There are a variety of sapient species in Ardell that manage to co-exist more or less equitably, although many of them have isolationist elements and 'ancestral homelands' that they refuse to cede ground on. Most of the more interesting aspects of Ardellian society is in the lands between, where intermingling of cultures has created an interesting interweaving of various folk, sometimes led by a single ruler, other times led by an elected council or series of representatives.
Several races have Social Stigmas and/or below-average Appearance. Some have Odious Racial Habits. In dungeon fantasy, it’s reasonable to ask, “Is it fair for a race to get abilities like high ST and Flight in return for reaction penalties?”
Good question!
Racially Unattractive, Ugly, or Hideous looks give -1, -2, or -4, respectively – and Odious Racial Habit gives -1 per -5 points – to all rolls for buying or selling goods, finding backers, or other social activities described as occurring in town. This affects reaction and skill rolls. Penalties are cumulative with each other and those for Social Stigmas.
Members of races with such traits also stand out. Apply the same penalties to mundane and magical rolls to disguise them as anything but another member of their race, cumulative with the -1/level from Unnatural Features.
Racial Social Stigmas give penalties to not only the above skill and reaction rolls, but also those for dungeon negotiations. Apply the worst applicable penalty in the party.
Stigmas include:
Half-Breed: -1 to reactions and -2 to skill rolls unless the other party is neither human nor whatever your other half is.
Infernal: -2 to reactions and -2 to skill rolls, and helpful clerical spells (like healing) work at -3 on you.
Savage: -2 to reactions and -4 to skill rolls except with other savages like you. There’s a 6 or less chance you’ll be denied entry to town. If so, you can’t conduct business and must live just as if you were on the road, eating rations and facing random encounters.
Monster: -3 to reactions and -6 to skill rolls except with others of your kind, and a 9 or less chance you’ll be denied entry to town.
Nonhuman barbarians should ignore their character template’s Social Stigma and select -10 points of other barbarian disadvantages instead. They can’t have two Social Stigmas.
Similarly, Social Stigma (Infernal) includes Social Stigma (Excommunicated), so infernal wizards, evil clerics, and unholy warriors can’t take that disadvantage again.
The GM is free to make the world unfair for races with a total reaction penalty of -3 or worse from Appearance, Odious Racial Habit, and/or Social Stigma. Some ideas:
Every adventure should feature situations where avoiding harm or receiving loot depends on not being a monster.
Wings are targeted at -2 in combat. They’re a valid target only from behind when folded, but from all directions while flying. Injury over HP/2 cripples a wing. Wings cannot be armored; the options are leaving them exposed or folding them inside armor, making it impossible to fly.
Gnomes, halflings, leprechauns, pixies, and others with SM -1 or less require diminutive equipment. Since these creatures are unrealistically strong for their SM and live in a world with brownie armorers and magical materials, their gear defies the logic of Square-Cube Laws, elastic moduli, and similar un-fantastic concepts. In short, the scaling rules below aren’t generic!
These items require extensive modification, and aren’t exchangeable between wearers of different SM.
Weight: Multiply weight after any other adjustments by weight factor, rounding up and keeping two figures:
SM | Weight Factor |
---|---|
-1 | x 1/2 |
-2 | x 1/5 |
-4 | x 1/20 |
-6 | x 1/100 |
DR: Apply SM as a DR penalty; minimum DR is 0. Tiny folk must either start with heavy armor (like dwarven heavy plate) or buy Fortify enchantments (which work normally) to get any significant DR.
Cost: Cost doesn’t change! Delicate and magical faerie craftsmanship (which doesn’t work on big-folk armor) eats any savings from materials costs. Without such craft, DR would be subject to the weight multiplier, too!
Example: A corselet that’s DR 6, $1,300, and 35 lbs. for a human still costs $1,300 for small folk. It’s DR 5 and 18 lbs. at SM -1, DR 4 and 7 lbs. at SM -2, DR 2 and 1.8 lbs. at SM -4, and DR 0 (tinfoil!) and 0.35 lb. at SM -6.
