The World of Novi

Encyclopedia of Novi: RACES

Part I: Race Descriptions

Lowell R. Matthews, © 1991–1999

Revised February 4, 1999
The following tables from The Encyclopedia of Novi provide supporting information about the sapient races and peoples of Novi, including the details necessary for creation of a character to adventure within the World of Novi.


THE PRIME RACES (SAVATARI)
Eldani: The Elves, the near-immortal descendants of Eldanar, the oldest of the three sons of Savatar, the Father of All Men and the first sapient creature. At the Challenge of Annon, Eldanar agreed to be bound to the fate of the world and to bear its burdens; his descendants are denied the release of death until their burdens become too heavy to bear. All the Eldani have fine, sharp, generally flawless features. They are also resistant to natural heat and cold, possess keen senses including Nightvision, and usually meditate (1–3 hours) rather than sleep. All Eldani gain +25 to Meditation skills, including Meditation Ki but excluding the Oriental Companion Ki powers. On many skills (e.g. Stalk/Hide), Eldani Self-Discipline penalties do not apply. Also, the Eldani's (and several of the Fey Folks’) Recovery Multipliers greater than 1.0 apply only to magical or herbal healing, not natural healing, because the Eldani have superior natural healing abilities, Rec. 0.5, which resist acceleration by external forces.
Exalaeldani or Exali (Fair Elves), Ex: One of the four main Eldani races, native to both Almir and Annuvia. Exali have the features common to all Eldani, fair to pale complexions, golden-blond or lighter hair, and blue eyes. Males average 6'6" tall and tend to slender builds. The Exali generally prefer to live in small towns or villas in scenic landscapes and tend to prefer white, silver, or gold clothing in everyday life. Their primary language is a dialect of Savaeldani which emphasizes the musical talents which virtually all Exali possess. All Exali may choose either a +25 bonus to one or +10 bonuses to three musical skills, including musical (Bard) spell Base Attack Rolls.
Hydraeldani or Hydri (Gray or Sea Elves), Hy: One of the four main Eldani races, native to all continents except Soldunia. Hydri have the features common to all Eldani, tanned to fair complexions, a wide range of hair colors from dark brown to light blond, and blue or gray eyes. Males average 6'5" tall and tend to slender or medium builds. Their language Hydraeldani is preferred by mariners throughout the world because it reflects the Hydri fascination with the sea and seafaring. They prefer towns near large bodies of water. The name "Gray Elves" comes from the gray outerwear most Hydri prefer as protection against the wind and spray. All Hydri may choose either a +25 bonus to one of or +10 bonuses to each of the skills Rowing, Sailing, and Swimming.
Koreldani (Dark Elves), Kr: A branch of the Savaeldani or Savi (High Elves) who turned to evil and life underground. The largest numbers of Koreldani live in Galazia, and like the Galazaturi have been shaped by their preoccupations with power, magic, and their dark sides. They physically resemble the Savi, but many have white or silver hair and reddish eyes. Their primary language is a dialect of Savaeldani which emphasizes their magical preoccupations. All Koreldani may choose either a +25 bonus to one or +10 bonuses to three skills from the Deadly (+5 or +2 to Ambush), General, Magical, Social, or Subterfuge categories, including one type of spell Base or Elemental Attack Rolls. (For example, one Koreldani Sorcerer chooses +10 bonuses to Sorcerer BAR's, Attunement, and Interrogation).
Lantaeldani or Lanti (Aquatic or Water Elves), La: A branch of the Hydraeldani or Hydri (Gray Elves) who carried their race's love of the sea to extremes. They are almost indistinguishable from the Hydri, but ages ago the Powers gave them the ability to exist equally well on land or under water. (They are perfectly amphibious, not so completely adapted to water as are the races who suffer out of the water—mermen, for example.) All Lanti gain a +25 bonus to Swimming.
Rhiaeldani or Rhiali (Wood Elves), Rh: One of the four main Eldani races, native to Almir, Annuvia, and Amazulia. Rhiali generally have the sharp features of all Eldani, medium to ruddy complexions, sandy to brown hair, and blue or green eyes. Males average 6'0" tall and tend to slender builds. The Rhiaeldani have their own language and tend to live in forest cities, sometimes in elaborate tree-houses. All Rhiali may choose either a +15 bonus to one or +10 bonuses to two musical skills, including musical (Bard) spell Base Attack Rolls where applicable, and also gain a +10 bonus to Stalk and Hide.
Savaeldani or Savi (High Elves), Sa: One of the four main Eldani races, native to all continents except Soldunia. Savi have the features common to all Eldani, tanned to fair complexions, black or dark brown hair, and the full Caucasian range of eye colors. Males average 6'8" tall and tend to slender or medium builds. The Savi generally prefer cities and towns. Their language Savaeldani is preferred by scholars throughout the world because it reflects the Savaeldani’s curiosity and passion for the crafts. Of all the Eldani, they and their offshoot Koreldani (Dark Elves) are the most likely to become powerful, build empires, or fall into evil. All Savi may choose either a +25 bonus to one or +10 bonuses to three art/craft skills, including art/craft (Alchemist) spell Base Attack Rolls and magic rituals where applicable.
Novani: The Humans, the fiery-spirited mortal descendants of Novanar, the youngest and most ambitious of the three sons of Savatar, the Father of All Men and the first sapient creature. Novanar desired dominion more than he feared death, so at the Challenge of Annon his life was not increased but he was given a fiery spirit to master nature and live on through his children, primarily the Humans and the Halflings. The Novani peoples and languages have far more subdivisions than do the other races, primarily because of their short lives and colonization of the most difficult terrestrial environments, which lead to rapid diversification. They are the only creature to colonize all five continents of Novi. All Novani may choose either a +25 bonus to one or +10 bonuses to three skills which cost 5 or fewer development points for their particular profession. (If used for Ambush it becomes +5 or +2 respectively.) Bonuses represent natural talents, hobbies, parents' professions, etc.
Almiran: One of the five main Novani (Human) races, native to Almir. They generally resemble Earth's Caucasians.
