In a fantasy world, humans often are not alone. Elves may populate the great forests, Dwarfs carve their halls and mines into the heart of the earth, and Halflings reside in the comfortable hill-houses of their bucolic shires. The Referee will inform you if there are other nonhuman races available for use as player characters.
- 1 Standard Races
- 2 Other Races
- 3 Aasimar
- 4 Avia (Featherins)
- 5 Aurad (Shimmers)
- 6 Bast (Lynxkin)
- 7 Clockworks (Automata)
- 8 Crabmen (Armamen)
- 9 Craw
- 10 Cynocephali (Dover)
- 11 Dakon (Gorilla-Folk)
- 12 Dire Corby
- 13 Khon
- 14 Leshii (Greenfolk)
- 15 Magdel
- 16 Mite (Common &Amp; Pestie)
- 17 Mongrelfolk
- 18 Necali (Gardeners)
- 19 Sekhm (Lionfolk)
- 20 Teufling
- 21 Ubue
- 22 Valco (Goatmen)
- 23 Zidae (Sparrowlings)
- 24 Racial Classes
- 24.1 Avia (Aurad) Racial Class
- 24.2 Avia (Craw) Racial Class
- 24.3 Avia (Magdel) Racial Class
- 24.4 Bast Racial Class
- 24.5 Crabmen Racial Class
- 24.6 Cynocephali Racial Class
- 24.7 Dakon Racial Class
- 24.8 Dire Corby Racial Class
- 24.9 Khon (Brute) Racial Class
- 24.10 Khon (First) Racial Class
- 24.11 Khon (High) Racial Class
- 24.12 Khon (Half) Racial Class
- 24.13 Female Leshii Racial Classes
- 24.14 Male Leshii Racial Classes
- 24.15 Mite Racial Class
- 24.16 Mongrelfolk Racial Class
- 24.17 Necali Racial Class
- 24.18 Sekhm Racial Class
- 24.19 Ubue Racial Class
- 24.20 Valco Racial Class
- 24.21 Zidae Racial Class
Aasimar are beings that have been touched, through blood, destiny, exposure, or affiliation, by powerful forces of Law. They appear as a normal member of their race but a minor trait reveals their true nature; roll a d20 and consult the following chart to determine what it is. As creatures of Law, they are natural strategists and tacticians, evaluating and planning before taking action. Most are become allies of Law, but a few rebel and become champions of Chaos. Very few lead ordinary, unremarkable lives.
Aasimar have all the abilities of their normal race, but must have a starting Charisma attribute of 13 or higher. They can have one more hireling than normal for their Charisma score. Roll three times on the following chart to determine additional abilities. Aasimar advance as members of their normal race, but never gain bonus XP for high attributes, including Charisma.
|d20||Aasimar Ability||Aasimar Feature|
|1||Detect evil||Silvery skin|
|2||Detect magic||Golden skin|
|3||Faerie fire||Coppery skin|
|4||Know history†||Perfect white teeth|
|7||Protection from evil||Sapphire-blue eyes|
|8||Purify food & drink||Emerald-green eyes|
|9||Read languages||Golden eyes|
|10||Read magic||Silver eyes|
|12||Speak with animals||Animal horns|
|14||½ damage from fire||Feathers in place of hair|
|15||½ damage from cold||Opalescent skin|
|16||½ damage from lightning||Bald|
|17||+1 to save vs fire||Vestigial wings|
|18||+1 to save vs cold||Sweet scent|
|19||+1 to save vs lightning||Roll two times|
|20||+1 to save vs magic||Roll three times|
The avia are a race of humanoids that blend mammalian and avian characteristics. They are roughly human in height, but have feathers in place of hair, and are egg-layers that nurse their young after hatching. Three different sub-races make up the avia race, but they share a common culture and beliefs.
Avia believe the group is more important than the individual. Featherin certainly disagree with each other (loudly and strenuously), but they are highly social and flock- oriented creatures with an ingrained drive to find accordance and companionship. They prefer the company of their own kind and believe themselves superior to standard humans and demihumans, but will accept even human company over being alone.
Beauty is seen as synonymous with morality – a belief that sometimes has troubling consequences. Avia believe it is better to be handsome and poor than ugly and rich, and treasure things that glitter and sparkle.
Avia like warm regions with a mixed landscape of small forests and open grasslands. Their settlements are ornate walled villages, each one a distinctive work of art. Larger avia communities have segregated wards for non-avia races.
- Centuries ago the avia were servants and slaves of the Aten Empire, but rose up and overthrew that race. The core of the Aten Empire became the Feathered Realm, and today the Eggshell Throne is the heart of the civilized world.
- The history of the avia, and their relationship to such creatures as birhaakamen and dire corbies is unknown and, while speculation and inquiry are not actually illegal, it is considered highly crass by the avia. None of the older myth-cycles mention the avia, and any aten that might have known are probably dead.
The aurad are elegant and aristocratic, with shimmering chromatic feathers, sharp features, and a haughty mien. Their skin is intricately patterned in a variety of colors, with the most complex patterns and colors on their face and hands. They have keen minds and razor-sharp wits – and tongues, which they use to cutting effect in verbal duels. Aurad that travel outside the Feathered Realm are merchants, artists, or diplomats. They are haughty and difficult to befriend, but cannot bear to be without companions or some other substitute for their flock.
Aurads begin play with a +1 bonus to their Charisma (18 maximum). They are light- loving creatures and take a -1 penalty to attacks when not in bright light, but have a +4 bonus to saving throws against light-based attacks. Aurads can flare their plumage to dazzle onlookers, who must succeed at a saving throw or take a -1 penalty to attacks for 1d4+1 rounds. Their keen attunement to verbal nuances give them a 2-in-6 chance to detect lies.
Aurads can advance as Fighters (4th level) or Magic-Users (7th level). If the Illusionist class is used, aurads can advance as Illusionists instead, but to one additional level. They can be multi-classed Fighter/Magic-Users.
Bast are bipedal felines that most resemble an upright lynx. The average bast stands 4’ tall and weighs 60-70 lbs. They have silvery-grey or silvery-brown fur that darkens in summer; some bast are spotted or lightly striped as well. They have golden eyes and tufts of black hair on their ears. Bast speak Common, and possibly one or two other languages.
Bast are fickle, primal creatures with a healthy dose of curiosity and independence. They are found in the deep forests and small cities of the north, and lead largely solitary lives, meeting to trade information or mate. They sometimes form packs for protection, but membership in a pack is fluid and ever-changing.
Bast can see in the dark (darkvision) with a range of 60 feet. They have a normal move of 12, or 15 on all fours, and climb walls at 6. They Climb Walls as a Thief of their level, and their claws grant them two attacks a round, each inflicting 1d4 points of damage.