For weapons and tools, multiply (longest) Reach, weight, and required ST by factors, and reduce damage:
SM | Reach Factor | Weight Factor | ST Factor | Damage Penalty |
---|---|---|---|---|
-1 | x 2/3 | x 2/3 | x 3/4 | -1 |
-2 | x 1/2 | x 1/3 | x 1/2 | -2 |
-4 | x 1/4 | x 1/8 | x 1/4 | -4 |
-6 | x 1/12 | x 1/25 | x 1/10 | -6 |
Round weight up, keeping two figures; drop fractions on Reach and ST. Treat Reach 0 as C (“close combat only”) by big-folk standards. Ignore Reach for ranged weapons.
Cost depends on construction:
Faerie: Effectiveness doesn’t otherwise change. Neither does cost.
Mundane: Multiply cost by weight factor. Melee weapons bend easily, gaining an armor divisor that multiplies enemy DR: (0.5), or x2 DR, at SM -1; (0.2), or x5 DR, at SM -2; and (0.1), or x10 DR, at SM -4 or -6. Ranged weapons have less range than ST would indicate; multiply range by reach factor.
Example: A thrusting greatsword inflicts swing+3 cutting or thrust+3 impaling, and is Reach 1, 2, $900, 7 lbs., ST 12. A pixie version (SM -6) delivers swing-3 cutting or thrust-3 impaling, and is Reach C, $900, 0.28 lb., ST 1 with faerie work. It costs just $36 if mundane – but then damage has armor divisor (0.1).
The third most populous species in Ardell, humans are known for their quick wit and curiosity, and have the largest 'homeland' territory. They are versatile as well, with everything from wandering nomadic tribes to glamorous capital cities within their exclusive control, and are often quite adept with magic.
The second most populous species in Ardell, and owners of the second largest 'homeland' territory, the elven peoples are highly territorial, aloof, and often find it difficult to believe that other cultures might have anything to offer them. This attitude has historically put them at war with other cultures and kingdoms fairly often, although the last open war along racial lines was centuries ago.
Nobody is certain how many kinds of elves there are, or exactly how they differ – and the fact that they’re haughty and won’t tell anybody doesn’t help – but most people have at least heard of gray, green, high, mountain, sea, shadow, winged, and wood elves. For a secretive bunch, they’re widespread.
These templates describe the varieties of elves likely to go adventuring with humans. All are slender (find height normally for ST, add 2“, and leave weight alone), magically attuned (Magery 0 primarily means “can sense magic items,” but does make it 5 points cheaper to play a wizard), and have Technicolor hair. They’re also long-lived, but this has no effect in dungeon fantasy – monsters with aging attacks always afflict victims in proportion to racial life expectancy. Thus, elf templates omit Unaging.
The majority of elves have Sense of Duty (Nature), which can be fairly limiting. It’s functionally equivalent to Charitable and Pacifism toward any plant or animal that isn’t actively in the process of eating the elf, and extends to beast-men, faeries, wildmen, and other non-technological races. If an elf plays against type in this regard, the GM is free to award him fewer points for the adventure.
Most (but not all) elves also have a special perk:
Elven Gear: 10% off the final price of gear qualified as “elven” – armor, rations, weapons, etc.
Finally, elves may buy up to four levels of a racial Talent during character creation (wood elves start with two levels):
Forest Guardian: You’re the product of eons of selective breeding for the task of sneaking around in the bushes, peppering litterers with arrows. This Talent adds to Bow, Camouflage, Fast-Draw (Arrow), Stealth, and Survival (Woodlands). Only elves can have it. Reaction bonus: Druids, faeries, and bunnies. 5 points/level.
Choice Professions: Scout, Wizard.
Marginal Professions: None.
Half-elves are the most common variety of “elves” encountered by common folk (which speaks volumes about the virtue of elves…). They resemble slender humans with vivid dye jobs. Elves don’t extend them the courtesy of elven gear, and half-elves reciprocate by kicking the occasional bunny.
Attribute Modifiers: DX+1 [20].
Advantages: Magery 0 [5].
Disadvantages: Social Stigma (Half-Breed) [-5].
Features: Any hair color but a reasonable human one.
Choice Professions: Bard, Druid, Wizard.
Marginal Professions: Barbarian.
High elves are the ones in splendid clothing who go about singing laments and being ominous. They like little better than to stride into the inn, pull back their hood, and say something deep and lyrical that puts a damper on the merrymaking. They do make good bards and wizards, though.
