by sparkgnomes with the help of dwarves, autognomes are living constructs. There is a great debate about what to call them, with clockfolk, tick-tocs, and tickers being the more polite suggestions. Sparkgnomes are not particularly concerned with whether their creations have souls, but autognomes do pass the customary tests of ethics and magic, albeit in a distinctly gnomic fashion.

Physique Autognomes resemble mechanical versions of gnomes, often exaggerated with toon-like gnomic features. They are built with a rounded body and head, paired with thin limbs that often expose their clockwork mechanisms. Their eyes are lenses, and looking an autognome in the eye reveals a distorted reflection of yourself.

Autognomes don't need to eat, drink, or breathe. As clockwork creatures, they require winding, but their springs are magically amplified, so they only need a few minutes of winding each day. Frequent lubrication is essential. Sand and water, especially if salty, impair their function unless they are properly clothed or heavily greased. Instead of a heartbeat, they emit soft whirring and ticking sounds.

Autognomes generally lack gender expression and often go naked without concerns for modesty. However, as they become socialized, they tend to imitate the dress of those around them. They are otherwise designed to use typical gnomic tools and weapons.

Role Autognomes are created primarily to repair and service Soulforged. By their own or their creator's whim, they may take on other roles. Lacking a childhood, they start life fully formed, equipped with the basic skills for their purpose but possessing only a simple impish personality.

Integration Rock gnomes and dwarves accept autognomes and see them as useful if occasionally annoying, often adopting a parental attitude toward them. Humans view autognomes as trouble, frequently attempting (and generally failing) to keep them on a short leash. Elves and others with a strong connection to magic, including forest gnomes, are often repulsed by or outright hostile toward autognomes.

Names From the start, gnomes gave autognomes comedic names, and this tradition continues when they name one another. No autognome takes offense at a silly or even degrading appellation.

Brassbeep, Clankerton, Cogclog, Coggleshaft, Gearwhistle, Gizmo, Hurbetron IV, Inkprint, Keeys, McWindersnap, Sprocket von Click, Tick, Tinker, Tockington, Toyball, Whirry.

  • Language: Gnome, a dialect of Elvish.
  • Action: Tinker.
  • Special Ability—Hyperactive: You can remain active without a need for rest or sleep. This allows you an additional downtime action during each downtime phase.

Soulforged

Soulforged are living constructs made by dwarves and named after Moradin the Soul-Forger. They are also called warforged, or sometimes insulted with names like tin man or clanker. Human-shaped soulforged may be called manikins.

Physique Soulforged look like mechanical versions of dwarves, and some later models look like humans. Their design often shows what they were made for. Fighting soulforged look harsh and functional. Social soulforged are smoother, and magical ones have runes and glyphs on their bodies.

Soulforged have crystals or gems for eyes, a warm body, and a low rumbling instead of a heartbeat. They eat coal and excrete ash, but they also need to breathe and drink water. Drinking things other than water clogs their systems, making them behave as a drunk human or dwarf. Strong spirits give them energy but make them reckless.

Soulforged usually don’t express gender and don’t worry about modesty. Over time, they tend to copy the clothing of people around them and may take on a gender role. They are built to use normal tools and weapons.

Role Soulforged were made to be soldiers. They are serious and usually enjoy their purpose. They don’t have a childhood. They start life with skills for their job, but little personality.

Integration Rock gnomes and dwarves welcome soulforged as heroes, though they may treat them like children. Humans see soulforged as tools and leave them alone if they do their job. Elves, forest gnomes, and others with strong ties to magic or nature often dislike or fear them.

Names Early soulforged were named by their creators. Later, mass-produced ones got unit names. Over time, they made their own names or got nicknames from others, often based on actions or events. Some avoid common names from other races, but they might use altered versions.

Angeraxe, Ashfall, Axebolt, Brassflame, Chainstrike, Cinder, Clockspire, Coalface, Cog, Cogwhisper, Druich, Emberforge, Flintstrike, Forgeheart, Gearspark, Grindersoul, Hammerturn, Ironclad, Mikeloft, Mogrug, Red Knight Six, Rivet, Rustblade, Shadowcrank, Shard, Sparkwheel, Steelshade.

  • Language: Dwarf.
  • Action: Skirmish.
  • Special Ability—Dutiful: You don’t need rest or sleep. This gives you an extra downtime action each downtime phase.