Almareni, Al: A Novani (Human) people and language of the Almiran race, native to southern and central Almaren. Almareni generally have Almirans' Caucasian features, light to medium complexions, and the full range of Caucasian hair and eye colors. Males average 5’10" tall and tend to medium builds. They are closely related to the Nordeskai and Westerendi peoples. Their language resembles English with German characteristics. (Western Hemisphere Corloni resembles English with French characteristics.)
Almori, Am: A Novani (Human) people and language of the Almiran race, native to the grasslands and deserts of Almoria. Almori generally have Almirans' Caucasian features, but include protective facial characteristics common in Orientals and Eskimos due to Almoria’s violent winters. Most Almori have light to medium complexions, blond to brown hair, and brown eyes. Males average 5’7" tall and tend to slender builds. Most Almori are nomadic horsemen and frequently fight with the Nordeskai and Mintaki over territory. Their language resembles Russian.
Frigani, Fr: A Novani (Human) people and language of the Almiran race, native to far northern Almir and the Arctic ice-cap. Like the Almori, their close relatives, the Frigani generally have Almirans' Caucasian features but include some Oriental facial characteristics as adaptations to their icy environment. Most have pale to fair complexions, blond to white or silver hair, and gray eyes. Males average 5’0" tall and tend to heavy builds. Most Frigani are nomadic herders and hunters who peacefully share territory with the Almori, Nordeskai, and Nordomikhani, and who avoid the frequent conflicts between Almori and Nordeskai.
Mintaki, Mn: A Novani (Human) people and language of the Almiran race, native to the Islands of Night, with domains in parts of eastern Almoria, eastern Zoria, and northern Kharlak. Mintaki, like the Mornikai, descend from intermarriages between Almori and Kharlakan explorers. Most Mintaki have Almirans' Caucasian features, modified by Kharlakans’ Oriental facial characteristics and coloration, resulting in medium to dark complexions and brown to black hair and eyes. Males average 5’5" tall and tend to stocky builds. They are closely related to the Almori and Mornikai peoples of Almoria and frequently seek to dominate their lands. Their language has Kharlakan roots and resembles Japanese.
Mornikai, Mo: A Novani (Human) people and language of the Almiran race, native to the mountains of Almir's East Coast Range and the Mountains of Zoria. Mornikai, like the Mintaki, descend from intermarriages between Almori and Kharlakan explorers. Most Mornikai have Almirans’ Caucasian features, modified slightly by Kharlakans’ Oriental facial characteristics. Most have medium complexions, brown to red hair, and brown, black, or green eyes. Males average 5’3" tall and tend to stocky builds. They are closely related to the Almori and Mintaki and frequently fight with them over territory, which has significantly reduced their population. Their language has Kharlakan roots and resembles Korean.
Nordeskai, Nd: A Novani (Human) people and language of the Almiran race, native to far northern Almir, with domains in portions of Almaren and Almoria. Nordeskai generally have Almirans' Caucasian features, light to medium complexions, blond or red hair, and blue eyes. Males average 6’0" tall and tend to stout builds. Most Nordeskai are nomadic herders or foresters with a warrior culture; they frequently fight with the Almareni, Almori, and each other. This is one reason their population is relatively small. Their language resembles German.
Nordursani, Nu: A branch of the Nordeskai whose members have a special affinity for wild animals, particularly bears. They appear almost identical to the Nordeskai, but are generally taller, heavier, and have redder hair. Males average 6'6" tall and tend to huge builds. All Nordursani have an empathic talent which allows them limited communication with many northern mammals, primarily the carnivores, particularly wolves and bears; no northern mammal will attack a Nordursani except in self-defense. Additionally, 25% possess the ability to Shapechange to one animal form, usually a bear or wolf. Character Nordursani must spend one background option to gain this feature.
Westerendi, We: A Novani (Human) people and language of the Almiran race with traces of Eldani ancestry, native to the Western Isles, with domains in portions of coastal Almaren and Zulia. Westerendi generally have Almirans' Caucasian features, light to medium complexions, and the full range of Caucasian hair and eye colors; however, black, blond, and red hair and blue, gray, and green eyes are more common than the brown shades. Males average 6’0" tall and tend to heavy builds. Westerendi are sometimes called "High Men" because of their height, 150- to 200-year lifespans, and presence. Their native language resembles Gaelic, but almost all Westerendi speak Almareni or an Eldani language, particularly Hydraeldani—so much so that Westerendi is an endangered language.
Zori, Zo: A Novani (Human) people and language of the Almiran race, native to the subcontinent of Zoria. Zori generally have Almirans' Caucasian features, dark to very dark complexions, and black hair and eyes. Males average 5’9" tall and tend to medium builds. Their language resembles Hindu.
Amazulian: One of the five main Novani (Human) races, native to Amazulia. They generally resemble Earth's Africans.
Amazi, Az: A Novani (Human) people and language of the Amazulian race, native to hot, arid Amazia. Amazi generally have Amazulians' African features, very dark complexions, and black hair and eyes. About one Amazi in every 500 has auburn or red hair, and these individuals are highly prized. Males average 6’0" tall and tend to slender builds. Their language resembles Arabic with heavy borrowing from Central African tongues.
Galazaturi, Gz: A branch of the Galazi whose members have been shaped by their preoccupation with power and magic, particularly their dark sides. They are nearly identical in appearance to the Galazi but are taller, thinner, and frequently live much longer, sometimes for several generations. Males average 6'3" tall and tend to slender builds. Over the generations the Galazaturi have ruled the Galazi they have developed a strong affinity for magic. As a result, regardless of profession, all Galazaturi may change the sign of their ±10 RR/ESF Mods for all three realms at will.
Galazi, Ga: A Novani (Human) people and language of the Amazulian race, native to Galazia. Galazi have the Amazulians' African features, but Galazia’s temperate climate permits lighter skin tones than do those of Amazia and Zulia. Most Galazi have medium complexions and dark brown hair and eyes, but individuals may possess the full range of Caucasian hair and eye colors. Males average 5’9" tall and tend to medium builds. Their native language resembles Zulu. Throughout Galazia the Galazi form the lower and middle layers of society and the Galazaturi form the upper layer.
