the Various Species of Takæla

In addition to the following Descriptions of each of the species inhabiting Takæla, I have also made additions to several of the charts in the Player's Handbook, as well as a couple of new charts.

Humanoids
Equinoids
"Medium"
  • Human
  • Half-Elf
  • Elf
  • Mer
  • Maedusar
  • Short
  • Halfling
  • Brownie
  • Leprachaun
  • Gnome
  • Dwarf
  • Tall
  • Firbolg
  • Verbeeg
  • Fomorian
  • Semi-
  • Satyr
  • Sphynx
  • Gryfon

  • Centaur
  • Pegasus
  • Unicorn
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    Background etc © by Sissi of Fantasy Realm Webspinning 10 April 1997

    This page last updated on 1/19/98.
    Content © 1998 Cluster Orbit Press.

    This page hosted by Cornell University, my new home.

    Human

    Humans are, by all accounts, the first intelligent species, the progenitor of all the other races. They occupied a world whose name is lost to legend, but where, it is said, there was no magic, only something called 'technology'. One of the many wondrous things this technology could do was the changing of the basic fabric of people, 'Dienay' (Dee"-en'-ay). While most of the First Worlders were content to stay the same, the 'Gengineers' (Jen-jin-eers') wanted to explore the possibilities of alternate forms. Their neighbors grew so envious of the 'Artimus' (Art"-i-moos') that they had to banish them from sight so as not to be reminded that they were still 'just' human. But the Artimus were not alone in thinking this intolerance in bad taste. Many humans decided to go with them into exile. Some were the Gengineers themselves, some were radical sociologists, some were religious minorities hoping for a world they could have to themselves. When Takæla was settled, the humans were numerous enough that they were given a full half of the continent of Bifure.

    One group of humans didn't want to have to share land with the others. The 'Scillians' (Sil'-ee-ans) had come along under the guise of a religious group, following, they said, the Saint Scodark (Sk'-dark), ostensibly their founder. Immediately upon landing, they disappeared onto the oceans, to reappear decades later as Pirates.

    The Ralies are a religious order who don't follow the Takælan Church in any guise, even going so far as to keep to a strict seven day calendar, instead of nine like everyone else.

    There are three kingdoms within the Human lands, Ejira (Ay-jeer'-a), Coltán (Kohl-tan'), and Bayside. Ejira is the largest, occupying everything on the Western Wing of Bifure west and south of the mountains. The Ejirans are very expansionistic and have colonies all over the explored parts of the world, and embassies wherever there is a country too large or well defended to be colonized.

    Coltán is middle-sized, holding the land northeast of the Western Mountains, north of the Central Mountains, and a good deal of the Eastern Shore of the Upper Bay. The Coltáni are very happy to live in relative harmony with Ejira, Iyaro Eeblen, and Makhut.

    Bayside is a merchant's idea of heaven. Nestled in between the Central Mountains and the North Shore of the Lower Bay, they stand right between Human Ejira and Elven Khudinar. While this sometimes makes them a battle ground, it more often puts them on the only good land route between the two countries. Tariffs on foreign merchants in transit is the second largest source of governmental income. The largest is the taxes on Baysiders buying things in one country to sell in another. The United Banks of Bayside hold the accounts of most of Ejira's largest businesses.

    Humans can be any class, to any level. They can also be multi-class : any two base classes. Humans are the only people allowed to be Paladins.

    Humans do not automatically know 'Common', which is actually called 'Ancient', as they do in fact have their own language, 'Human'. Humans can most easily choose from any of the so called 'short' languages (the 'short' peoples are the Halflings, Brauncheti, Leprechauns, Gnomes and Dwarves), also from Ancient, or even Elven. Other languages are fine, but must be explained in the character's history. Humans have their own alphabet, which is also used by the aforementioned 'short' languages.

    Half-Elf

    Half-Elves are a side effect of the many millennia of warfare between Humans and Elves. Elves think of anyone with even one Human ancestor as a Half-Human, and anyone with more Human ancestors than Elven as Human. Humans see anyone with even one Elven ancestor as a Half-elf, and anyone with more Elven ancestors than Human as an Elf. Which category any one character actually fits into is between the player and the DM. A Half-Elf's biggest racial problem outside of Bifure is being mistaken for a Mer. Bayside has more than it's fair share of Half-Elves for relatively obvious reasons.