Bast can advance as Assassins (5th level), Fighters (5th level), or Thieves (unlimited). Thief bast have a +15% to their Climb Walls skill and +10% to their Hear Sounds and Move Silently skills.
Clockworks are artificial beings created by skilled craftsmen and brought to life by powerful magics. Clockworks usually resemble their creators in their basic structure, but vary widely in actual appearance: battle clockworks are usually metal-clad and armor- plated; holy and arcane automata are often covered divine symbols or runes; and companion clockworks might resemble children, animals, or idealized people.
All clockworks share a desire to understand the world and their place in it. The loss of their creator or function (a war ends; a holy place is destroyed) is a traumatic event for a clockwork that brings with it an understanding that they are free-willed beings able to determine their own purpose. Many clockworks become adventurers to discover that purpose and experience life on their own terms.
Clockworks are immune to poison and disease . They do not age, but their parts can wear down. A clockwork must make a saving throw once a century. They are considered middle-aged after the first failed save, old after the second failed save, and venerable after the third. A percentage roll determines the number of years until deanimation.
Their animating essence is akin to the life energy of a living being, and clockworks are affected by curative spells, potions, and energy drain attacks. They can be raised and reincarnated.
Clockworks can select one additional ability from the following list:
- +2 to saves vs gas and does not need air to breathe
- +2 AC bonus
- ½ damage from fire and cold attacks
- +4 bonus saves against mind-affecting magics
- 25 bonus points to thief skills (max +15% to any one skill).
Clockworks can be Clerics (7th), Fighters (7th), Magic-Users (7th), or Thieves (7th).
Crabmen, or armamen, are bipedal, humanoid crabs the size of ogres. They have an insect-like head, a thick exoskeleton, a large pair of pincers arms, and a smaller set of humanoid arms below those. Most armamen are reddish-brown or brown, but occasionally a crabman is born with a much more vibrantly colored carapace of blue, white, yellow, or purple. These chromatically endowed crabmen are smarter and wiser than their brethren, and can become spellcasters. They speak their own language of hisses and clicks, and adventuring armamen can speak the local tongue as well. Crabmen mature quickly (3 years) but age slowly (70 years).
Crabmen are somewhat stolid and conservative in their worldview. Uncertainly, indecision, and change make them uncomfortable – a happy day, to a crabman, is one just like the day before. They keep to themselves and are slow to trust strangers. Most crabmen avoid conflict if possible, but defend their territory vigorously.
Crabmen live in small communities along coastal waters or large rivers. They are primarily scavengers and scour the shoreline daily for food. Their communities are led by the elders with the advice of the spellcasting crabmen. They worship a few simple gods that manifest as monstrous sea creatures. The pantheon is led by a monstrous lobster god; its foe is a titanic kraken. An oracular mollusk is the guardian of magical secrets; for this reason armamen magic-users etch their spells onto pearls, which they carry in small pouches.
Crabmen cannot wield weapons or wear armor (their pincers are too crude; their arms too weak), but they can attack twice in a round with their pincers, inflicting 1d6 points of damage with each attack, and have a natural AC of 3 . They also begin play with an extra Hit Die (1d6). Crabmen can swim at a speed of 9 and breath water or air at will.
Crabmen can become Fighters (4th level). Crabmen with an Intelligence of 16 or higher can become Magic-Users (3rd level); those with a Wisdom of 16 or higher can become Druids (3rd level). A crabman with Intelligence and Wisdom scores of 16 can become a Druid/Magic-User; if both scores are 18 the crabman can advance to 5th level in both classes.
- Crabmen (like so many other races) were servants of the Aten Empire, used as longshoremen and fishermen and housed in a great ghetto in A’aten. Many crabmen have continued in those professions in the Feathered Realm, but others have spread out into the islet-studded estuaries around A’aten. Many of these small islands hold ruins abandoned by the aten for one reason or another.
- Once in a great while, a confluence of tides and tainted water instills a temporary madness in the armamen. The crabmen turn into bloodthirsty killers and launch devastating raids on nearby communities, killing everything. It has been so long since the last confluence that only a few elderly sages even know of the armamen weakness. The aten had an antidote, but the secret of its manufacture was lost when they were driven from power.
The craw are the most avian in appearance of the featherin, with birdlike heads and taloned fingers. They are fairly robust, but their hunched posture makes them look shorter than they actually are. They have dull brown and black feathers and a surly attitude, traits that put them at the bottom of the avia social ladder. Craw villages are underground affairs, with individual burrows branching off of a central room dug into the earth. If the earth is too rocky or difficult to excavate, they construct a complex of interconnected low-ceilinged huts. Craw usually work as laborers, soldiers, or farmers, but some are itinerant, traveling in small caravans and turning their hand to tinkering, thieving, entertaining, or fighting – whatever delivers the most reward for the least effort at the time. They have a natural talent for sensing riches, and use it to determine their marks.
Craw talons inflict 1d4 points of damage in unarmed attacks. They can see in the dark (darkvision) with a range of 60 feet, and can also sense the presence or absence of gold within 60’ on a roll of 1 on 1d6, or 1-3 on a d6 if they stop and concentrate. They have a 3-in-6 chance to sense whether or not an object has a magical enchantment.
Craws can advance as Fighters (5th level) or Thieves (7th level), and can multi-class.
- Ragged craw are clearly related to craw, but hold themselves apart and above. Ragged craw have no qualms regarding their origins, but no actual knowledge either
- ragged craws variously ascribe their differences to divine interference (those bastards) or divine blessing (the beloved of the gods), magical experimentation (from which they cleverly escaped), powerful magic (the location of which they will reluctantly sell you a map to), or magical fungi (which they will also sell you.)
Cynocephali are bipedal canines the size of a human. Their head is distinctly canine and doglike, with broader features and greater variation in their color than wolf-like creatures. Their fur ranges from light blonde to cinnamon red and black, and is thick and coarse to the touch. They have brown or blue eyes. Their fingers tend to be shorter and thicker than human hands, with thick calluses. A cynocephali’s lifespan is only half that of a human’s.
They are loyal to the cause of Law, and gravitate to border areas where they act as protectors and guardians of weaker people. Hamlets, villages, and even small towns of cynocephali are scattered throughout the wild north. They enjoy helping people, and are friendly with all other civilized races.
Cynocephali can see in the dark (darkvision) with a range of 60 feet. They can track as a ranger of their level, and Hear Sounds as a thief of their level.
Cynocephali can advance as Fighters (5th level) and Rangers (9th level). A dover of 16+ Wisdom may chose to become a druid, advancing as far as 5th level.
The dakon are a race of intelligent, reclusive gorillas that dwell in isolated jungles and woodlands. Upright, they are of human height but much broader, and weigh twice as much. They have light brown to black fur and black skin, and older males develop distinctive silver coloration on their scalp and back. Eye color is usually green, but dark brown and blue occasionally occur. They speak Common and their own language.