Zuli, Zu: A Novani (Human) people and language of the Amazulian race, native to Zulia. Zuli generally have Amazulians' African features, medium to very dark complexions, and black or brown hair and eyes. Males average 5’4" tall and tend to stocky builds. Most of the Zuli are hunter-gatherers and are thus discounted as savages by other peoples, but the wise know otherwise. Their language resembles Masai.
Zulomi, Zm: A Novani (Human) people and language of the Amazulian race, native to the mountains of far northwestern Zulia. Zulomi generally have Amazulians' African features, dark to very dark complexions, and black or brown hair and eyes. Zulomi are much shorter than most other Novani; males average 4’3" and tend to medium builds. Nearly all Zulomi are tribal hunter-gatherers who specialize in missile weapons and the use of natural herbs and poisons; another (somewhat derogatory) name for them is "pigmy poison people." Their language resembles Bushman.
Annuvian: One of the five main Novani (Human) races, native to Annuvia. They somewhat resemble Earth's Polynesians and Native Americans, but have Caucasian features as well.
Abanyi, Ab: A Novani (Human) people and language of the Annuvian race, native to the arid regions of Malanuvia and Cylonuvia. Abanyi generally have Annuvian features tilted towards Oriental by their climate; medium to dark, frequently reddish, complexions; and dark hair and eyes. Males average 5'7" tall and tend to slender builds. Their language resembles Spanish.
Corlonaturi, Ct: A branch of the Corloni whose members are "High Men" (see Westerendi) possessing traces of Eldani ancestry. They have appearances almost identical to those of the Corloni but tend to be taller and live longer, many exceeding 200 years. Males average 6'6" tall and tend to medium builds.
Corloni, Co: A Novani (Human) people and language of the Annuvian race, native to Cylonuvia and Eldania. Corloni generally have Annuvian features with the Oriental characteristics very subdued, a wide range of complexions, and the full range of Caucasian hair and eye colors. Males average 6'0" tall and tend to medium builds. Many of their important families have traces of Eldani ancestry and belong the separate Corlonaturi people. Their language resembles English with French characteristics. (Eastern Hemisphere Almareni resembles English with German characteristics).
Kharlakan: One of the five main Novani (Human) races, native to Kharlak. They generally resemble Earth's Orientals.
Khar Kang, Kk: A Novani (Human) people and language of the Kharlakan race, native to the mountains and coastal lands of northern Kharlak. Khar Kang have Kharlakans' Oriental features; medium complexions; and medium brown to black hair and eyes. Those few individuals with green or hazel eyes are almost always selected for religious or medical professions. Males average 5’5" tall and tend to medium builds. Their language resembles Wu Chinese.
Khar Sum, Ks: A Novani (Human) people and language of the Kharlakan race, native to east-central and southeastern Kharlak. Khar Sum have Kharlakans' Oriental features; light to medium, frequently yellowish, complexions; and medium brown to black hair and eyes. Males average 5’6" tall and tend to medium builds. Because the Khar Sum occupy the most productive regions of Kharlak, they are the most numerous of the four Kharlakan races and are frequently in conflict with the others, particularly the Khar Zin. Their language resembles Mandarin Chinese.
Khar Tam, Kt: A Novani (Human) people and language of the Kharlakan race, native to southwestern Kharlak. Khar Tam have Kharlakans' Oriental features; light to medium, frequently yellowish, complexions; and dark (usually black) hair and eyes. Males average 5’7" tall and tend to slender builds. The Khar Tam were the first Kharlakan race to become civilized. Their language resembles Yue Chinese.
Khar Zin, Kz: A Novani (Human) people and language of the Kharlakan race, native to the arid lands of central Kharlak, the Great Desert. Khar Zin have Kharlakans' Oriental features; medium to dark, frequently yellowish, complexions; and dark hair and eyes. Males average 5’9" tall and tend to medium builds. Most Khar Zin are nomads, but some of those who have settled in less arid regions form cities. In spite of their aggressive, nomadic nature, the Khar Zin have a highly developed culture. Their language resembles Mongolian.
Soldunian: One of the five main Novani (Human) races, native to Soldunia. They somewhat resemble Earth's Australian Aborigines, but have Caucasian features as well. Soldunians have survived the isolation of Soldunia and competition from nonhuman, even nonmammalian, races which drove the Eldani, Omikhani, and Onovani away from the continent.
Solduni, Sd: The dominant Novani (Human) people and language of the Soldunian race, native to Soldunia's west-central river basins. Solduni have Soldunians’ features and the full range of Caucasian coloration, but dark complexions and brown hair and eyes dominate. Males average 5’11" tall and tend to medium builds. Their language resembles Aborigine.
Omikhani: The Dwarves, the strong and wise descendants of Mikhanar, the second of the three sons of Savatar, the Father of All Men and the first sapient creature. At the Challenge of Annon, Mikhanar agreed to sacrifice portions of his stature, appearance, and fertility in return for strength and knowledge. His name was changed to Omikhanar ("Mikhanar the Short") and his descendants carry his shortened stature. All the Omikhani have strong, rounded features with deep-set eyes and wiry hair and beards, lifespans frequently exceeding 400 years, and superior dark sight (Darkvision). Only a third of Omikhani are females, so the large number of males who never marry turn their energies to crafts instead of families. All Omikhani may choose either a +25 bonus to one art/craft skill or +10 bonuses to three art/craft skills, including art/craft spell Base Attack Rolls where applicable. All Omikhani speak the language Omikhani, kept secret from all other peoples, in their particular variant or dialect; they use an Eldani or Novani language in dealings with other races.
Kharomikhani or Kharomi (Desert Dwarves), Ko: One of the four main Omikhani races, native to all continents except Soldunia. Kharomi have the features common to all Omikhani, dark to very dark complexions, and medium to dark brown hair and eyes. Males average 4'3" tall and tend to heavy builds. The Kharomi prefer underground dwellings in desert hills or mountains near sources of minerals and water. Their language Kharomikhani is a variant of Omikhani that stresses their desert environment.