    What Humans or Elves can speak, so can Half-Elves.

    Half-Elves, being not completely human, get to multiply their Wild Talent chance by three before rolling it.

    Elf

    Elves on Takæla are much like the Elves in the PH, with only a few refinements. There are no Aquatic Elves (if you want to be Aquatic, see Mer). Gray, High, and Wood Elves are environment specific (farm, city, forest) and are relatively evenly spread out in three countries, Makhut (Ma-KHoot'), Jenkhut (Zhen-KHoot'), and Khudinar (KHood'-ee-nar). Dark Elves are said to exist in the mountains of Jenkhut (commonly known as the Drow Mountains), but they haven't been seen by reliable sources in millennia. This is good because almost everyone knows what nasty people they are. The governments of the three countries are based on hereditary war leaders, who don't do anything, outside of taxes and police work unless there is a war. Individual cities and towns may have their own, differently styled, forms of government and taxes, especially those on human borders.

    The basic nature of the Elf is unchanged, though more elements of Terran Oriental culture are evident.

    Elven is a language in a category all it's own on Takæla, with no related languages at all. (Although the Drow tongue is getting further and further away all the time.) Elves are most likely to learn Human, the related 'short' tongues, Ancient, and Northern or Southern Equinoid. Other languages are possible, but must be explained in the character's history. Elven has it's own written language, composed of sylabograms.

    Elves get to multiply their Wild Talent chance by three before rolling it.

    Mer

    Mer are a unique race. Not because of their shape, like the Equinoids, nor on account of their size, like the Giant-kin. Indeed, the Mer are very human-like, almost more so than the Elves. No, the Mer have one ability that no other species on Takæla or even in legends have, the ability to survive for long periods of time underwater. They do not have gills, as fish do, nor do they need to rise to the surface as whales, instead, they breathe directly through their skin.

    Physically, the Mer are almost indistinguishable from humans, at a glance. The only real differences are their toes, which uncurl into long spines of cartilage supporting membranes between them, making flippers, and their fingers, which have interlocking ridges on the sides to cut down on leakage. In only one other way do they visibly differ, but that only shows up if one is out of the water for too long a period. Their skin is covered with gill-pores, with the greatest concentration being on the inside of the forearm, on the inner thigh, on the front of the neck, and on pregnant women, the abdomen. These pores not only take dissolved oxygen out of the water, they obtain it by breaking up the water itself, as well as any other oxide they come across. When not enough material is provided from outside, i.e. too long on dry land, the pores begin to break down molecules inside the body, this leaves telltale bruise-like marks in the high concentration areas, although they proceed backwards, from green to purple. Mer have the same basic life span as Humans.

    Mer live just about anywhere shallow water (down to 50') can be found, and crops raised, fish herded, or any other reason to set up a community found. Any major land dweller city usually has a Mer community, or has one nearby. As a result, many of these cities have very advanced sewer treatment or diversion systems. While they are quite widespread, there is a Mer 'homeland', the Shallow Sea, sometimes called the Sculpted Lands. This roughly continent sized region resembles a hilly plain covered with up to 20 feet of water. Mer generally do their daily work in one environment and sleep in the other, to keep their chemistry balanced.

    'City' Mer, those who live amongst land dwellers, tend to take on the language and even culture of the region's other inhabitants. 'Country' Mer are much more relaxed, living in villages, farming or herding land or aquatic organisms, and generally having an okay time. Mer children are raised by their grandparents, leaving the adults unfettered by immediate responsibility so they can do what they can to be sure they are ready when their grandchildren start arriving.

    A Mer character can be a cleric, druid, fighter, mage, specialist wizard, thief, bard or psionic. For multi-class, any of the above, in twos or threes.

    The Mer are the most wide-spread race on Takæla. Mer from the Shallow Sea are most familiar with their own tongue, and can learn Ancient. Those from another region are likely to speak a local tongue as well, or instead. Other languages are possible, but must be explained in the character's history. Mer uses the Ancient alphabet.

    Since Mer can break other chemicals into oxygen and something else, they receive a bonus of +1 for every 3½ points of constitution, but only against gas based attacks. (see Table 9 in the PH) But also because they have these gill pores everywhere, they suffer a negative bonus vs. liquid contact poisons or potions. (Acid, etc.) Mer Do Not! receive any other constitution bonuses.

