Bugbear: Several of the major humanoid threats, including the Blooded Lash, Blood Eagles and Skull Collars are comprised of a large number of bugbears. In particular, the Blood Eagles are drawn exclusively from this stock (with a handful of goblin slaves and cannon fodder). Any PC bugbear would likely be an expatriate of the Skull Collars who has seen what the group can do and respects them, preferring to fight for the 'winning side'. But be warned, this choice will bring instant hostility from many of the 'standard' races in the setting, and you have to have a damn good reason for becoming a hero. Level adjustment has been upped to +2 from the original +1, however this does not retroactively effect the current PC (Gruulsh) who already chose this race before my change.
Dwarf: Floivin Keep and the
surrounding lands were once the territories of old King Kleeth of the
Gnarlbottom Clan, but were annexed by the Eidolorn Empire during the
Expansion Wars, some 150 years past. To this day, dwarves still exist in
the area, many the direct descends of Gnarlbottom, eking out lives as
smiths, craftsmen and wishful prospectors in the Vernal Valley. Many
still hold a grudge against their human 'benefactors'.
Dwarf, Glacier: This
variant race should be applied to those dwarves born and reared in far
northern regions, or the province of Wintersbreath. Like their southern
cousins, glacier dwarves once held more sway than they do at current,
but their population is still pretty solid among the human settlers.
Though they were never at the level of influence that as, say, the
Gnarlbottom Clan, they once had their own kings and built ruins that are
now found across all the North.
Elf: Two
small bands of forest elves are known to inhabit the Frail Forest east
of Udders Well, the Roodeyes and the Reddenbalms. They roam the the land
like gypsies, serving as entertainers and guides to the communities of
Livenoak and Littlewolf, and some claim that the two are highly
competitive with one another for both resources and human audiences.
Githzerai: A group of githzerai on the Astral Plane have been contacted by the PCs, while several of them were attempting to save the Arkana Arkiva instructors from a githyanki queen. T'kalat, a githzerai agent operating out of Tashek're, the githyanki citadel, met with Mudgol, Mistlethroe and Rumpridge, and was given directions and information about Floivin Province on their particular Prime Material Plane. Due to this, the githzerai have established contact with Flabbergast Manor, and it is highly possible that a refugee of this species might make for a great PC prospect in the future. Level adjustment +2
Gnome: These small folk are very
rare indeed within the confines of the Vernal Valley, and those who are
encountered tend to be small families or individuals passing through
the Udders Well region to the heartlands of the Eidolorn Empire. Gnomes
are occasionally found in Floivin Keep as street peddlers and magicians.
Goblin: The slightest of the goblinoids are quite common in Floivin Province and surrounding regions, both as small independent warbands or members of larger tribes like the Skull Collar mercenaries, the Blooded Lash out of Haunted Horrn or the Blood Eagles (where they are not treated well). A PC goblin would likely be a wanderer who comes across the PCs and thinks he or she has something to offer, or an expatriate from the Skull Collars, or perhaps a slave of the Blood Eagles who has escaped their grasp. As with bugbears, there must be a damn good reason why one would show up as a PC, and they face the same racial hostility, especially from dwarves.
Half-elf: Within the Vernal
Valley, it is not unheard of that a human and forest elf will couple,
usually the result of some drunken revelry. The unfortunate offspring
are generally sent to live within Floivin Keep and the surrounding human
communities, though the Roodeyes and Reddenbalms often find it
entertaining to impose them upon some distant relative in the opposing
clan.
Half-ogre: The rare product of an ogre-human union, often one of revulsion and/or violation, half-ogres are not generally tolerated within the lands of the Eidolorn Empire due to their crude dispositions and size. The exception has often been made, as for Commander Brygmog 'The Gutter' of the Fourth Eidolorn army, but these are exceptions who had to prove themselves through a number of beneficial deeds, such as routing clear enemies and years of good service under human superiors. Level adjustment +1
Half-orc: South
of Udders Well and the Vernal Valley, beyond the terrible tower of
Mimresh, lies the Fyreklaw, a hostile and volcanic barrens in which only
the vile orcs have managed to carve out a civilization, under the iron
rule of Dror Gheel, Slavemaster of Sothos Karr. Gheel is himself a
half-orc, and it highly possible some unfortunate offspring of the
Fyreklaw orcs and captured humans slaves have managed to escaped through
the Mimresh into the Udders Well region.
Halfling:
Though no person claims to know precisely when and how they arrived, it
seems these small folk have taken up residence in Floivin Keep and the
surrounding communities. Most of the local halflings belong to the
Hosspotch, both a family and guild of peddlers and wheelers who have
their stubby fingers dipped in many of the local merchant ventures, both
the legal and illicit.