Nordomikhani or Nordomi (Arctic Dwarves), No: One of the four main Omikhani races, native to Almir and Annuvia. Nordomi have the features common to all Omikhani, fair to dark complexions, and the full range of Caucasian hair and eye colors (blond hair and blue eyes dominate, however). Males average 4'2" tall and tend to heavy builds. The Nordomi prefer underground dwellings in Arctic mountains near sources of minerals, food, and water, but some inhabit caves in the Arctic ice-cap. Their language Nordomikhani is a variant of Omikhani which stresses their Arctic environment.
Rhianomikhani or Rhiomi (Forest Dwarves), Ro: One of the four main Omikhani races, native to Almir, Annuvia, and Amazulia. Rhiomi have the features common to all Omikhani, ruddy to dark complexions, and the full range of Caucasian hair and eye colors. Males average 4'8" tall and tend to stocky builds. The Rhiomi prefer underground dwellings in forested hills or mountains near sources of minerals. One important difference between the Rhiomi and the other Omikhani races is that long ago their leaders learned to manipulate the Essence, removing both their descendants’ Empathy penalties and Essence Resistance Roll bonuses. Their language Rhianomikhani is a variant of Omikhani which stresses their forest environment and borrows words dealing with Essence from Savaeldani.
Sisaromikhani or Sisomi (Mountain Dwarves), So: One of the four main Omikhani races, native to all continents except Soldunia. Sisomi have the features common to all Omikhani, ruddy to dark complexions, and the full range of Caucasian hair and eye colors. Males average 4'5" tall and tend to stocky builds. The Sisomi prefer underground dwellings in hills or mountains near sources of minerals. Their language is essentially pure Omikhani.
Onovani: The Halflings, "Little Humans," a branch of Novani who gained durability and dexterity in return for a lesser stature. They are also descendants of Novanar. All the Onovani have rounded features, large, "furry" feet, and high constitutional strength and dexterity in spite of their tendency to be fat. Their lifespans average 110 years but may approach 150. All Onovani may choose either a +25 bonus to one or +10 bonuses to three skills from the General, Linguistic, Medical, Outdoor, Perception, or Subterfuge categories. Onovani do not have their own languages; they use the dominant language in the region in which they live.
Eronovani or Erovi (Plains Halflings), Ev: The dominant Onovani race, native to Almir and Annuvia. Erovi have the features common to all Onovani, fair to dark complexions, and the full range of Caucasian hair and eye colors. Males average 3'6" tall and tend to stocky builds. The Erovi’s ideal dwelling place is a hilly region permitting underground dwellings and surrounded by rich grasslands suitable for agriculture.
Rhianonovani or Rhiovi (Forest Halflings), Rv: One of the three main Onovani races, native to Almir and Annuvia. Rhiovi have the features common to all Onovani, fair to tan complexions, brown to blond hair, and blue to green eyes. Males average 3'9" tall and tend to medium builds. The Rhiovi prefer forested hills which allow underground dwellings and agriculture or forestry.
Sisaronovani or Sisovi (Mountain Halflings), Sv: One of the three main Onovani races, native to Almir and Annuvia. Sisovi have the features common to all Onovani, medium to dark complexions, and light to dark brown hair and eyes. Males average 3'6" tall and tend to heavy builds. The Sisovi prefer mountainous regions which allow underground dwellings plus agriculture or herding.
THE FAIRY RACES (ELUMADI)
Fey Folk: See C&T pp. 55–56.
Dwelfs, Df: A race and language of the Fey Folk (see C&T pp. 55–56) native to Almir and Annuvia. They have fair to tan complexions and the full range of Caucasian hair and eye colors. Males average 3'3" tall and tend to medium builds. Dwelfs have Darkvision and may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Linguistic, Magical, Medical, Outdoor, Perception, or Subterfuge categories.
Gremlins, Gr: A race and language of the Fey Folk (see C&T p. 56) native to all continents. They have dark complexions, hair, and eyes. Males average 2'6" tall and tend to medium builds. Gremlins have both Night- and Darkvision and may choose either a +15 bonus to one or +10 bonuses to two skills from the Deadly (+3 or +2 to Ambush), General, Medical, Outdoor, Perception, or Subterfuge categories. Additionally, all Gremlins gain +10 bonuses to Poison Lore, Poison Perception, and Use/Remove Poison.
Nixies, Nx: A race and language of the Fey Folk (see C&T p. 56) native to all continents and oceans. They resemble the Eldani in features and have the full Caucasian range of hair and eye colors. Males average 2'6" tall and tend to slender builds. Nixies have Watervision and may choose either a +25 bonus to one or +10 bonuses to three skills from the General, Linguistic, or Social categories and gain a +25 bonus to Swimming.
Pysk or Pixies, Px: A race and language of the Fey Folk (see C&T p. 56) native to Almir and Annuvia. Most Pixies have fair complexions, red hair, and green eyes. Males average 16" tall and tend to slender builds. Pixies have Nightvision and may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills from any category except Combat or Concentration.
Sylphs, Sl: A race and language of the Fey Folk (see C&T p. 56) native to all continents. They resemble the Eldani in features and have the full Caucasian range of hair and eye colors. Males average 15" tall with a 2' wingspan and tend to slender builds. All Sylphs have Nightvision, gain +25 to Flying/Gliding, and may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Linguistic, Medical, Outdoor, Perception, or Social categories.
Tylweth Teg or Peries, Ty: A race and language of the Fey Folk (see C&T p. 56) native to Almir and Annuvia. They closely resemble the Exalaeldani in appearance. Males average 2'9" tall and tend to slender builds. All Peries have both Night- and Darkvision and may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills from the Athletic, General, Linguistic, Medical, Outdoor, Perception, or Social categories.
House Spirits: See C&T p. 56.
Ellyllon, El: A race and language of House Spirits (see C&T p. 56) native to all continents. They closely resemble the Rhiaeldani in appearance. Males average 12" tall and tend to slender builds. All Ellyllon have Nightvision and may choose either a +50 bonus to one, +20 bonuses to three, or +10 bonuses to seven skills from the General, Linguistic, Medical, Outdoor, Perception, or Subterfuge categories.
Occupational Spirits: See C&T pp. 56-57.