    Mer have specially constructed eyes, allowing them to see underwater as if they were wearing a clear mask. And since they do have flippers and hand-paddles already 'built in', as it were, they are rated at a movement of 18 in the water.

    Underwater, Mer are able to detect the following information within 10 feet of the particular phenomenon (but they can determine their approximate depth or direction below the surface at any time).

    Detect current location and direction1-5 on d6
    Determine approximate depth below surface1-4 on d6
    Determine approximate direction underwater1-3 on d6
    Note that the Mer must deliberately try to make these determinations; the information does not simply spring to mind.

    Mer get to multiply their Wild Talent chance by three before rolling it.

    Because Mer's feet and ankles have been modified for swimming, they don't work as well for walking. On land, Mer subtract 2 from their dexterity.

    Maedusar

    (Medusa & Maedar)

    The Maedusar are a simple species, very close to human in shape and visage. The 'snakes' in the females' hair are genetically re-enforced dreadlocks, and their countenances are no more than normally hideous. On the average, they live to be about 125.

    They are not the evil monsters that everyone thinks they are. Legends of people being turned into stone are the product of a few rogue mages and the species' remarkable proclivity for statuary. They live on a few islands in the Shattered Lands. Maedusar society is very mellow. With tropical bounty all around them, they generally don't have to work very hard. They believe that spirits inhabit objects, plants, and animals. Objects that look like organisms are especially powerful, with representations of spirits being almost as powerful as the spirits themselves. Anything a Maedusar want to do can be accomplished more easily, more quickly, and with a greater success rate if a relevant carving accompanies the individual.

    Maedusar player characters are generally in one or more of these classes: Cleric, Fighter, Mage, Specialist Wizard, Thief or Psionic. Also any two or three of the above, except Specialist.

    As denizens of the Shattered Lands, Maedusar can potentially learn the following languages; Ancient, Mer, any of the tongues of the aforementioned Shattered Lands. Other languages are possible, but must be explained in the character's history. Maedusar use the Ancient alphabet.

    Maedusar get a free bonus proficiency of Sculpting, in the player's choice of materials. Artistic ability is Not! also automatic.

    Maedusar have 60 feet of infravision.

    As genetically altered descendants of the Artimus, they get to add 2 to their wild talent base chance and then multiply it by 3 before rolling it (1d100).

    Medusa (females) have a one-in-50 (1 or 2 on 1d100) chance to be able to cast the spell Flesh to Stone once a week per level. Maedar (males) have the same one-in-fifty chance to have the reverse spell, Stone to Flesh, once a week per level.

    Maedusar get to add 1 to their constitution scores, but because of their alternate beauty standards and slightly sour disposition they have to subtract 1 from their charisma when dealing with other races.

    Halfling

    Most Halflings live in the country of Iyaro Eeblen (Ay-yaro' Eeb'-len), which lies completely landbound among the mountains of Western and Central Bifure. Their communities form a strip along the low hills that skirt the mountains. They tend to keep to themselves, not socializing with the gnomes or dwarves who share the country, and being friendly with travelers and traders only after they're sure they aren't invasion scouts. (Nobody wants to invade Iyaro Eeblen, but they do like going across the mountains to get to the countries on the other side.) Each Halfling burrow village is basically autonomous, though they bind together in 'economic combines', which send representatives to Iyaro Eeblen's multi-species trade council.

    Halflings can choose from the following languages; Dwarf, Gnome, Human, Ancient, Elven. Other languages are possible, but must be explained in the character's history. Halflings use the Human alphabet.

    Halflings get to multiply their Wild Talent chance by three before rolling it.

    Brauncheti

    (Brownies)

    The Brauncheti are one of the 'short humanoid' peoples. They are short, slender, and of dark coloring. They can expect to live from 325 to 400 years.

    They live mostly on a wooded archipelago to the south of Bifure called the Green Isles, or Braunchet. Here they live as woodsmen, foresters, loggers, and the occasional administrator or nobleman. Their preferred mode of organization is the village with an occasional town scattered on the major ports. Their government is a feudal hierarchy with a king, dukes, sheriffs, knights, etc.

    Average Brauncheti abroad usually are more than willing to get along with other races, but many, especially natives of Bifure, see them as short Drow, and run screaming into the night. This perception is not helped by the fact that many who leave the Green Isles are either by nature overly playful and fun seeking or criminals who have been forcefully ejected. Brownie is a derogatory term used mostly by the other 'short' races.