Dakons hold to a philosophy of nonviolence and gentleness, but are exceedingly private. They will aid travelers or explorers in need, but steer them away from dakon communities. They believe that too much exposure to the outside world will bring about the end of their race – and that they’ve only narrowly avoided this fate before. They do not share information lightly. Inquisitiveness, to most dakon minds, is a dangerous vice of lesser creatures. Dakon that are overly curious about the world are turned out of their community until they satiate their curiosity.
Dakon villages are situated in clusters of trees, or built on stilts and surrounded by a wooden palisade. They love music, bright colors, and gold, and their homes are painted vibrant reds, blues, and yellows. Smaller communities of exiles exist near the human towns and cities that border dakon territory. Each is maintained by a small population of permanent exiles, but most residents are transients who return home after a year or two.
Dakons can see in the dark (darkvision) with a range of 60 feet. They have a +1 bonus to Strength (maximum 18 at character creation), and have a +1 bonus to grappling attacks as well. They can attack twice in a round with their claws, inflicting 1d4 points of damage with a successful attack. All dakons have the Climb Walls skill as a thief of their level, and can climb at their normal movement rate. They cannot wear armor heavier than leather.
Dakon can be Fighters (7th level) or Magic-Users (4th level).
- The dakon homeland is a lowland jungle basin encircled by rugged and sporadically active volcanoes. Massive stone ruins punctuate the jungle, artificial mountains that rise above the treetops. Eastwards the basin opens out into a fertile coastal plain, bisected by a great river. Several cities are located along the river and inhabitants of the cities respect the dakon and their privacy.
- Most dakon have forsaken the ancient cities for village life, but some still live in the overgrown ruins and harbor dreams of conquest. These dakon are called reigon, and they maintain the mines that give the dakons their wealth. All dakon keep lesser primates as pets and servants, but reigon enslave other races to work the mines and extract the gold and jewels.
Dire corbies are a violent, anarchic race of wingless humanoid crows that dwell in cavernous underground rookeries from which they periodically burst forth in an orgy of pointless destruction. They are driven solely by their passions of the moment. Individual dire corbies are sometimes driven from the rookeries by the competition for food, mates, or space; rarely these individuals discover a slight capacity for rational thought and planning that allows them to survive in the upper world. They speak their own language.
They can see in the dark (darkvision) out to 60 feet. Their keen hearing allows them to fight blind without penalty and listen through doors and thin walls on a roll of 1-3 on a d6 (+30% to the Thief skill). Their feathers give them a +1 bonus to AC and they can surprise foes on a roll of 1-2 on 1d6 in areas of darkness. Unarmed dire corbies get a claw attack that inflicts 1d4 points of damage; at second level they can make two claw attacks a round.
Dire corbies can advance as Assassins (6th), Fighters (7th) or Thieves (4th).
The khon are an ancient, brutal race that live in remote mountains. They believe themselves to be the first race created by the gods, and that only the jealousy of the lesser races keeps them from their great destiny, but their belief doesn’t quite align with reality.
Khon exist in three forms that succeed one another in a rapid closed evolutionary cycle. This cycle propels a blistering arc of technological development and collapse, from stone age to super-science and back down again, that repeats every few hundred years. The khon themselves are wholly blind to the cycle and its consequences, and repeat it mindlessly.
Brute khons are apelike beings that dwell in caves, caverns, and crude shelters. Periodically a first khon will be born into brute khon tribe; this marks the start of a rapid transformation in the tribe. The birthrate increases dramatically, and all of the children born subsequently are first khon. First khon instinctively understand construction and war, and construct weapons and fortifications.
A generation or two later, high khon are born to the first khon. No more than a few hundred are born, and after them the first khon cease to have children, while the brute khon revert to having brute khon children. High khon understand and utilize advanced magic and technology as the first khon understood building and battle, but are pathologically narcissistic and self-absorbed. They see brute khon as guard beasts and first khon as servants, roles both races are happy to play. Non-khon are suitable only as slaves. Unfortunately, high khon cannot breed with other khon, and seek to circumvent their extinction, usually by kidnapping members of other races and using them to breed half-khon hybrids. Most of the results of these unions are brute khon, mongrelfolk, or monstrosities. The high khon, frustrated by their failure to extend their line, fall into despair. Many commit suicide. Invariably the high khon civilization fails, the first khon die off, and the brute khon return to their caves and caverns until the cycle starts again.
Brute khons are stooped, hairy, ape-like creatures with blue-tinted white fur. Their technology barely extends to fire; they cannot make armor and their most advanced weapons are crude spears and clubs. They lair in cavern complexes in isolated mountain ranges, doing little more than breeding and eating until a first khon is born. Brute khon instinctively serve first and high khons. They live no more than 40 years.
Brute khon can see in the dark (darkvision) with a range of 60 feet. They have a +2 bonus to their starting Strength and Constitution attributes, but a -4 to their Intelligence, Wisdom, and Charisma. They are incredibly hardy, and have a +2 bonus to their saving throws against cold, disease, poison, and petrifaction.
Brute khon can be Fighters (7th level) or Barbarians (if such a class is in play).
First khon are human in appearance, with brown skin, black hair, and striking blue eyes. Their faces are broader than normal, and their hands are longer and larger than human hands. They are masterful builders and smiths, and excavate cavern-cities beneath the mountains, protected from the elements but close to the surface. Early first khon keep themselves isolated from non-khon, surrounding their settlements with brute khon warrens, but as the first khon population grows they increase contact with the outside world, often conquering lands near their mountain strongholds and establishing realms similar to others nearby. First khon speak Khon and Common, and live about 70 years.
The first khon believe themselves to be the first race of humanity created by the eldest god. The other, younger races and their gods were jealous of the first khon, and tricked the khon god into falling asleep. While it was asleep, the younger races killed all the first khon. The younger gods continue to keep the khon god from awakening, but his dreaming mind is powerful enough to keep recreating the first khon.
First khon have a +1 bonus to damage due to their natural understanding of weapons and fighting, and a +2 bonus to their saves vs mechanical traps. They have a 3-in-6 chance to detect unusual construction and features in stonework, including secret doors, sliding walls, shifting rooms, pit traps, and so forth. They can create or repair weapons and armor with access to the proper tools.
First khon can be Fighters (7th level) or Thieves (7th level). A first khon with a Wisdom of 16 or higher can be a Cleric (7th level), but they cannot receive spells of 3rd level or higher.
High khon stand between seven and eight feet tall, with blue-tinted skin and white eyes. Male high khon are entirely hairless, while female high khon have white hair around the sides and back of their heads. They believe themselves to be the most advanced creatures in existence, as far beyond the religious superstitions of the first khon as the first khon are beyond the struggles of the brute khon. Their populations are rarely large, and they create magical enclaves in the mountain peaks, each home to one or two hundred high khon, several thousand first khon, and countless hordes of brute khons in the deepest chasms. They are bored even in paradise, though, and send out first khon to capture slaves for their entertainment.