Attribute Modifiers: ST-1 [-10]; IQ+1 [20].
Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Musical Ability 1 [5]; Voice [10].
Perks: Elven Gear [1].
Disadvantages: Sense of Duty (Nature) [-15].
Features: Gold or silver hair.
Choice Professions: Scout, Thief, Wizard.
Marginal Professions: None.
Mountain elves are reclusive highlands dwellers. They’re famed for their keen vision, sure feet, eternal glowering, and freaky blue hair. While fine-featured, they aren’t exactly attractive. Maybe it’s the hair.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Acute Vision 2 [4]; Magery 0 [5]; Perfect Balance [15]; Telescopic Vision 1 [5].
Perks: Elven Gear [1].
Disadvantages: Loner (12) [-5]; Sense of Duty (Nature) [-15].
Features: Electric-blue hair.
Choice Professions: Scout, Wizard.
Marginal Professions: None.
Sea elves have gills and webbed extremities, allowing them to function unhindered underwater – a useful gift for an adventurer. On the other hand, sea elves are so freaked out by fire that they won’t walk within 5 yards of torches, lanterns, etc. And the gills ruin their elven good looks.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; Magery 0 [5]; Nictitating Membrane 1 [1]; Pressure Support 1 [5].
Perks: Elven Gear [1].
Disadvantages: Phobia (Fire) (9) [-7]; Sense of Duty (Nature) [-15].
Features: Pastel-blue or -green hair.
Choice Professions: Scout, Thief, Wizard.
Marginal Professions: None.
Shadow elves are just a little unsettling, and tend to pursue creepy professions. Other elves normally avoid them. Rumors that they worship a scantily clad spider goddess from Hell are apocryphal, however.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Magery 0 [5]; Silence 2 [10].
Disadvantages: Callous [-5].
Features: Cobweb-gray or jet-black hair.
Choice Professions: Scout, Thief, Wizard.
Marginal Professions: None.
Urban elves aren't technically a race so much as a culture; they are the rare elves who have grown up amongst the cobblestone streets of large cities rather than the forest homes of their ancestors. As such, they have lost much of their heritage - and much of their attitude. They don't throw a snitfit every time someone cuts down a tree, for example. However, the loss of their cultural pride leaves an emptiness that many fill with other pursuits such as carousing, gambling, or alcohol.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Advantages: Appearance (Attractive) [4]; Magery 0 [5].
Perks: Elven Gear [1].
Disadvantages: None.
Features: Green hair.
Choice Professions: Scout, Thief, Wizard.
Marginal Professions: Barbarian.
Winged elves possess the gift of flight – a truly wonderful thing for any adventurer faced with lava pits, diamond-encrusted statues in niches 50’ up a wall, etc. Wings have their drawbacks, though; see Winged Races (above). In addition, torso armor for winged elves must be specially designed, and isn’t interchangeable with armor for wingless folk.
Attribute Modifiers: ST-2 [-20]; DX+1 [20].
Advantages: Appearance (Attractive) [4]; Flight (Winged, -25%) [30]; Magery 0 [5].
Perks: Elven Gear [1].
Disadvantages: Sense of Duty (Nature) [-15].
Features: Snow-white hair. Torso armor isn’t interchangeable with human torso armor.
Choice Professions: Martial Artist, Scout, Thief, Wizard.
Marginal Professions: None.
This is the flavor of elf most monsters recall fondly when they think “elf”: attractive, nimble, green hair, likes bows and forests, etc. Wood elves are in fact the same thing as green elves.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers: Basic Move+1 [5].
Advantages: Appearance (Attractive) [4]; Forest Guardian 2 [10]; Magery 0 [5].
Perks: Elven Gear [1].
Disadvantages: Sense of Duty (Nature) [-15].
Features: Green hair.
Many dwarves spend their entire lives beneath the embrace of the earth they live under, sometimes right under the feet of other civilizations. They are credited with being master artisans, often spending years or generations perfecting their crafts. Many legendary weapons were forged in the Fires of the Dwarven Smiths, and many legendary beverages brewed in its darkened cellars. Still, the desire for commercial success and personal recognition occasionally pushes dwarves to leave the comfort of their caverns to seek their fame on the surface.