    Your average adventuring Brauncheti has the aptitude to choose from any of the following classes: Cleric, Druid, Fighter, Ranger, Enchanter, Thief, or Psionic. Also any two or three of the above.

    A Brauncheti player character can conceivably learn these languages most readily; Human, Elven, Ancient and Mer. Other languages are possible, but must be explained to the DM's satisfaction. Braunchetiki uses the Human alphabet.

    Brauncheti have a 90 percent resistance to all enchantment spells, even clerical spells which would fit into that school.

    Children on Braunchet learn early to use bows and crossbows. This gives a native character a bonus of +1 to his attack rolls with these weapons.

    In an arboreal environment, a Brauncheti gets a bonus to surprise opponents, but only if he is not in metal armor. He must also be alone, with other silent people (also not in metal armor), or 90 feet or more from his companions to gain the bonus. In these cases, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If he must open a door or screen, this penalty is reduced to -2.

    Brauncheti get to add 3 and then multiply their Wild Talent chance by 3 before rolling it.

    Brauncheti are so slight in build that they subtract 3 from their strength and add 2 to their dexterity.

    Leprachaun

    Leprechauns are a 'short humanoid' race, close cousin to the Brauncheti (though you don't want to tell anyone of either race that). They are short and slender, with a coloring very much like the Firbolg. They generally live 350 to 450 years.

    The majority of their population lives on a island, about the size on England, just to the west of Bifure. The biggest export industry on the 'Tiny Land' is textiles. They grow many different kinds of cotton and flax and silk, as well as other stuff we might not recognize. They then weave, knit, meld, and otherwise combine these materials into any kind of cloth and/or garment imaginable.

    They are governed by talent, the talent to bribe, cheat, and lie. The Leprechauns are not an evil people, just 'differently moraled'. The same thing you cry, not so say I. While a Leprechaun might do almost anything to swindle you out of your hard-won dungeon booty, he is not likely to kill you for it. Don't be misled by this, however. Just like any other race, there are bad apples.

    A Leprechaun character can be a Cleric, Fighter, Mage, Specialist Wizard, Thief, or Psionic. In addition, a Leprechaun can choose from any two of the above except a Specialist Wizard or a Cleric to make multi-class combinations.

    Due to their geographical location, Leprechauns can choose languages from Human, Elven, Ancient, Mer, Sphynx, or Gryfon. Other languages are possible, but must be explained in the character's history. Leprechauns use the Human alphabet.

    Leprechauns of any class can detect an attempted Pick Pockets as an eighth level thief (75 or higher). Leprechauns also know thieve's cant in any language they can speak.

    A Leprechaun gets a bonus to surprise opponents, but only if he is not in metal armor. He must also be alone, with other silent people (also not in metal armor), or 90 feet or more from his companions to gain the bonus. In these cases, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If he must open a door or screen, this penalty is reduced to -2.

    Secret or concealed doors are difficult to hide from Leprechauns, just as they are from Elves and Half-Elves. Merely by passing within 10 feet of a concealed door gives a Leprechaun character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, Leprechauns have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

    Leprechauns get to add 5 and then multiply their Wild Talent chance by 3 before rolling it.

    Leprechauns, being so short and slender are reduced by 3 on strength but increased by 1 on dexterity. They are very smart, with an additional 2 points of intelligence, but not very wise, needing to subtract 1 from wisdom.

    Gnome

    Most Gnomes live in the country of Iyaro Eeblen, which lies, completely landbound, among the mountains of Western and Central Bifure. Their communities form a strip between the low hills where the Halflings live and the taller, Dwarf-ridden mountains. They tend to keep to themselves, not socializing with their neighbors or with travelers and traders, unless they're buying or selling ore. The Gnomes mostly rule themselves as a group, but they do send representatives to Iyaro Eeblen's multi-species council.

    Gnomes can choose from the following languages; Dwarf, Halfling, Human, Ancient, Elven. Other languages are possible, but must be explained in the character's history. Gnomes use the Human alphabet.

    Gnomes get to multiply their Wild Talent chance by 3 before rolling it.