Leprechauns, Le: A race and language of Occupational Spirits (see C&T pp. 56–57) native to Almir and Annuvia. Most Leprechauns have fair complexions, red or blond hair, and blue or green eyes. Males average 2'6" tall and tend to stocky builds. As the Occupational Spirits of shoemaking in particular and leather-working in general, all Leprechauns may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills dealing with magical and physical leather-working. Suggested skills are Alchemy and Fauna Lore (Academic); Appraisal, Leather-Working, Painting, and Skinning (General); Alchemical Magical Rituals (Magical); and Foraging-Hunting (Outdoor). Additionally, all Leprechauns have Nightvision and gain +75 to Stalk/Hide and Hide Item.
Pechs, Pe: A race and language of Occupational Spirits (see C&T pp. 56–57) native to all continents except Soldunia. They resemble the Eldani in features, have fair complexions, silver hair, and gray to blue eyes. Males average 2'4" tall and tend to stocky or heavy builds. As the Occupational Spirits of masonry, all Pechs may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills dealing with magical and physical stone-working. Suggested skills are Alchemy, Architecture, Drafting, Engineering, Mining, and Stone Lore (Academic); Sculpting, Stone Crafts, and Stone Evaluation (General); Alchemical Magical Rituals (Magical); and Caving and Foraging (Outdoor). Additionally, all Pechs have both Night- and Darkvision. According to C&T, 50% possess the Alchemist base lists Inorganic Skills, Channeling Imbedding, and Enchanting Ways to their level. Character Pechs must spend one background option to gain this feature.
Rural Spirits: See C&T pp. 56–57.
Fosse-Grim, Fg: A race and language of Rural Spirits (see C&T pp. 56–57) native to all continents and related to the Undines. Fosse-Grim have features resembling those of the Eldani, fair to greenish complexions, and green to black hair and eyes. Males average 5'10" and tend to medium builds. All Fosse-Grim have Watervision, gain +25 to Swimming, and may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Linguistic, Medical, Outdoor, or Social categories.
Nymphs, Ny: A group of races and languages of Rural Spirits (see C&T pp. 56–57) which includes the Dryads (tree spirits), Naiads (river/lake spirits), Nereids (sea spirits), Oceanides (ocean spirits), and Oreads (hill spirits). All these spirits are usually closely tied to a particular ecological or geographical feature, and damage to it causes damage to them. Nymphs generally resemble Eldani or Novani, but a close examination for unusual coloration usually reveals the nature of their environmental tie. Males average 5'6" tall and tend to slender builds, but females are encountered far more frequently than males. All Nymphs may freely Merge with their environmental feature, see while Merged, and gain +25 to appropriate Moving Maneuvers within it or within 0.25 miles per level of it. All Nymphs may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Outdoor, Perception, or Subterfuge categories.
Satyrs (male) and Fauns (female), Sf: A race and language of Rural Spirits (see C&T pp. 56–57) native to all continents except Soldunia. Satyrs are composite creatures with a basically human upper body and the legs and horns of a goat. They have sharp, angular facial features and pointed ears. Most Satyrs have medium to dark complexions and chestnut-brown hair, fur, and eyes. Satyrs are as musically talented as the Exalaeldani and may choose either a +25 bonus to one or +10 bonuses to three musical skills, and may choose +10 bonuses to three additional skills from the Athletic, Linguistic, Outdoor, Perception, Social, or Subterfuge categories.
Undines, Un: A race of Rural Spirits (see C&T pp. 56–57) native to all continents and related to the Fosse-Grim. Undines greatly resemble the Exalaeldani. Males average 5'8" and tend to medium builds. All Undines have Watervision, gain +25 to Swimming, and may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, General, Outdoor, Social, or Subterfuge categories. Undines use the language of the Fosse-Grim.
Yaai, Ya: A race and language of Rural Spirits (see C&T pp. 56–57) native to all continents except Soldunia. Yaai greatly resemble the Savaeldani. Males average 6'0" and tend to slender builds. All Yaai have Nightvision; gain +50 to Climbing, +25 to Stalk/Hide, and +25 to Singing; and may choose either a +15 bonus to one or +10 bonuses to two skills from the Athletic, General, Linguistic, Medical, Outdoor, Perception, Social, or Subterfuge categories.
THE GIANT RACES (LEVANI)
Cyclopes, Cy: A race and language of one-eyed Giants (see C&T p. 52) native to all continents. Most Cyclopes are ugly by human standards and have medium to dark skin; brown hair; and a single green, red, or yellow eye. Males average 25' tall and tend to huge builds. All Cyclopes have poor depth perception, so avoid missile weapons; however, they all are critical class Super-Large, have AT 11 skin, do triple weapon damage, and have a natural Large Grapple–Large Crush attack to make up for it. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, General, Medical, or Outdoor categories.
Giants (Savalevani): The intelligent or "greater giants." See C&T, pp. 52–53.
Giants, Cloud, Gc: A race and language of Giants (see C&T p. 52) native to all continents. Cloud Giants have pale to fair complexions; gray, white, silver, or bluish hair; and blue or gray eyes. Males average 18' tall and tend to stocky builds. All Cloud Giants know the Mystic list Liquid Alteration, Open Essence list Essence Hand, Closed Essence list Lofty Bridge, and Magician list Wind Law to their level; noncharacters have (4 x level) PP and characters are natural 2x PP multipliers. They are all critical class Super-Large, have AT 16 skin, and do quadruple weapon damage. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, General, Magical, or Perception categories.
Giants, Fire, Gf: A race and language of Giants (see C&T p. 52) native to all continents. Fire Giants have tan to very dark complexions, black or red hair, and black eyes. Males average 13' tall and tend to heavy builds. All Fire Giants know the Magician list Fire Law to their level; noncharacters have (3 x level) PP and characters are natural 1.5x PP multipliers. They are all critical class Large, have AT 11 skin, and do triple weapon damage. They are all immune to heat and fire, even volcanic, but take double damage from cold or ice attacks. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, or Outdoor categories.
Giants, Forest, Gr: A race and language of Giants (see C&T p. 52) native to all continents. Forest Giants have the full range of Caucasian coloration. Males average 12' tall and tend to medium builds. All Forest Giants know the Animist lists Nature’s Lore and Nature’s Protection to their level; noncharacters have (3 x level) PP and characters are natural 1.5x PP multipliers. They are all critical class Large, have AT 11 skin, and do double weapon damage. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, Outdoor, Perception, or Subterfuge categories.