High khon can speak any language after hearing it for a round. They have a +4 bonus to their starting Intelligence attribute, but a -4 penalty to their Strength and Constitution attributes. They can use detect magic at will, and have a +4 bonus to saves versus magic and magic items.
High khon can be Magic-Users (unlimited), Illusionists (unlimited), and Psychics or Psionicists (unlimited), if such classes are available. They do not need spellbooks or mundane spell components, and automatically learn a number of new spells at each class level equal to their Additional Maximum Languages number. However, high khon are prone to crippling ennui that render their entire existence meaningless. To advance from 1st to 2nd level, the character must roll a 5 or higher on a d20. This repeats at each new level, the target number increasing by +1 at each level, reaching 15+ to achieve 12th level. If the roll fails, the character succumbs to the belief that everything they’ve learned is wrong, and loses a level’s worth of experience. They must then repeat the level they just completed (so an 8th level high khon who is about to move up to 9th level, but fails the roll, must redo 8th level). If the roll fails three times in a row, the character has reached the pinnacle of their ability and can never again earn experience.
Half-khons are the rarest of creatures, a successful result of a union between an high khon and a non-khon, usually a human. They appear as a member of their non-khon parent’s race, but with a faint blue tinge to their skin, refined features, and white or silver-streaked hair. Half-khon can speak Khon and their non-khon parent’s native tongue, and live up to 150 years.
Half-khons feel an innate disgust for full khon. As children they are revered and spoiled by the khon, but they escape at the first opportunity. They rarely settle in one place, preferring instead to keep moving and exploring, staying ahead of the forces the high khon send out to retrieve them.
Half Khon have a +1 bonus to every attribute, and a +2 bonus to saves versus magic and magical items. They are adept linguists and can learn twice the normal number of languages.
Half-khon can be Fighters (unlimited), Magic-Users (unlimited), Monks (unlimited), or Thieves (unlimited). They never earn bonus experience for high attribute scores.
The khon might seem better suited as monsters or villains than player characters, but the inclusion of khon opens up a number of campaign and character possibilities. The nature, drives, and attitudes of the khon are highly, but not wholly, predetermined – whether by evolution or divine interference is a matter for each Referee to determine for themselves – but within these bounds the khon are individuals, and it is possible for an a khon to overcome the strictures implanted in them.
A brute khon could be the last survivor of her tribe, or a freakishly intelligent member of her race endowed with curiosity and free will. Without a tribe to orient them and give them a purpose, even a brute khon must think for themselves.
First khon can pass as human with a little effort, or part-human with no effort at all. First khon venture into other lands as ambassadors, spies, envoys, architects, and craftsmen – an adventuring khon could be any of these, or something more. What exactly is the truth of the first khons’ beliefs about their god and their destiny? A normal first khon doesn’t think to ask such questions, but a free-willed one might – and resolve to find the answer. Furthermore, the sudden rise of a first khon realm creates endless possibilities for intrigue, role-playing, and outright war in a campaign.
High khon are the poster children for entitlement and narcissism and rarely seek to do more than make themselves comfortable, but a few high khon become so bored they willingly leave their homes to seek stimulus. A high khon child, orphaned or lost through some misfortune, might be raised by members of another race and overcome its natural programming that way – or a high khon wizard could be the victim of a strange magical feedback that grants them a measure of introspection and perception. Any number of powerful people would love to acquire a high khon wizard or scientist through any means necessary.
Half-khon are least programmed and most free-thinking of the khon races, but what drives they do have (aversion to full khon and wanderlust) make them natural adventurers.
Leshii are a race of amoral, solitary fey that inhabit deep forests. Their skin resembles bark, and their hair has branchlike strands woven through it. They embody the harsh reality that is life in the wild. Male (green men) and female leshii (green women) are significantly different in abilities, inclinations, and appearance. They can live upwards of three centuries, but rarely show signs of age.
Leshii are primal spirits of the forest and the hunt. They are dispassionate, amoral, and cunning, and waste little time on ephemeral concepts like good and evil, or law and chaos. Of the nonhuman races, they are the least human in manner, being guided solely by deep instinctual urges and their own whims. They only faintly understand the concepts of empathy, laws, and civilized society in general. They attend to their own needs, and expect others to do the same for themselves. Leshii rarely get attached to material possessions, but have a strong sense of territory, and interlopers into a leshii’s hunting ground risk their lives. Leshii are regarded with fear and suspicion by people living close to the deep woodlands, but regarded more as a curiosity than a threat by others. Warmer relations are hampered by the tendency of wild leshii to kill almost anyone straying into their territories.
Greenfolk society is something of an oxymoron, given their limited numbers and solitary nature. They avoid other leshii when possible, but their territory often centers on a human or humanoid settlement, or follow the route of a nomadic tribe, who honor and propitiate their guardian spirit. Relations between the sexes are usually brief and aggressive, but occasionally two leshii will form a partnership, usually in an area of plentiful hunting. There are no recognized leshii kingdoms or realms, since leshii rarely do anything more ambitious than mark their borders with the bones of slain trespassers.
Occasionally leshii become bored or curious, and leave their deep forest homes to become adventurers in the wider world. Their hardy nature and woodland talents makes them much sought- after as guides and guards. Young leshii go abroad to find new forests or gain experience, while older leshii become bored, or simply never settle down. They live itinerant, mercenary lives for as long as it amuses them.
Female leshii are much more human in appearance than male leshii, at least from a distance. Up close, their pale skin appears unnaturally white, more like birch bark than skin, and their hair of shimmering gold or darkest ebony is shot through with strands of green. Green women target intelligent beings as prey more often than green men do, sometimes killing them afterwards, or taking them as servants, but just as often abandoning them with the sunrise. They are as wild and independent as their men, but more covetous and their attention can sometimes be (briefly) won with gifts of jewelry or fine clothes.
Green women can see at night without penalty, but not underground or in an enclosed space (nightvision). They can identify pure water and normal plants by sight, smell, or taste. Finally, they can create a charm effect similar to a charm person spell. The leshii must be visible and focused on the target, and the charm only lasts a turn. They cannot charm the same person twice in a day, and any obvious threat to the target breaks the charm.
Leshii women can be Druids (5th level), Magic-Users (7th level) or Druid/Magic- Users.
Male leshii are slightly taller than humans, with nut-brown skin looped and whorled like the grain of a tree, craggy features, and a crown of branch-like horns. They prefer a physical life with few attachments or possessions, and are often rangers or scouts. The most powerful male leshii in a forest takes the title Druhtinaz, or warlord-king, but this is a title with little real power or meaning.