    Dwarf

    Dwarves live in the country of Iyaro Eeblen, which lies, completely landbound, among the mountains of Western and Central Bifure. They inhabit the tallest mountains, which stretch like a sideways I between the two wings of the continent. They tend to keep to themselves,though they do trade with Gnomish and other travelers and traders, especially those who are buying ore or metal products. Each stronghold is relatively autonomous, sending representatives to the multi-species council that rules the country. Dwarven metals are used for minting almost all of Takæla's coins.

    Dwarves can choose from the following languages; Dwarf, Halfling, Human, Ancient, Elven. Other languages are possible, but must be explained in the character's history. Dwarven uses the Human alphabet.

    Dwarves get to multiply their Wild Talent chance by 3 before rolling it.

    Firbolg

    The Firbolg are a handsome people, 6' to 10' tall, broad shouldered, ruddy to fair in coloring. An individual can expect to live 300 to 400 years. Giant-kin are the most feared humanoids on the planet next to pirates and the probably-mythical Drow. The entire race lives on the large island of Jote (Joht), in the Shattered Lands. This island produces the planetary supply of several exotic magical components. Unfortunately, these components are highly toxic to live next to, and the mining of same caused the race of Giant-kin to degenerate, causing the Verbeeg and Fomorian sub-races. The Firbolg have stayed the way they are because they stayed out of the mines, by being rulers and administrators. The entire island is run as an armed camp, for pirates and nations are always trying to get their hands on magical materials the better to prey on innocent merchants or expand their empires.

    Firbolg are hearty, lusty people, whose pleasures include ale, mead, beer, wrestling, ordering people about, and chess. They like gold and other precious metals and gems, but they prefer not to have to dig for these themselves. The quality of their non-magical ores is not as good as the Dwarves, and this annoys them.

    Typical Firbolg dwellings are large, airy, stonework buildings ranging in size anywhere from cottages to castles.

    A player character who happens to have been born a Firbolg can find an adventuring occupation in any of these arenas; Cleric, Druid, Fighter, Ranger, Mage, Specialist Invoker or Necromancer, Thief, or Psionic. Also, any two of these except Cleric/Thief and anything/ Specialist.

    All Giant-Kin speak the same language, also called Jote, and a Firbolg can choose from Ancient, Mer, or any of the other languages spoken in the Shattered Lands. Other languages are possible, but must be explained in the character's history. Jote uses the Ancient alphabet.

    Firbolg don't have a great deal of imagination, and for this reason, illusion spells don't work very well on them. This gives a bonus to their saving throws against any illusionary effect. This bonus is +1 for every 3½ points of constitution (see Table 9 in the PH). They even get a saving throw if none is indicated. Similarly, Firbolg have exceptional resistance to toxic substances. All Firbolg characters make saving throws with the same bonus they get against illusion spells.

    Because of this imagination problem, however, Firbolg also have trouble using illusion-producing magical items. All such items have a 20 percent chance to malfunction when used by a Firbolg. (See the description in the PH on Dwarves for the rule on this problem.)

    The Firbolg have infravision to 30 feet in darkness.

    Since the Firbolg are so tall and their legs are so long, they have a movement rate of 15.

    Because of their size and build, Firbolg get to add 1 to their strength. There is a cultural emphasis on thinking and strategy which translates to an additional 1 point of intelligence.

    Verbeeg

    The Verbeeg are an ugly people, 6' to 10' tall, broad shouldered, ruddy to fair in coloring. An individual can expect to live 300 to 400 years.

    Giant-kin are the most feared humanoids on the planet next to pirates and the probably-mythical Drow. The entire race lives on the large island of Jote (Joht), in the Shattered Lands. This island produces the world's supply of several exotic magical components. Unfortunately, these components are highly toxic to live next to, and the mining of same caused the race of Giant-kin to degenerate, causing the Verbeeg and Fomorian sub-races. The Verbeeg are deformed in various ways, lesions, tumor-like growths, misshapen features and extremities. These are usually first or second generation mine workers and forepersons.

    The Verbeeg are just as hearty and lusty as the Firbolg, and like all the same things their cousins like, but are not as at liberty to enjoy themselves. To be born a Verbeeg, your parents or grand-parents had to have been sentenced to the mines. The crimes for which this is the penalty are violent crimes, like murder, and social crimes, like having too much initiative or imagination. This leaves the average Verbeeg a mixture of sociopath and dreamer making them bright enough to resent being in 'middle management' and mean enough to take out that resentment on others. Verbeeg player characters can be anywhere from a regular dreamer to a right royal jerk.