Giants, Frost, Gt: A race and language of Giants (see C&T p. 52) native to all continents. Frost Giants have pale to fair complexions; blond, red, white, or bluish-white hair; and blue or gray eyes. Males average 18' tall and tend to stocky builds. All Frost Giants know the Magician list Ice Law to their level; noncharacters have (3 x level) PP and characters are natural 1.5x PP multipliers. They are all critical class Large, have AT 11 skin, and do triple weapon damage. They are immune to cold, but take double damage from fire. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, or Outdoor categories.
Giants, Hill, Gh: A race and language of Giants (see C&T p. 52) native to all continents. Hill Giants have the full range of Caucasian coloration. Males average 11' tall and tend to stocky builds. All Hill Giants know the Mystic list Solid Alteration to their level; noncharacters have (2 x level) PP and characters have their normal PP. They are all critical class II, have AT 12 skin, and do double weapon damage. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, Outdoor, Perception, or Subterfuge categories.
Giants, Mountain, Gm: A race and language of Giants (see C&T p. 52) native to all continents. Mountain Giants have the full range of Caucasian coloration. Males average 19' tall and tend to huge builds. All Mountain Giants know the Sorcerer list Solid Destruction and Magician list Earth Law to their level; noncharacters have (3 x level) PP and characters are natural 1.5x PP multipliers. They are all critical class Super-Large, have AT 12 skin, and do quadruple weapon damage. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, Athletic, General, Magical, Outdoor, or Perception categories.
Giants, Stone, Gs: A race and language of Giants (see C&T p. 52) native to all continents. Stone Giants have the full range of Caucasian coloration but tend to have gray or black hair and eyes. Males average 12' tall and tend to huge builds. All Stone Giants know the Magician list Earth Law to their level; noncharacters have (2 x level) PP and characters have their normal PP. Additionally, Stone Giants have a magical ability to tunnel through stone at 1/10 of their base movement rate. They are all critical class II, have AT 12 skin, and do double weapon damage. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Outdoor, or Perception categories or skills related to stone.
Giants, Storm, Gi: A race and language of Giants (see C&T p. 52) native to all continents. Storm Giants have the full range of Caucasian coloration and may also have white, blue-white, or blue hair. Males average 20' and tend to stocky builds. All Storm Giants know the Magician lists Ice Law, Light Law, Water Law, and Wind Law to their level; noncharacters have (4 x level) PP and characters are natural 2x PP multipliers. They are all critical class Super-Large, have AT 16 skin, and do quintuple weapon damage. They gain +50 to Weather-Watching and may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, Athletic, General, Linguistic, Magical, Medical, Outdoor, Perception, or Social categories.
Giants, Water, Gw: A race and language of Giants (see C&T p. 52) native to all continents. Water Giants have fair to medium complexions; black, blond, blue, gray, green, or red hair; and black, blue, green, or gray eyes. Males average 15' tall and tend to medium builds. All Water Giants know the Mystic list Liquid Alteration and the Magician list Water Law to their level; noncharacters have (2 x level) PP and characters have their normal PP. They have Watervision and can breathe both air and water. They are all critical class Large, have AT 11 skin, and do double weapon damage. They gain +25 to Swimming and may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, Medical, Outdoor, or Perception categories.
Ogres, Og: A race related to Giants and Trolls (see C&T pp. 52–53) native to all continents. Ogres have coarse features unattractive by human standards, medium to dark complexions, and dark hair and eyes. Males average 9' tall and tend to huge builds. All Ogres are critical class II and have AT 4 skin. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories. Ogres have their own language.
Titans, Ti: A powerful race related to Giants (see C&T pp. 52–53), and possibly also the Powers, native to all continents. Titans are handsome by human standards and have the full range of Caucasian coloration. Males average 21' and tend to medium builds. All Titans know at least the six Mentalist base lists to their level; noncharacters have (5 x level) PP and characters are natural 2.5x PP multipliers. They are all critical class Super-Large, have AT 3 skin (but usually wear armor, particularly AT 18), do quadruple weapon damage, and have a natural Huge Grapple-Huge Crush attack. They may choose either a +25 bonus to one or +10 bonuses to three skills from any category. Titans use pure Old Novite, the original language of Novi.
Trolls (Torathi): See C&T pp. 52–53. All Trolls are hideous by human standards, have reddish-black to black blood and heavy to huge builds, are immune to normal heat and cold, and take only half damage from heat- and cold-based attacks. Most races of Trolls suffer severe penalties in sunlight, but usually only if exposed to direct sunlight unobscured by clouds, precipitation, foliage, shade, etc.
Trolls, Cave, Tc: A race and language of trolls (see C&T pp. 52–53) native to all continents. Cave Trolls have gray to brown skin and dark hair and eyes. Males average 12' tall. All Cave Trolls are critical class Large, have AT 11 skin, and may use Huge Claw attacks. If Cave Trolls go outside in the daytime they take 10 hits per hour regardless of whether they are exposed to direct sunlight. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, Forest, Tf: A race and language of trolls (see C&T pp. 52–53) native to all continents. Forest Trolls have gray to green skin and green to black hair and eyes. Males average 9' tall. All Forest Trolls are critical class II, have AT 11 skin, and may use Large Claw and Large Bite attacks. Forest Trolls exposed to direct sunlight are –50 to all activities. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, Hill, Th: A race and language of trolls (see C&T pp. 52–53) native to all continents. Hill Trolls have gray, brown, or black skin, hair, and eyes. Males average 10.5' tall. All Hill Trolls are critical class Large, have AT 11 skin, and may use Large Bash and Large Claw attacks. If Hill Trolls go outside in the daytime they are –30 to all activities; if exposed to direct sunlight, they are blinded for the duration. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, Mountain, Tm: A race and language of trolls (see C&T pp. 52–53) native to all continents. Mountain Trolls have gray to brown skin; brown, gray, or white hair; and black or brown eyes. Males average 13.5' tall. All Mountain Trolls are critical class Large, are immune to Stun, have AT 16 skin, and may use Large Bash attacks. They hate sunlight, but take no penalties from exposure to it. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, Snow, Ts: A race and language of trolls (see C&T pp. 52–53) native to the cold regions of all continents. Snow Trolls have gray to white skin, hair, and eyes, frequently with bluish tints. Males average 11' tall. All Snow Trolls are critical class Large, have AT 11 skin, and may use Huge Bash and Huge Claw attacks. Snow Trolls exposed to direct sunlight turn to ice, but return to normal after nightfall (which can be a long time in high latitudes). They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, Stone, Tr: The most numerous race and language of trolls (see C&T pp. 52–53), native to all continents. Stone Trolls have the full normal range of Caucasian coloration with gray undertones. Males average 9' tall. All Stone Trolls are critical class II, have AT 11 skin, and may use Large Bash and Large Claw attacks. Stone Trolls exposed to direct sunlight return to the stone of which they were made; the only way to cure a petrified Troll is to carry his stone body underground, sprinkle fresh blood on his body, then cast Lifegiving on him. Stone Trolls may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, General, or Outdoor categories.