Dwarves are essentially hardy-but-stumpy humans who see well in the dark and like caves and gold. There’s doubtless much more to them than that, as any dwarf will argue if you foolishly say that aloud. “Bearded” and “likes ale” aren’t generally qualifications sought by adventuring parties, however.
When finding a dwarf’s height and weight, use the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3 and shift weight a column to the right (a Very Fat dwarf has maximum weight!). A dwarf’s girth offsets his height enough that he’s still SM 0. However, dwarves can’t wear armor fitted for humans (and vice versa).
Attribute Modifiers: HT+1 [10].
Secondary Characteristic Modifiers: FP+3 [9]; Basic Move -1 [-5].
Advantages: Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Pickaxe Penchant 1* [5]; Resistant to Poison (+3) [5].
Perks: Dwarven Gear† [1].
Disadvantages: Greed (12) [-15]; Stubbornness [-5].
Features: Armor isn’t interchangeable with human armor.
* Pickaxe Penchant: You’re a natural at fighting, bashing, and mining with axes and picks. This Talent adds to Axe/Mace, Forced Entry, Prospecting, Thrown Weapon (Axe/Mace), and Two-Handed Axe/Mace. Only dwarves can have it, and may buy up to three more levels at character creation. Reaction bonus: Miners. 5 points/level.
† Dwarven Gear: 10% off the final price of any gear qualified as “dwarven” – armor, rations, shields, weapons, whetstones, etc.
Some uncharitable sorts have rumored that the gnomes are the result of an extended intermarriage between a clan of elves and a clan of dwarves, something that gnomes, elves, and dwarves all hotly deny as mildly insulting. The gnomes are surface-dwellers known for their curiosity and desire to develop and learn, often found experimenting and advancing the realm of science with a passion often only matched by the humans. Many gnomes become alchemists, engineers, or theoreticists. There is, in fact, a gnomish 'homeland' established in the Valley of the Unfortunate Mishap - tunneled into the canyon walls, and supposedly home to contraptions and designs that would make dwarves pale with envy.
Choice Professions: Cleric, Druid, Thief, Wizard.
Marginal Professions: Martial Artist.
Gnomes are diminutive craftsmen who are equally at home in rolling hill country and underground. They aren’t “runty dwarves,” but a distinct, proud race. Rumors abound of the “Hell Gnomes,” a tribe that went bad. Gnomes claim that this term refers to demonic imps, not proper gnomes (but don't seem comfortable with the topic, all told).
Find a gnome’s height and weight using the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3 while keeping weight unchanged. A gnome has SM -1, regardless of height. Tiny Tools applies to his kit, but he’s big enough to wield human weapons at -1 to skill. He can buy off this penalty completely with a special perk, which isn’t part of the racial template:
Giant Weapons: You’re familiar enough with the clumsy weapons of big folk (SM 0) that you can ignore the -1 to use them.
Secondary Characteristic Modifiers: SM -1; FP+3 [9]; Basic Move-1 [-5].
Advantages: Honest Face [1]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; Widget-Worker 2* [10].
Disadvantages: Curious (12) [-5].
* Widget-Worker: Your deft hands and clockmaker’s mind help you locate parts and assemble and disassemble mechanisms – crossbow triggers, door hinges, locks, the lot. This Talent aids Armoury (Missile Weapons), Forced Entry, Lockpicking, Scrounging, and Traps. Only gnomes can have it, and may buy one or two more levels at character creation. Reaction bonus: Those who benefit directly from your skills. 5 points/level.
Again, less-than-charitable rumors claim the wanderkin are the progeny of gnomish alchemists and the elves they seduced with love potions, but in truth, the wanderkin are a peaceful nomadic people who rarely form permanent villages of their own, but rather settle into another place when they feel that their wandering days are finally at an end. They tend to appear most often near elven civilizations, where they are generally tolerated as 'lesser kin', although they can be found nearly anywhere given enough motivation, and may form travelling groups on a whim.
Wanderkin often become delvers to find out what secrets are hiding in strange places; the wealth that can be earned is usually secondary. They are not Kleptomaniacal as a race, although many do tend to wind up with objects that don't belong to them.