    Typical Verbeeg lodgings are dormitories, with rooms housing several bachelors or one family.

    A character unlucky enough to be a Verbeeg will usually choose from among these classes; Cleric, Fighter, Wild Mage, Thief, or Psionic. They can also be any two of the above in a multi-class.

    All Giant-Kin speak the same language, called Jote, and a Verbeeg can choose from Ancient or any of the languages spoken in the Shattered Lands. Other languages are possible, but must be explained in the character's history. Jote uses the Ancient alphabet.

    A Verbeeg has exceptional resistance to toxins, just as a Firbolg does. He gets a bonus of +1 for every 3½ points of constitution (see Table 9 in the PH).

    The Verbeeg have infravision of 60 feet in the dark.

    As Verbeeg are very tall, and usually out of proportion, they get a movement rate of 13-18 (12+1d6).

    The Verbeeg are an exceptionally psionic people (add 10 to base then multiply by 3 before roll).

    Because of their size and build Verbeeg get to add 1 to their strength. They are, as a whole, pretty ugly, pretty mean, and pretty likely to stay that way. They need to subtract 1 from their charisma and 2 from their comeliness.

    Fomorian

    The Fomoria are an extremely ugly people, 6' to 10' tall, broad shouldered, ruddy to fair in coloring, where you can tell. An individual can expect to live 300 to 400 years, whether they like it or not. Giant-kin are the most feared humanoids on the planet next to pirates and the probably-mythical Drow. The entire race lives on the large island of Jote (Joht), in the Shattered Lands. This island produces the world's supply of several exotic magical components. Unfortunately, these components are highly toxic to live next to, and the mining of same caused the race of Giant-kin to degenerate, causing the Verbeeg and Fomorian sub-races. The Fomoria are many generations removed from the Firbolg and hardly resemble them at all. Their hair grows in random clumps, their features are not at all likely to be in the right place, their limbs are seldom of regular length or proportion, digits are as liable to be missing as extra, and they are quite often sterile.

    These victims of bad birth are utilized as best as they can be, as laborers in the mines. Anyone who spends too much time in the mines tends to come down with 'mine sickness,' hair loss, vomiting, and sores. The Fomoria are the only people who seem to be immune to this malady, perhaps because it produced them. This lowest order of Giant-kin believe that a demoness lives in the mine and that the materials they remove are her, er, droppings? (that being why the stuff is so toxic), and the Fomoria are her chosen people.

    It can be expected that a Fomorian fortunate enough to leave Jote will be either a Cleric, a Fighter, a Thief, or a Psionic. Multi-class Fomoria have also been spotted (any two).

    All Giant-Kin speak the same language, called Jote, and a Fomorian can choose from Ancient or any of the languages spoken in the Shattered Lands, intelligence permitting, of course. Other languages are possible, but must be explained in the character's history. Jote uses the Ancient alphabet.

    A Fomorian has exceptional resistance to toxins, just as a Verbeeg does. He gets a bonus of +1 for every 3½ points of constitution (see Table 9 in the PH).

    The Fomoria have infravision out to 60 feet in the dark.

    As Fomoria are usually very out of proportion, they get stuck with a movement rate somewhere between 11 and 18 (10+1d8).

    Despite their hideous appearance and low intelligence, Fomoria have an excellent chance to have wild psionic talents (add 5 to base then multiply by 3 before roll).

    Because of their size and build Fomoria get to add 1 to their strength. They are very hideous or even nauseating people and should subtract 1 from their charisma and 5 from their comeliness. They also have a high tendency to be as stupid as the Firbolg are smart, reflected in a minus 1 on intelligence (bleeding-heart guild'smen insist that they simply aren't given a decent education, so they don't know how to think).

    Ertanyans

    (Satyr)

    Satyr are the least human looking of the four-limbed races. It seems that two of those limbs are goat's legs, all bent funny and ending in hooves and all. The other two are relatively normal arms, albeit covered in a great deal of hair. Their heads and trunks are also extremely hirsute, causing them to look really weird in regular clothes. The other main distinguishing feature of this race is probably their horns. (Yes, I said horns. Short, stubby ones. Coming out of their temples. Pointed up.) Also, their ears resemble that of a donkey and tend to stick out sideways, leading casual observers to think they have four horns. (This description applies to females as well as males!) They usually live anywhere from 100 to 160 years.