Green men can see at night without penalty, but not underground or in an enclosed space (nightvision). They can identify pure water and normal plants by sight, smell, or taste. Their rugged nature gives them a +2 bonus to their saving throws against disease and poison.
Leshii men can be Druids (5th level), Fighters (7th level) or Druid/Fighters.
Magdel have black feathers on their head, back, and arms, and green or blue patterns on their faces. They are cheerful and gregarious, with a great talent for the minutia of administration and bureaucracy. They enjoy talking and socializing, and make up the middle class of featherin society. Magdel like swimming and their settlements are noted for the canals and waterways that flow through them. Water is also a fundamental part of magdel ceremonies and rituals.
Avia are agnostic at best, but magdel do have members with cleric-like powers that derive from avia culture. These members, the struth, are central to magdel society, acting as arbitrators, physicians, scientists, advocates, and scholars. They memorize the extensive volumes of history, law, and lore that chronicle and underpin avia culture and use it as a guideline in their decisions.
Magdel can learn two additional languages above and beyond their normal number. The extensive storytelling and learning that is part of magdel society allows them to recall facts about a significant and known item, person, or place on a roll of 1-2 on d6. Magdel can create water once per day, enough for four people.
Magdel can advance as Fighters (5th level) or Clerics (7th level). They can be multi- class Cleric/Fighters.
Mites are diminutive goblinoids, only two feet to two-and-half feet tall, with bald, oversized heads, large ears, hooked noses, and wrinkled skin. They live in tangled underground warrens ruled by a mite king or queen and excavated beneath the settlements of larger races; the ubiquity of mites in dungeons and ruins is well known, but mite warrens underlie nearly every civilized town, city, and fortress of note. They consider themselves at war with the catlike bast race.
Mites avoid exposure whenever possible, attacking from ambush or with traps. They are mischievous and curious, but rarely murderous – their attacks and traps are designed to hold and stun victims, not kill them. They prize shiny things, skulls, and clockwork mechanisms.
Pesties are slightly taller mites with dark skin and hair. They are even sneakier than mites, and adept at hit-and-run tactics. They live together with mites, but are considered a separate race. Pesties can communicate easily with mites and pesties, but the race as a whole suffers from expressive aphasia, making their verbalizations nearly incomprehensible to non-mites.
Mite adventurers are considered insane (but fascinating!) by mite standards for their willingness to go into big places, deal with big people, and most of all, to do so alone.
Mites can see in the dark (darkvision) to a range of 60 feet. They have a -2 penalty to their starting Strength attribute and a +2 to their starting Dexterity. Common mites have a move of 9 and bite attack that inflicts 1d3 points of damage. Pesties have a move of 15 and can surprise others on a roll of 1-2 on a d6. All mites have thief bonuses as a halfling, except they have a +10 to Hear Noise and a +5 to Open Locks. Pesties cannot speak. Common mites with an Intelligence of 9 or higher can begin play speaking Goblin.
Mites can be Fighters (3rd level), Thieves (unlimited), or Fighter/Thieves.
- As noted above, mites can be found under nearly every settlement of note in the lands of the former Aten Empire. Where geography does not permit underground warrens, such as low-lying A’aten, mites colonize walls and even empty ceiling spaces, reinforcing and insulating them to avoid revealing their presence. Even the mountain-like edifices of the sekhm and dakon lands possess labyrinthine arrangements of gaps and voids reminiscent of mite warrens. The duration and durability of mite civilization, and whether they retain any knowledge of their own history, is an open topic for investigation.
Bastard. Abomination. Thrall. Slave. These are the words used to define the mongrelfolk. They are beggars, serfs, and slaves – ignored at the best; persecuted at the worst. They have no great destiny, no past, and no future. And yet, they go on. They endure, they outlast, and they survive.
Mongrelfolk appear as bizarre, distorted, and usually hideous amalgamations of other races. They have no set appearance – horns, tails, claws, feathers, fur, scales, fins, tusks – all make their appearance in members of the mongrelfolk. They wear robes and cloaks to hide their features among other races, and are skilled mimics. Among their own kind they speak a patois of many different languages, and know Common and several other languages as well. Most live as long as humans.
There are almost as many origins of mongrelfolk as there are mongrelfolk. Some are “naturals”: the outcome of inbreeding, crossbreeding, and bastardization among a variety of races. Others come from arcane experiments, or cursed bloodlines, or unfortunate accidents. Ultimately, such things do not matter. Mongrelfolk are not a race, but a people, one united by adversity, difficulty, and rejection.
The mongrelfolk invariably occupy the bottommost rungs of any society that encompasses them. Humanoids and evil cultures take them as slaves, while more enlightened societies simply exclude or ignore them. They live in small hamlets on the outskirts of larger towns and villages, and work as serfs or laborers. Very rarely, they form isolated and hidden “free” villages, but these are in constant danger of being destroyed if discovered.
Life has taught the mongrelfolk patience and fortitude in the face of adversity. They do not seek to overcome, but to outwait and outlast – indeed, the greatest compliment one can bestow upon a mongrelfolk is to call them a survivor. They prefer simplicity and order to chaos and uncertainty, and stoically endure hardship and depredation until circumstances liberate them. They are violent only in self-defense or when ordered, although free mongrelfolk will kill to preserve their home.
Mongrelfolk can see in the dark (darkvision) with a range of 60 feet. They have a +1 bonus to Strength and Constitution, but a -3 penalty to Charisma at character creation (maximum 18; minimum 3). They can mimic the sounds made by any creature they have previously encountered, including special vocal powers, but not the effects thereof. A successful saving throw by suspicious creatures detects the falsehood.
Mongrelfolk can be Clerics (5th), Fighters (5th), Magic-Users (5th), or Thieves (U).
- Mongrelfolk are spread throughout the Feathered Realm and beyond, a legacy of the vivimantic manipulations of the aten and breeding experiments of the high khon. They are the unrecognized foundation on which both empires were built, for most of the farmers and peasants that supply the cities with food are mongrelfolk.
- The mongrelfolk were an accepted part of the Aten Empire and protected as citizens under the law; the avia, with their distaste for things unsightly, have simply ignored them. Many barbarian tribes outside the Feathered Realm are finding raids for mongrelfolk go without retaliation, for what right-thinking avia cares about such ugly creatures?