Trolls, War, Tw: A superior race of trolls bred for war in any environment and native to all continents (see C&T pp. 52–53). War Trolls have black, gray, green, or brown scaly skin, hair, and eyes. Males average 10' tall. All War Trolls are critical class Large, are immune to Stun, have AT 16 skin, and may use Large Bash attacks. Even though their hide protects as well as a mail hauberk, many War Trolls wear plate armor over it; if they wear AT 17, 18, 19, or 20, they are protected as AT 19, 20, 20 (+20 DB), and 20 (+40 DB), respectively. War Trolls mock the sun and take no penalties from sunlight. They have their own language.
THE UNDERGROUND RACES (KORSAVI)
Gnolls, Gl: A race and language distantly related to the Novani (Humans), native to the mountainous areas of all continents except Soldunia (see C&T p. 54). Gnolls have wrinkled features and gray to brown skin, hair (what little there is) and eyes. Males average 3'6" tall and tend to medium builds. All Gnolls have both Night- and Darkvision and have AT 3 skin. They dislike daylight and are –25 to all activities in it. They may choose either a +40 bonus to one, +20 bonuses to two, or +10 bonuses to five skills from any category except Combat.
Gnomes, Gn: A race and language distantly related to the Omikhani (Dwarves), native to cavernous areas of all continents (see C&T p. 54). Gnomes have Omikhani features, the full range of Caucasian coloration, and the males tend to be bald. Males average 4'6" tall and tend to medium builds. All Gnomes have both Night- and Darkvision and may choose either a +50 bonus to one, +20 bonuses three, or +10 bonuses to seven skills from the Lore/Knowledge category (RC2 p. 101).
Goblin Races: The Goblin races (Kobolds, Goblins, and Hobgoblins in order of size) are native to all continents and were corrupted from the Novani (Humans) by the evil Powers (see C&T pp. 54–55). They are frequently mistaken for Orcs. The Goblin language is badly fractured, with each tribe speaking its own dialect.
Goblins (Lesser), Go: The most numerous Goblin race; they have greenish to yellowish skin and dark or greenish hair and eyes. Males average 4'0" tall and tend to medium builds. All Goblins have both Night- and Darkvision and are blinded by sunlight (–75 to all actions if outdoors). Goblins gain +10 bonuses to Caving, Interrogation, Mechanition, and Mining, and may choose +10 bonuses to two skills from the Academic, Deadly (+2 to Ambush), General, Perception, or Subterfuge categories.
Goblins, Greater or Hobgoblins, Hg: The largest and usually dominant Goblin race; they have muddy brown skin, hair, and eyes. Males average 4'6" tall and tend to stocky builds. All Hobgoblins have both Night- and Darkvision and dislike daylight (–25 to all actions if outdoors). Hobgoblins gain +10 bonuses to Caving, Interrogation, Mechanition, and Mining, and may choose +10 bonuses to two skills from the Academic, Deadly (+2 to Ambush), General, Perception, or Subterfuge categories.
Goblins, Least or Kobolds, Kb: The smallest Goblin race; they have ruddy skin, hair, and eyes and short horns. Males average 3'6" tall and tend to medium builds. All Kobolds have both Night- and Darkvision and are blinded by daylight (–75 to all actions if outdoors). Kobolds may choose +10 bonuses to seven skills from the Deadly (+2 to Ambush), Social, or Subterfuge categories.
Orc Races: The Orc races (Orcs and Uruks) are native to all continents except Soldunia and were corrupted from the Eldani (Elves) by the evil Powers (see C&T pp. 54–55). Orcs are frequently mistaken for Goblins, but Uruks are usually too tall to pass for Goblins. The Orc language is badly fractured, with each tribe speaking its own dialect.
Orcs (Lesser), Or: The most numerous Orc race; they have dark, swarthy hides and hair, and dark or red eyes. Males average 4'6" tall and tend to heavy builds. All Orcs have both Night- and Darkvision and are nearly blinded by direct sunlight (–50 to all actions). They may choose either a +25 bonus to one or +10 bonuses to three skills from the Combat, Deadly (+5 or +2 to Ambush), Perception, or Subterfuge categories or Metal Lore, Military Organization, Mining, Poison Lore, Siege Engineering, Stone Lore and Tactics (Academic), Climbing and Distance Running (Athletic), Rope Mastery and the craft and evaluation skills related to waging war (General), First Aid (Medical), and Caving and Foraging (Outdoor).
Orcs, Greater or Uruks, Ur: The larger and dominant Orc race; they have almost identical appearances to Orcs except for size. Males average 5'6" and tend to heavy builds. All Uruks have both Night- and Darkvision; they hate sunlight but take no penalties from it. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, Athletic, Combat, Concentration, Deadly (+5 or +2 to Ambush), General, Medical, Outdoor, Perception, or Subterfuge categories.
Troglodytes, Td: A race and language distantly related to the Novani (Humans), native to the cavernous areas of all continents (see C&T pp. 54–55). Troglodytes have sloping foreheads and massive jaws, bluish-white skin, and black hair and eyes. Males average 4'9" tall and tend to heavy builds. All Troglodytes have Darkvision and AT 3 skin. They are terrified of daylight but take no penalties from it and may become adjusted to it over time. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, Deadly (+5 or +2 to Ambush), Perception, or Subterfuge categories or Cookery, Leather-Working, Skinning, and Stone Crafts (General), and Caving and Foraging (Outdoor).