    These odd people live on the island of Ertanya (Air-tan'-ya) in the Shattered Lands and call themselves Ertanyans. Their society, except for the absence of cobblers and tailors, is much like that of 0th Century Earth, sans Rome. Vaguely agrarian, with walled towns keeping the population safe when (not if) another town thinks it needs something that their neighbors have. These towns are surrounded by woods which sport patches of cultivation, generally maize, beans, and squash. Your average Satyr (males and females are both called by this name) likes fornicating, frolicking, and fete-ing, in that order. Luckily for them, they are conscientious enough that they do get around to things like hunting, gathering, and farming. This last, they do in the ancient style, dig a hole, put in fertilizer (something dead), add 3 kinds of seeds, cover, wait, get the children to pull up weeds, and harvest.

    Classes available to a Ertanyan player character are Cleric, Druid, Fighter, Ranger, Thief, and Psionic; or any two of these in a multi-class combination.

    The language Tanyanese is spoken by the people of Ertanya. Also available to Ertanyans are Ancient, Mer, and any of the other languages of the Shattered Lands. Other languages are possible, but must be explained in the character's history. Tanyanese uses the Ancient alphabet.

    By their nature, Ertanyans are non-magical and never use magical spells (not counting clerical spells). This gives a bonus to their saving throws against attacks from magical wands, staves, and rods, and spells. This bonus is +1 for every 3? points of constitution score. (see Table 9 in the PH)

    Ertanyans also suffer a 20 percent chance for failure every time they try to use a magical item not suited to their particular class. (see dwarves on page 21 in the PH for details.)

    When using a bow of any sort, or a long or short sword, an Ertanyan gains a bonus of +1 to his attack roll.

    Because they have hooves instead of feet, an Ertanyan incurs a penalty on stealth when on bare rock, or on a manmade surface, such as cobbles, wooden floors, or stone flagging. His companions also incur this penalty if within 90 feet of him. In these conditions, an opponent's surprise roll gets a +2 bonus. A Ertanyan can pad his feet with special, 5 SP, felt slippers, and thereby negate this penalty. Considering the nature of Satyr hooves, these slippers also negate the character's dexterity bonus. (These slippers will wear out in two weeks if worn constantly. If not, 3 months, tops.)

    An Ertanyan has infravision out to 60 feet in the dark.

    They are entitled to a plus one on their wild talent rolls, before they multiply by three and then roll.

    Considering their penchant for having fun, sometimes to the exclusion of all else, it's easy to see why they subtract 1 from their wisdom. Their hooves give them an additional 2 points of dexterity, especially on rocky terrain. The Ertanyans' reputation causes them to have to subtract 1 from their charisma and their appearance bleeds 2 from their comeliness when dealing with other races.

    Sphynx

    Sphynx are definitely of human derivation, although some say they must be related to the winged equinoids, but everyone (except the two races in question) is certain there is a definite connection to the Gryfon. A Sphynx is a bipedal humanoid with arms and legs structured as a lion, and wings, complete with an extra set of shoulder blades, on the middle back. The wings are as long as the Sphynx is tall, dun-colored, feathered, and seem to be mostly for heat control, balance, and gliding. The Sphynx life span is about 130 to 165 years.

    Sphynx live in the Shattered Lands on the larger islands where cliffs, mountains, and volcanoes abound. They live mostly in caves in the sides of the aforementioned geological features, using handholds, footholds, ropes, and wings to ascend and descend. Their food sources are mostly agrarian, much like the Pueblo peoples. These homes are gathered into cave villages complete with schools and taxes and elected elders. Sphynx are hard working, intelligent, harmonious people. No member of the race would ever dream of shirking his duty, once he knew exactly what his duty was, of course. They are very good at finding loopholes, not to exploit them you see, but to make sure they were actually meant to be there in the first place. The few Sphynx who have been 'civilized' are very good lawyers, judges, and bureaucrats. They live in harmony with nature and themselves, but should anyone threaten them, or nearby patches of nature, they feel perfectly justified in taking any measures necessary to defend themselves.

    Sphynx who venture out into the world are generally of these classes; Cleric, Druid, Fighter, Mage, Specialist Wizard, Thief, or Psionic. Some have even been known to be two of these at once.