50% chance to use either chart; roll 1d20 once for each body part. The number under the body part indicates special ability gained, if any.
|13||Orc (ogre)||1,6||–||–||4 (16)||–||–|
|20||Missing body part|
|18||Clockwork body part||1,12||3||13,14||16||30||36|
|19||Extra body part||Roll 1d4: 1/ear; 2/eye; 3/arm; 4/leg. Roll 1d20 to determine species.|
|20||Missing body part|
- See in darkness 60’
- Spot concealed doors on 1-2 on d6
- Listen at doors on 1-2 on d6
- +1 melee damage with that arm
- -1 melee damage with that arm
- Sensitive to light
- Breathe water and air equally
- Leg is fin or flipper; ½ movement on land
- Land movement rate of 3; swim 18
- Light blindness
- +1 to saves versus poison
- Dwarven ability to notice unusual stonework
- +1 to saves versus charm and sleep
- +1 to saves versus illusion
- Small size
- +2 melee damage with that arm
- Stench ability
- Surprises on 1-2 on d6
- Claw or bite attack 1d6 damage
- Gore attack 1d4; 1d6 if both sides have gore attack
- Claw or bite attack: 1d3
- Lizard tail and swim 12
- Wings and fly speed: 12
- +1 to saves versus fire and acid attacks
- Claw or bite attack 1d4 damage
- +1 to saves versus cold and electricity attacks
- Track creatures on 1-4 on d6
- Comprehend languages at will.
- 29. +2 to saves versus magic
- +1 Armor Class
- Extra head; roll twice again for species of each head.
- Detect gold on 1-2 on d6
- Learn two additional languages
- Flare plumage to dazzle opponents
- +1 to hit with ranged weapons
- Move Silently as a thief +10%
The necali are slightly smaller than humans, with a broad face and large, wide-set eyes. They have slender tentacles in place of hair, and pale skin that shifts colors with their moods. They prefer warmer climates, and both men and women usually wear nothing more than a shendyt, a kilt-like garment. Many humans find them exotically attractive, and the necali take advantage of that fact in their dealings.
Necali are a communal people with a deep loyalty to their family. Their society is an network of clans linked by blood ties, with lesser clans owing fealty to their parent clans. Loyalty and obedience to your parents and your clan is paramount to the necali.
The necali have a calm, contemplative aura, and their subdued mannerisms and simple lifestyle lead many to think them easily controlled or even docile, but they are highly rational and organized, with long-term view that measures time in seasons and years rather than days or weeks. They see themselves as gardeners and caretakers, and indeed have a skillful touch with plants, but their “gardening” and “tending” extends to other races and cultures. Necali have no qualms about doing what is necessary when the time is right, including violence and bloodshed.
Necali adventure for a variety of reasons. Some seek information or magic to salvage their homeland; others look for riches to take home and use to buy security. Many view themselves as caretakers of people, not plants, and look to order the new society around them. Necali warriors favor khopesh swords, javelins, and small shields.
Necali can see in the dark (darkvision) with a range of 60 feet. Their keen eyesight also gives them a +1 bonus to hit with ranged weapons. They have a +2 bonus to saves against natural poisons (those inflicted by plants or animals, but not concocted or magical poisons), and can cast locate plant once per day.
Necali can be Druids (7th level), Fighters (5th level), Monks (5th level), or Thieves (7th level).
- Nechalin, the necali homeland, is separated from the Feathered Realm by a desert of alabaster sand. The necali were, in their time, great rivals of the aten, but the overthrow of the Aten Empire coincided with a great drought and an expansion of the wasteland into Nechalin. Today it is much diminished in size and strength, and many necali have been forced to leave to survive.
- The turmoil in the necali homeland understandably has many worried, and for good reason. Not all of the necali wanderers are merely homeless migrants; a good number are spies investigating weaknesses in the Feathered Realm in preparation for a possible invasion. More are tasked with uncovering secrets and treasures from the Aten Empire that can be turned to the necali’s advantage in the event of war.
- The drought and subsequent expansion of the waste in the necali homeland does not seem a wholly natural act. Strange mounds and towers have been sighted in the waste where once there were only ruins. The inhabitants of the mounds are unknown, but the mounds themselves are curiously organic in appearance, great coiled heaps of glistening white sand. The possibility that a few aten vivimantic masters survived the fall of the Aten Empire is the subject of many whispered arguments, both in Nechalin and the Feathered Realm.
Sekhm are a lion-headed people of the south. They stand 6 feet tall, with dark brown skin and brown or black or hair. Men grow thick manes, while women grow human-like hair, usually adorned with beads. They live as long as humans, and speak their own language, Common and at least one or two others. Sekhm traditionally carry khopesh swords or battle axes and wear leather armor.
The sekhm value learning and physical prowess equally. They are skilled warriors, hunters, and physicians, and much sought after in all those roles. Sekhm believe it is not enough to be strong, or learned, or well-spoken – a worthy person is all of those. Philosophical debates and scientific lectures are as important to them as tourneys and gladiatorial combats.
In their native lands they live in scattered family compounds run by the oldest female; the families are largely autonomous but the matriarchs sometimes come together to make decisions that affect the sekhm as a people. Male sekhm are acknowledge for their strength, but seen as too willful and irresponsible to hold responsibility or be properly educated. Among the sekhm, sisters are responsible for their brothers until the brothers are married off, at which point they become their wives’ problem. It is not unusual for several sisters to share one husband (and the attendant hassle). Rarely one wife will have two or more husbands, but the quarrelling, brawling, and general rowdiness males bring with them is hard to endure.
They can see in the dark (darkvision) with a range of 60 feet, and begin play with one additional hit die. They can bite for 1d4 points of damage.
Sekhm characters can be Clerics (5th level), Fighters (7th level), or Magic-Users (5th level). They can multi-class in any combination of the three classes.
- The sekhm homeland, a fertile savannah region, lies beyond the dakon basin. The rugged volcanic range between them prevents any real interaction, but cyclopean ruins suggest this was not always the case. Many of the structures have been systematically leveled, leaving only vast fields of scattered cut stone, but a few remain, visible for miles in the rolling terrain. The sekhm avoid all of the ruins, destroyed or not.
- The sekhm give the appearance of simplicity, but with the fall of the Aten Empire, the sekhm libraries are perhaps the greatest centers of learning and knowledge in the world. These complexes are miniature cities in and of themselves, and scholars come from across the lands to study at one.
Teuflings are related to the creatures of Chaos. Some teuflings are born to Chaotic bloodlines hidden within ordinary society; others are the result of a curse, or being favored by a creature of Chaos (often for no discernible reason), or being in the wrong place at the wrong time. It’s hard to tell with Chaos.
Teuflings always bear at least one mark of Chaos upon them; roll a d20 and consult the following chart to determine what it is. They are impetuous, impulsive, and disruptive, instinctively uncomfortable with the status quo. Teuflings find it hard to operate successfully in the upper echelons of society, and their temperament often leads them into criminal behavior.
Teuflings have all the abilities of their normal race. They have a +1 to their starting Dexterity attribute, but have one less hireling than normal for their Charisma score.