THE UNUSUAL RACES
Centaurs, Ce: A race and language of composite creatures whose human upper body joins at the waist to the quadrupedal body of a horse, native to all continents except Soldunia (see C&T pp. 58–59). Centaurs have the full range of Caucasian coloration in their human parts and the full range of equine coloration in their horse parts. Males average 7'0" tall from head to front hooves and tend to stout builds. All Centaurs gain +15 bonuses to all missile or thrown weapons and may choose either a +25 bonus to one or +10 bonuses to three appropriate skills (feasible for a horse body) from all categories except Deadly and Subterfuge, including Astrologer Base or Elemental Attack Rolls.
Garks, Gk: A race and language of primates native to all continents (see C&T pp. 58–59). Garks have mottled gray fur and prehensile tails. Males average 4'3" tall and tend to stocky builds. All Garks have AT 3 skin and may use Small Grapple attacks. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, Deadly, General, Outdoor, Perception, Social, or Subterfuge categories.
Hira'razhir or Avians, Hi: A race and language of avians native to all continents (see C&T pp. 58–59). Hira' have basically human features, fair skin, silver or white hair, blue or gray eyes, and beautiful blue wing feathers. Hira’ are extremely resistant to natural temperature extremes, have superior distance vision, and may choose either a +25 bonus to one or +10 bonuses to three skills from the Academic, Athletic, Concentration, General, Linguistic, Magical, Medical, Outdoor, Perception, or Social categories.
Idiyva or Felines, Id: A race and language of felines native to all continents (see C&T pp. 58–59). Idiyva have feline features, brown skin, tawny fur, golden manes, and green feline eyes. All Idiyva have superior senses including both Night- and Darkvision, AT 3 skin, may use Medium Claw attacks, gain +10 bonuses to Foraging-Hunting and Tracking, and may choose +10 bonuses to two skills from any category.
Maazhat, Mz: An insect race native to the Southern Hemisphere (see C&T pp. 58–59). The race is divided into castes: infertile female warriors and workers, fertile male drones, occasionally fertile female lieutenants, and fully fertile female queens. Average heights are 6'3" for warriors, 5’6" for workers, 5’3" for drones, 7’0" for lieutenants, and 9’0" for queens. Usually only lieutenants and queens can learn languages other than their own. Warriors, lieutenants, and queens are critical category I; warriors are immune to Stun; all Maazhat have AT 12 chitin and natural Medium Grapple or Medium to Large Pincer attacks. All Maazhat may choose either a +25 bonus to one or +10 bonuses to three skills; warriors and workers are limited to the Athletic, Combat, Outdoor, and Perception categories; drones, lieutenants, and queens add the Academic, Deadly (+5 or +2 to Ambush), General, Social, and Subterfuge categories.
Mermen, Me: A race and language of composite creatures whose human upper body joins at the waist to the lower body and tail of a fish, native to all continental shelves (see C&T p. 59). Mermen have the full range of Caucasian coloration in their human parts and blue, green, or silver gray scales on their fish parts. Males average 7'0" tall from head to tail and tend to medium builds. All Mermen gain +50 to Swimming and may choose either a +25 bonus to one or +10 bonuses to three appropriate skills (feasible for a fish body) from all categories. According to C&T, 5% of Mermen possess the ability to shapechange their fish tail into a pair of scaled human legs. Character Mermen must spend one background option to gain this feature.
Neanderthals, Ne: A relatively primitive race and language of the Novani (Humans) surviving only on Amazulia and Soldunia (see C&T p. 59). Neanderthals have sloping foreheads and oversized jaws, tan skin, and brown hair and eyes. Males average 5'4" tall and tend to stocky builds. They may choose either a +25 bonus to one or +10 bonuses to three skills from any category.
Sea-Krals, Sk: A race and language of seagoing primates who prey on the shipping of all nations (see C&T p. 59). Sea-Krals have dark gray or blue skin and thick white hair. Males average 4'9" tall and tend to heavy builds. All Sea-Krals have Nightvision and AT 3 skin (but most wear AT 9) and may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, Deadly (+5 or +2 to Ambush), Outdoor, Perception, or Subterfuge categories or Boat Pilot, Mapping, Navigation, and Weather Watching (Academic), and Leather-Working, Rope Mastery, Skinning, and Wood Crafts-Shipbuilding (General).
Sohleugir or Lizardmen, So: A race and language of saurians native to the warmer seacoasts of all continents, particularly Soldunia (see C&T p. 59). Most Sohleugir have jade-green scales and yellow or green catlike eyes. Males average 6'1" tall and tend to stocky builds. All Sohleugir have Watervision and AT 11 skin, may use their tails as a Medium Bash attack, and may hold their breath for (50 + CO bonus) minutes. All Sohleugir gain +25 to Swimming and may choose either a +15 bonus to one or +10 bonuses to two skills from any category.
Sstoi'isslythi or Reptilians, Ss: A race and language of saurians native to the warmer areas of all continents, particularly Soldunia (see C&T p. 59). Most Sstoi' have golden scales and yellow or green catlike eyes. Males average 5’7" tall and tend to slight builds. All Sstoi’ have AT 3 skin and venomous fangs (a Small Stinger attack delivering poison) similar to those of the pit vipers (family Crotalidae). All Sstoi’ gain +25 to Diplomacy and Racial History-Sstoi’isslythi and may choose +10 bonuses to two skills from any category.
Vulfen or Wolfmen, Vf: A race and language of lupines native to Almir and Amazulia (see C&T p. 59). Most Vulfen have black, brown, or gray fur and brown or yellow eyes. Males average 6'3" tall and tend to medium builds. All Vulfen have superior senses including Nightvision, have AT 3 skin, and may use Medium Claw attacks. They may choose either a +25 bonus to one or +10 bonuses to three skills from the Athletic, Combat, Deadly, Outdoor, Perception, Social, or Subterfuge categories.
Stat Tables