    Sphynx have their own language, of course, and can choose additional languages from this list: Ancient, Mer, any language spoken in the Shattered Lands. Other languages are possible, but must be explained in the character's history. The Sphynx use the Ancient alphabet.

    Sphynx characters have 90 percent resistance to sleep and all charm-related spells. (See PH Chapter 9: Combat for an explanation of magic resistance) This is in addition to the normal throw allowed against a charm spell.

    Even though Sphynx have wings, they cannot fly. They are too heavy for their wingspan. They are able to glide, though exactly how far is dependant on local conditions. They do get enough lift to gain 6 points of movement when running. If one charges using the wings for speed, one gets a +1 bonus to damage rolls, but a -1 penalty to attack rolls.

    Sphynxian infravision reaches 60 feet into the darkness.

    When considering wild psionic talents, Sphynx are allowed a +1 to their base chance, which is then multiplied by three. If this roll is not successful, a Sphynx character may still be eligible for racial psionics. If the number rolled was 10 or under, they will have a levitational power, if the number was between 11 and 15, inclusive, they may choose teleportation.

    Sphynx are raised with the tendency to be overly polite and formal, not to mention snobby. This translates to 1 less charisma point. Being that they have wings that they can spread for balance, Sphynx get to add 1 point of dexterity.

    Gryfon

    Gryfon are very like Sphynx in probable origin and physical description, but don't tell either species that. Their legs are structured like a lion's, but their arms and hands are more suggestive of bird talons, and their faces are dominated by a semi-simian snout/beak. Their bodies are covered in a thick down of fur, even the face. Their wings, attached to the lower back and about as long as they are tall, are usually multi-colored, with longish fur/hair, NOT feathers. The average life span is 150 to 200 years.

    Gryfon live in the Shattered Lands, mostly on the larger islands, either in caves or trees. Actual dwellings range from a simple pallet on the cave floor, to elaborate tree-house-like 'nests'. Their society is very tribal, with a hereditary chieftain, medicine persons, warriors, and gatherers. Gryfon young learn the ways of the tribe by watching and helping, not in a formal school. They live mostly off hunted game (land, water, and air). Nobody (except maybe a Gryfophobe) likes to talk about it very much, but occasional tribes do make it a practice to eat slain enemies.

    A Gryfon's life revolves around the hunt, and occasionally, the raid. They raid mostly to obtain things they don't have, like grain, tools, or wives. They sort of aren't real raids, as they leave stuff behind in payment, but if resistance is offered, a fight usually ensues. If the raid is on a neighboring tribe of Gryfon, the fight is limited to counting coup, but if they decide that a Sphynx village (or some other species) is withholding trade, or has given some other offense, things can get deadly.

    Gryfon don't really like Sphynx because they don't like Gryfon, and come across as 'very snooty'.

    A character who's player decides it should be a Gryfon will need to be in one of these classes; Cleric, Fighter, Thief, Psionic, any two, or any three. (But not a Cleric/Thief.)

    By their nature, Gryfon are non-magical and never use magical spells (not counting clerical spells). This gives a bonus to their saving throws against attacks from magical wands, staves, and rods, and spells. This bonus is +1 for every 3½ points of constitution score. (see Table 9 in the PH)

    Gryfon also suffer a 20 percent chance for failure every time they try to use a magical item not suited to their particular class. (See dwarves on page 21 in the PH for details.)

    Gryfon, having practiced a great deal as fledglings, get a +1 bonus on attack rolls for spear, quarter-staff, and staff sling. (They generally use a single weapon that does all three, but they need to spend a proficiency slot for each way they want to use it, so as not to incur a penalty).

    Gryfon have 60 foot infravision.

    When considering wild psionic talents, Gryfon are allowed a +1 to their base chance, which is then multiplied by three. If this roll is not successful, the Gryfon character may still get racial psionics. If the check roll was 10 or under, he will have a levitational power, and if between 11 and 15, inclusive, teleportation.

    Even though a Gryfon has wings, he cannot fly. He is too heavy for his wingspan. He is able to glide, although exactly how far is dependant on local conditions. He does get enough lift to gain seven points of movement when running. If he uses this speed in a charge, he get a +1 to damage and a -1 to attack.

    Gryfon subtract 1 from their intelligence, since they sort of don't really care what it is that makes things happen, or how it works. Since they have wings to use as a balance bar, Gryfon get 1 additional point of dexterity.