Teuflings can see in the dark (darkvision) with a range of 60 feet. Roll three times on the following chart to determine additional abilities. Teuflings advance as members of their normal race, but never gain bonus XP for high attributes, including Charisma.
|d20||Teufling Ability||Teufling Feature|
|1||Change Self‡||Small horns|
|2||Charm Person||Large horns|
|3||Darkness 15’ rad.||Pointed teeth|
|5||Faerie Fire||Red eyes|
|8||Produce Flame||Six fingers (inc. thumb)|
|9||Read Magic||Three fingers (inc. thumb)|
|10||Spoil Food & Drink||Black fingernails|
|13||Wall of Fog‡||Red skin|
|14||½ damage from fire||Has no reflection|
|15||½ damage from cold||Has no shadow|
|16||½ damage from acid||Marked/tattooed skin|
|17||+1 to save vs fire||Smells of ashes|
|18||+1 to save vs cold||Smells of sulphur|
|19||+1 to save vs acid||Roll twice|
|20||+1 to save vs magic||Roll three times|
The ubue are a bizarre, primitive race of extreme rarity. They have three heads, three legs, and three arms. The outside heads are always of one sex, and the center head is of the other sex. The outside heads determine the sex of the body, and what sex the ubue perceives itself as. They are approximately the size of ogres, and some scholars speculate the ubue are an offshoot of that race, or the result of an ogre/ettin affair. They speak their own language.
Ubue live in small tribes in isolated areas. Their technology and sophistication barely rises to the level of goblins and orcs, although they are slightly more intelligent than ogres. Their low numbers and isolationist tendencies mean they are rarely seen, and they avoid fair fights whenever possible, making them one of the least overtly aggressive of the giant races. Many ubue superstitions concern the number two: twin ubue births are rare and always notable; some tribes consider twins evil; others consider them messengers of more powerful creatures.
Ubue themselves are simple in nature. An ubue is easily distracted, and prone to frequent arguing even among itself. They are pessimistic, vulnerable to bouts of melancholy, and envious of one-headed creatures. Ubue find little value in precious metals or stones, desiring only that which they cannot have – solitude.
Ubue characters begin play with an extra hit die (1d6) in addition to their class hit dice. They have a +1 to their starting Strength and Constitution scores, but take a -1 on Intelligence and Charisma. They can carry shields, but must wear customized armor (double price). Ubue can make three natural attacks in a round, each inflicting 1d4 points of damage if successful, but have a move of 9 due to their unusual physiology.
Ubue are really three personalities in one body, and the personalities occasionally (15%) clash in tense situations. An ubue arguing with itself takes a -2 penalty to attacks, saving throws, and Armor Class.
Ubue can be Fighters (7th level) or Druids (3rd level; ubue druids are known as Shamans and are of Chaotic alignment).
- Ancient legends and crumbled ruins in the western mountains, suggest that the ubue were once a very different race. Stories tell of a highly advanced and disciplined race of giants, linked through a primitive psychic awareness into a proto-hive mind that gave them absolute unity of purpose. This singularity of mind led to great hubris and an attempt on the gods themselves. Some rumors say that the gods of their foes cursed them; others that their own gods punished their overreaching. Instead of one mind in a thousand bodies, the giants became three minds in one body. Unity dissolved into chaos and strife, and the ubue became a footnote of history.
- A few scholars have noted similarities between the ubue and the athach, a giant-like monstrosity often encountered with three eyes, legs, arms, or all of the above. Most dismiss the similarities as coincidental, or no more than the similarities between humans and giants. The truth is that a great number of ubue tribes have turned to demon-worship, and athach are one result of the practice. Ubue tribes blessed with an athach birth revere and obey athach, but the half-demon monsters care nothing for the ubue.
Valco are a hardy race of bipedal goatlike humanoids that inhabit northern hills and mountains. They have the head of a goat or ram, complete with horns and a shaggy coat of fur. They have muscular builds and are between 5 and 6 feet tall. Most have off-white or reddish fur, but black, brown, and variegated patterns are possible. Valco speak Common, and often Goblin or a similar tongue.
Valco are viewed as uncouth, untrustworthy primitives with no social graces and questionable intentions, and find these views flattering. They admire physical might and low humor. They are brash and aggressive, preferring to find employment whenever possible as mercenaries, soldiers, explorers, bandits, or some other martial endeavor. They are never wholly accustomed to the idea of asking before taking, though they eventually learn make an effort most of the time.
Valco can see in the dark (darkvision) with a range of 60 feet. They have a +4 bonus to saves against poison and disease, and can, will, and do consume almost any organic substance without harm. If a valco can charge for at least 10 feet, they can make an attack with their horns that inflicts 1d8 points of damage. They can be Assassins (5th), Thieves (5th), or Fighters (7th level), and can be Assassin/Fighters or Fighter/Thieves.
Zidae resemble nothing so much as bipedal sparrows. They stand roughly 4’ tall, but weigh no more than 40 pounds. They have both wings and a pair of human-like arms. Zidae are a good-natured race who prefer talking to fighting, and are reluctant to engage in violence unless it’s clear no other option is available. They have a reputation as amiable and neutral parties, and are sometimes engaged to act as proxies or go-betweens in negotiations between distrustful parties.
Zidae prefer warm or tropical woodlands. They can survive in temperate areas, but dislike the cold in wintertime. They build communal shelters in large trees, weaving the spherical structures out of branches, reeds, grass, and rope. The interiors are padded and insulated with straw, wool, and tapestries. They are vegetarians, but some villages keep herds of sheep or goat to provide wool.
Zidae have a +2 bonus to their Dexterity attribute, but due to their light frames, take a -1 penalty to both Strength and Constitution attributes. They cannot wear armor heavier than light armor, although they can carry small shields. Zidae have a basic move of 9, but can fly at a speed of 15.
Zidae can gain levels in the Druid (5th), Magic-User (5th), or Thief (7th) classes.
|Avia, Aurad||–||–||–||4||7 †||–||–||–||–|
|Aasimar||As base race|
|Teufling||As base race|
*Requires appropriate attribute score of 16 or higher.
†+1 level with an Prime Attribute of 14 or higher; +2 levels with an Prime Attribute of 17+.