Hobgoblin: The same restrictions apply for hobgoblins as their bugbear and goblin cousins, in terms of needing a great reason to be PCs and the racial enmity they will face from the majority of others they encounter. However, hobgoblins are somewhat more rare in the setting. They usually serve as elite troops in the Blooded Lash or the Skull Collars, weapons trainers or other roles fitting their martial, regimented nature. In fact, hobgoblins are infrequent enough that the PCs have known most by the very names of those they've defeated (Ironballs, Dvagol). The level adjustment for this race has been removed.
Human: The dominant race within
Floivin Keep and the surrounding region. The humans of Udders Well are
fair-skinned, with a mixture of Franco, English and Germanic features
and names. Most humans in Floivin Province and spread throughout the
Eidolorn Empire, Alkinarre, Quelm and several other areas of Thault are
known as the 'Riven', cut off from a far East continent which they fled
at one point. The Riven have lived on Thault already for many centuries,
sometimes in conflict with the Shann, the native human stock who are
rougher, heartier and in general crueler folk populating lands like
Vandrokk, Dashnear, Braul and Thelos Retch. There is a third breed,
whose features are duskier and darker colored (think Southeast Asian)
called the Lhazon who too have populated parts of Thault (Durindesh and
the Robber-Kings) from a far off land.
Kobold: Not a popular species among the folk of the Eidolorn provinces, but at the same time kobolds are considered rather harmless by comparison to the organized bands of bugbears, hobgoblins and such that fester and rise in the corners of the Empire. In Floivin, for example, there are various bands of kobolds found raiding along the Pinewater river, or in the depths of the Udders Well sewer system. Kobolds run the same risk as other evil humanoids of total social castigation, even when going 'good', but it's certainly possible that a few might break the shackles of their race's stereotype and take up the mantle of adventurer.
Lizardfolk: Encountered rarely outside of the Tooth Marsh in Floivin Province, perhaps some other swamps in the region; the Lizardfolk have only recently come into the public's awareness, through a parlay with Major Doorjamb Grizzlebeard in the Marsh. At least one family has recently moved into the abandoned lair Cheeky's Hollow, and PC lizardfolk might come from this or another local group. They are sympathetic to the Floivin plight and possess an utter loathing for the local humanoid tribes like the Skull Collars and Blooded Lash, who have run skirmishes against their kind as they moved against the Eidolorn. Level adjustment +1
Ogre: Though the majority of ogres belong to treacherous, violent warbands or hostile, cannibalistic family groups, it's possible that changing times might prompt one into a life of trade or labor at the hands of one of the more dominant races in the Eidolorn Empire. Note that ogres face severe social restrictions, to the extent that they're not allowed within the cities and towns of settled Empire lands, and this might not always be the most opportunistic choice for a character interested in social interaction. In fact, Eidolorn soldiers are likely to take down any ogres who don't immediately surrender themselves or their weapons and prove their peaceful intent. Level adjustment has been upped to +3 from the original +2
Troglodyte: Most commonly encountered in the Skunk Ridge region of Floivin Province and the Vernal Wall, troglodytes tend to dwell deep underground in caverns and ruins, foraging the hills and tombs for whatever they can trade or sell to competing tribes. There are also rumors of a more massive troglodyte civilization in the mountains, perhaps somewhere beneath the Crowslode. The Marrow Sucker tribe has been encountered on numerous occasions, including the late sorcerer Fisslakk. Again, as with other monstrous humanoids, trogs are not likely to find acceptance in the communities of the Empire, so one choosing this race should expect strong opposition running to open hostility. Level adjustment +2
Troll: Similar to ogres, PC trolls are very likely to be either outcasts or those who grew tired of fighting on the 'losing' team, especially once their local warbands have been destroyed by other characters or the local Eidolorn armies. However, they are arguably even more hideous and difficult to housebreak than their giant kin, and suffer the most severe social restrictions of any currently allowed PC race. Most troll characters are exceptions to their species, laborers or hunters who just wish to keep to themselves and resist the call of chaos, warfare and pillage. Perhaps they've been spurned by the lesser races they once served as front line shock troopers, or the betrayal of more cunning employers. Still, a troll is a MONSTER. It is not allowed in Eidolorn cities or towns without some sort of deep magical disguise (or through sheer force), and players should really come up with a great background if they wish to pursue this choice. Level adjustment +5
All races use their standardized racial traits and stats from the 3.5 edition Player's Handbook, Frostburn, the Monster Manual (level adjustments included), or Savage Species.
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