Choice Professions: Cleric, Druid, Thief, Wizard.
Marginal Professions: Martial Artist, Barbarian.
Find a wanderkin’s height and weight using the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3 while keeping weight unchanged. A wanderkin has SM -1, regardless of height. Tiny Tools applies to his equipment, but he’s big enough to wield human weapons at -1 to skill. He can buy off this penalty completely with a special perk, which isn’t part of the racial template:
Giant Weapons: You’re familiar enough with the clumsy weapons of big folk (SM 0) that you can ignore the -1 to use them.
Attribute Modifiers: DX+1 [20].
Secondary Characteristic Modifiers: SM -1.
Advantages: Honest Face [1]; Night Vision 5 [5]; Resistant to Poison (+3) [5].
Disadvantages: Curious (12) [-5].
While not direct descendents or relations of dragons, the draconians do share some of their more relevant qualities - their hard-scaled skin, tough bone structure, teeth, claws, tail, and natural affinity for magic, as well as the ability to breathe sprays of caustic fluid a short distance. Traditionally considered barbarians, the draconians have a thriving economy as sea traders, and their 'homeland' is on several islands away from the mainland.
Choice Professions: Barbarian, Knight.
Marginal Professions: Bard.
Draconians resemble scaly humans with claws and a small dragon’s head. Unlike most reptilians, they’re tailless. They cannot wear human helmets, but can use all other human gear. Determine height and weight normally for modified ST, and then add 15 lbs. to weight.
Draconians have a special 0-point feature due to their long, toothy jaws:
Born Biter: You have an elongated jaw optimized for trapping prey. You can opt to hold on after you bite; thus, the bite doubles as a grapple. On later turns, you can worry, which counts as an attack but always hits – simply roll biting damage! If your victim’s SM is three or more greater than yours, you can only do this to an extremity (hand, foot, etc.), and the grapple is considered one-handed. If his SM is only one or two larger, you can target anything, and the grapple is treated as two-handed. The same is true if his SM is equal to or smaller than yours, but you can also attempt to pin him while standing! The catch is that foes get +3 to target your protruding snout, allowing them to attack your face (not skull) at only -2.
Like dragons, draconians have a breath weapon. This is a jet. It functions like a melee attack in most regards, but can only be dodged or blocked – not parried – and has 1/2D 5, Max 10. Damage is 1d burning for the most common draconian breath weapon - a blast of fire.
Attribute Modifiers: ST+1 [10]; HT+1 [10].
Advantages: Burning Attack 1d (Jet, +0%) [5]; Claws (Sharp) [5]; Damage Resistance 1 (Tough Skin, -40%) [3]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Reputation +3 (Dragons) [5]; Teeth (Sharp) [1].
Disadvantages: Disturbing Voice [-10]; Social Stigma (Monster) [-15].
Quirks: Trivial Vow: Never attack a dragon. [-1]
Features: Born Biter. Cannot learn non-reptilian languages above Accented level. Head armor isn’t interchangeable with human head armor. Scales of one major color (most commonly ruby or emerald).
Known mostly for their might, the minotaurs' intellect is often underestimated. Their mountainous homelands are sparsely decorated, but very well defended, making invading them an extremely poor decision. Many minotaur tribes are nomadic in nature, however, and some have turned to banditry and raiding to make the best of their environments.
Choice Professions: Barbarian, Knight.
Marginal Professions: Bard, Cleric, Druid, Wizard.
Minotaurs resemble hulking humans with shaggy, horned bull’s heads. This includes the females – comparing a minotauress to a cow is liable to mean going from bull to steer in seconds. Minotaurs are mostly honest farmhands, not monsters; their only major social barrier is their looks. However, they are dim-witted, ill-tempered berserkers, and if some hick accuses a minotaur of eating people, things can get out of hand.
Minotaurs stand 3” taller than humans of similar ST, and have the weight appropriate for their height. The horns make them seem even larger, and prevent them from using all but custom-made helmets. Beefy hornless folk can wear minotaur headgear.
Attribute Modifiers: ST+3 [30]; IQ-2 [-40]; HT+3 [30].
Secondary Characteristic Modifiers: Per+2 [10].