‡Only male leshii can be Fighters; only female leshii can be Magic-Users.
|Race||Ht||+ mod.*||Wt||x mod.*||Adult||Middle||Old||Venerable||Max|
|Avia, Aurad||5’8”||+2d4||95 lb.||x 2d4 lb.||20||50||75||100||+3d10|
|Avia, Craw||4’10”||+2d6||110||x 2d8 lb.||15||40||60||80||+2d12|
|Avia, Magdel||5’||+2d6||100||x 2d6 lb.||20||55||83||110||+3d12|
|Crabman||6’2”||+2d10||300 lb.||x 2d10 lb||. 3||50||60||70||+3d6|
|Dakon||5’||+2d8||150 lb.||x 2d6 lb.||15||30||45||60||+2d10|
|Khon, Brute||4’10”||+2d6||120 lb.||x 2d6 lb.||5||20||30||40||+2d6|
|Khon, First||5’4”||+2d4||120 lb.||x 2d6 lb.||18||35||53||70||+2d20|
|Khon, High||6’10”||+2d6||130 lb.||x 2d4 lb.||25||60||90||120||+3d20|
|Khon, Half||5’2”||+2d6||130 lb.||x 2d4 lb.||30||75||112||150||+3d20|
|Leshii, Female||4’5”||+2d10||85 lb.||x 2d4 lb.||50||125||188||250||+2d100|
|Leshii, Male||6’||+2d6||150 lb.||x 2d4 lb.||50||125||188||250||+2d100|
|Mite||2’||+1d6||20 lb.||x 1 lb.||3||8||12||16||+1d4|
|Mongrelfolk||5’||+2d12||120 lb.||x 2d6 lb.||12||30||45||60||+2d20|
|Sekhm||5’6”||+2d6||120 lb.||x 2d4 lb.||19||35||53||70||+2d20|
|Ubue||6’8”||+2d10||150 lb.||x 2d6 lb.||24||60||90||120||+3d12|
|Aasimar||As base race|
|Bast||2’8”||+2d4||25 lb.||x 1 lb.||6||15||25||35||+2d4|
|Clockwork||Special; see racial description|
|Cynocephali||4’10”||+2d4||100 lb.||x 2d6 lb.||6||15||25||35||+2d4|
|Dire Corby||5’4”||+2d8||140 lb.||x 2d4 lb.||15||40||60||80||+2d12|
|Teufling||As base race|
|Valco||4’5”||+2d6||85 lb.||x 2d6 lb.||10||25||37||50||+2d8|
|Zidae||3’6”||+2d4||20 lb.||x 2d4 lb.||20||50||75||100||+3d10|
* Weight + (height modifier x weight modifier) = final weight.
Aurad use the Magic-User table for experience, saves, Hit Dice, and attacks. They can cast one additional spell per spell level, but the bonus spell must be one that creates light or color. If the aurad doesn’t know a light spell of a particular level, the bonus spell slot for that level is unused. They do not gain a saving throw bonus against magic.
Craw the Fighter table for experience, saves, Hit Dice, and attacks. They do not gain any Fighter abilities, but select three Thief skills and advance in them as a Thief.
Magdel are treated as Clerics, but cannot Turn Undead or wear armor heavier than chain mail. They can use Magic-User scrolls.
Bast use the Thief table for experience, saves, Hit Dice, and attacks. They can Climb Walls, Hear Sounds, Hide in Shadows, and Move Silently as a Thief. They cannot use shields.
Crabmen use the Ranger table for experience, saves, Hit Dice (they begin with 2d8 HD, not 3d8), and attack bonuses. They cannot use weapons or armor, but gain a Fighter’s strength bonus to attacks and damage. A crabman who advances to 9th level and has a Wisdom of 16+ gains Druid spells as a Ranger gains Cleric spells.
Cynocephali use the Fighter table for experience, saves, Hit Dice, and attacks. They do not gain a fighter’s Strength bonus to attacks and damage, but do gain multiple attacks and the parry ability. They gain ½ the followers of a normal fighter at 9th level, and all followers are cynocephali.
Dakon use the Ranger table for experience, saves, and attack bonuses. They gain 1 HD per level; +2 hp after 9th level. They can use light armor, shields, and melee and thrown weapons. They gain a Fighter’s strength bonus to attacks and damage. A dakon of Intelligence 16+ gains Magic-User spells as a Ranger gains Cleric spells.
Dire corbies use the Fighter table for experience, saves, Hit Dice, and attacks. They gain Strength bonuses to hit and damage, but not the Parry or Multiple Attacks abilities. They can use shields but not armor, and cannot use ranged weapons. They cannot found a stronghold or attract followers.
Brute khon use the Fighter table for experience, saves, Hit Dice, and attacks. They gain +2 to their hit points roll each level, but cannot use armor, shields, ranged weapons, or any weapon that might be considered exotic or specialized.
First khon use the Fighter table for experience, saves, Hit Dice, and attacks. They gain Strength bonuses to hit and damage, but not the Parry or Multiple Attacks abilities. They can establish a Stronghold in the mountains and attract followers, but all followers are brute or first khon.
High khon use the Magic-User table for experience, saves, Hit Dice, and attacks, with the changes noted in the Character Classes section.
Half-khon use the Fighter table for experience and the Cleric table for saves, Hit Dice, attacks, and spell progression. They can wear light or medium armor, but not shields. They can use missile and one-handed weapons. Half-khon choose their spells from the Magic-User list, but can only learn a number of spells of each spell level equal to the entry on the Number of Spells (By Level) chart in the Cleric entry. They do not need spellbooks or mundane spell components, and do not need to prepare spells. They select which known spell they want to cast as they cast them.
Female leshii advance as Magic-Users, but do not gain a saving throw bonus or followers at higher levels. They inflict a -2 penalty to an opponent’s saving throw against charm- and sleep-type spells.
Male leshii advance as Rangers, but do not gain the bonuses against giants and goblins, or the Scholar and Fortress abilities. They gain a +1 bonus to their Open Doors checks, increasing to +2 at 5th level and +3 at 10th level; and a +1 bonus to their Armor Class due to their bark-like skin.
Mites use the Thief table for experience, saves, Hit Dice, and attacks. They can Hear Noise and Open Locks as a Thief of equal level. All mite weapons do 1 die type lower in damage because of their small size. (1d8->1d6->1d4->1d3->1d2->1hp.)
Mongrelfolk use the Fighter table for experience, Hit Dice, saves, and attacks. They can use any weapon or armor, but must pay 150% of the normal price to have armor customized to their forms. They can conceal their deformities as a Thief of equal level can Hide In Shadows. They can establish a Stronghold, but it must be hidden in the wilderness, and all followers are mongrelfolk.
Necali are treated as Druids, but do not get a bonus against fire.
Sekhm are treated as Rangers, but do not gain the “Scholar” abilities. They begin play with 2d8 hit points, not 3d8. A sekhm can adventure with other sekhm of her family, but not unrelated sekhm. A sekhm who advances to 9th level and has an Intelligence of 16+ gains Cleric spells exactly as a Ranger.
Ubue use the Paladin table for experience, but the Fighter table for saves, Hit Dice, and attacks. They gain the Strength bonuses, but not Multiple Attacks as written or Establish Stronghold. Ubue can make a second attack each round on their initiative that is resolved as a normal attack, and use their third hand to carry a shield or use a two-handed weapon with another hand.
Valco use the Fighter table for experience, saves, Hit Dice, and attacks. They gain Strength bonuses to hit and damage and Multiple Attacks, but not Parry. They cannot found a stronghold or attract followers.
Zidae use the Thief table for experience, saves, Hit Dice, and attacks. They have the Thief skills of Delicate Tasks and Traps and Open Locks, and the Thief’s Saving Throw Bonus against devices.