Advantages: Absolute Direction [5]; Acute Hearing 2 [4]; Damage Resistance 2 (Partial, Skull Only, -70%) [3]; Damage Resistance 2 (Tough Skin, -40%) [6]; Peripheral Vision [15]; Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%; Long, +1 SM, +100%) [13].
Disadvantages: Appearance (Hideous) [-16]; Bad Temper (12) [-10]; Berserk (12) [-10].
Features: Bull’s face and shaggy neck. Can’t wear most humanoid helmets.
The most populous species in Ardell, goblins have an unsavory reputation as thieves and raiders that is not entirely undeserved, and have been persecuted by many cultures as pests. As a result, while goblins can be found in nearly every corner of Ardell, they have no real 'homeland' to call their own (although historians argue that the goblin people first thrived in the forests, humans and elves in particular have conquered these regions for their own uses.)
Choice Professions: Barbarian, Knight, Thief.
Marginal Professions: Bard, Cleric, Druid, Wizard.
True goblins are the small, not-too-stupid ones with needlelike teeth and a cowardly disposition. They spend a lot of time being bullied by orcs. Still, they’re survivors, and deadlier on average than humans in a fight (but unless an orc is around, a determined human can intimidate a goblin with ease).
Goblins stand 2“ shorter than humans of the same ST, but are no lighter.
Attribute Modifiers: IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: HP+1 [2]; Will+1 [5]; Per+1 [5].
Advantages: Infravision [10]; Rapid Healing [5]; Resistant to Metabolic Hazards (+3) [10]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Cowardice (12) [-10]; Social Stigma (Savage) [-10].
The thick-skinned orcs are perhaps the least popular species on Ardell, considered brutish savages and cruel beasts by most civilized races. While there are civilized orcs, the fact that many of them take pride in war, pillage, and rapine does little to advance their popularity.
Choice Professions: Barbarian, Knight, Thief.
Marginal Professions: Bard, Cleric, Druid, Wizard.
Orcs are the medium-sized, not-too-stupid ones that bully the other sorts. They’re the officers of the goblin-kin legions, inasmuch as that’s anything to be proud of. Simple folk often identify all goblin-kin as “orcs,” which greatly peeves any orcs in earshot. And it’s hard to be out of earshot – orcs have twitchy, pig-like ears that hear everything.
Find the height and weight of an orc as if his ST were two levels higher. The typical ST 11 orc is as large as a ST 13 human: 5'11”-6'9“ and 155-245 lbs.
Attribute Modifiers: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4]; Will+1 [5]; Per+1 [5].
Advantages: Acute Hearing 2 [4]; Infravision [10]; Rapid Healing [5]; Resistant to Metabolic Hazards (+3) [10].
Disadvantages: Appearance (Ugly) [-8]; Bully (12) [-10]; Social Stigma (Savage) [-10].
Not werewolves, as some might think, the Wulven are humanoids with the features and physical structure of the wolf. They are favored by mercenary companies for their expert teamwork and tracking skills, and often dye their fur to better assist in their camouflage efforts when stalking an enemy. They are not commonly seen in the larger cities, although some do visit to trade for materials, and occasionally they form squads for hire to kingdoms that need talented rangers.
The Aviars are large birdlike humanoids with prehensile wingtips that serve the same purpose as hands. They are capable of limited flight, and are renowned traders, often scouring the lands for the best deals. Their homeland is in the tropical jungles far to the south, but they can be found nearly anywhere where commerce is to be had.
The Felinae are humanoids with the form of felines, with the females in particular considered highly appealing by certain members of human and elven society. They are somewhat flighty and uninterested in long-term plans, but make excellent hunters and archers. They do not actually have any major disagreements with the Wulven, although they don't typically inhabit the same region in large numbers.
The Felinae are the most common of the so-called “beast-men.” Their physical gifts make them exceptional adventurers. A catboy or -girl (as they are commonly called) resembles a lithe human with classic feline ears, whiskers, teeth, claws, and tail. Cat-folk fur is short, often with rosettes, spots, tabby markings, or tiger stripes.
Choice Professions: Martial Artist, Scout, Swashbuckler, Thief.
Marginal Professions: None.
Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers: Per+1 [5].
Advantages: Catfall [10]; Claws (Sharp) [5]; Combat Reflexes [15]; Fur [1]; Night Vision 5 [5]; Striking ST 2 [10]; Teeth (Sharp) [1].
Disadvantages: Impulsiveness (12) [-10]; Laziness [-10]; Phobia (Entering Water) (15) [-2].
Features: Tail (neither a manipulator nor enough of a problem to interfere with armor).
These sinuous snakemen are equipped with a venomous bite, and unlike snakes, they have the arms and legs to make use of society's advantages like swords and crossbows. Their homeland is deep in the tropics, but over time, some of them have migrated north and found more fulfilling callings bringing pain and suffering to a wider range of targets.
Choice Professions: Cleric, Druid, Wizard, Scout.
Marginal Professions: None.
The Serpentines are occasionally confused for lizardmen, as their body types are similar, but are easily discerned by their lack of claws, instead relying on their fangs to inject venom into their enemies. They are also quite shrewd in their interactions with others, and often develop magical talents to supplement their natural deadliness. However, they are uncomfortable in cold environments, and prefer warmer climates (on average, they’re comfortable between 50° and 135°). They prefer live prey, which tends to freak out people who witness them swallowing a rat whole.
Serpentines have normal height for their modified ST, and weigh 20 lbs. more than humans of that height. Their physique prevents them from wearing armor fitted for humans (and vice versa).
Attribute Modifiers: ST+1 [10]; IQ+1 [20].
Secondary Characteristic Modifiers: Basic Move+1 [5].
Advantages: Damage Resistance 2 (Tough Skin, -40%) [6]; Nictitating Membrane 2 [2]; Infravision [10]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%) [3]; Temperature Tolerance 3 [3], Fangs [2], Innate Attack (1d toxic [4], Followup (0% - on fangs), Cyclic (every minute) +40%, Side Effect (Paralysis; incapacitated for minutes equal to HT) (+50%, +150%). [14].
Disadvantages: Cold-Blooded (50°) [-5]; Disturbing Voice [-10]; Social Stigma (Monster) [-15].
Features: Armor isn’t interchangeable with human armor. Scales of varying patterns. Born Biter. Cannot learn non-reptilian languages above Accented level.
The Oliphonse are considered the gentle giants of sapient society, with massive tusks, a prehensile trunk, and massive strength for their size. They often form villages in the plainlands, and are fiercely protective, making would-be bandits and invaders think twice before crossing blades with them.
Many lesser gods exist - those who have been lifted up from mortalkind to serve the gods. A few have spurned their responsibilities in search of power; these are known as the Forsakers.
Most species worship at least some of the major gods, and cities often have places of worship for lesser gods as well. Each culture interprets the major gods differently, although arguments over whether Thrace is a human or a dwarf are usually reserved for the uninitiated and clueless.
While the gods themselves seldom directly control the organization or behavior of their clergy, they do distribute clerical blessings as they please - sometimes, to the chagrin of the organizational structure - and minor gods, in particular, are more likely to listen to prayers, even if they don't heed them.
Several species have 'ancestral homelands', as well as a number of disputed territories between races and species. In addition, nomadic settlements exist throughout the barbarian regions where no ruler holds power. Most of the mixed-race cities are major trade cities in countries with open borders, or border towns where traders gather. Most kingdoms are (at least ostensibly) on peaceful terms; the last major war between kingdoms was 40 years ago, during an attempt by King Leon Morgrave to annex the Sh'Kar orcish territory, inciting a three-year-long war before peace could be re-established. Barbarians, bandits, warlords, and monsters are a common threat, depending on the region.
Symbolized by a tower on a peak within a circle, the Bulwarks handle requests on the local, regional, or national level, putting those in need in touch with those who can help. In short, they are a professional adventurer's order, with diverse membership. In exchange for regular membership fees, they provide access to work, as well as stations where one can sell unwanted spoils of war, repair damaged gear, buy replacement supplies, and talk to other adventurers.
The Circle of Ardell considers itself personally responsible for maintaining control of the development and use of magic throughout Ardell. Those with talent are sought out and brought to the Circle for appropriate training. Students are listed as being a member of a circle based on their level of training, their completion of Circle examinations, and other requirements as determined by the faculty.