RACES
OF EASTERN OERIK
Nearly
all the humans of the Flanaess can trace their roots to five racial
groups. (A sixth group, the Olman of the Amedio jungle, exist as former
slaves in the Hold of the Sea Princes.) Many folk retain distinctive
racial characteristics, but most are difficult to recognize due to long
centuries of mixed marriages. However even in these cases, many families
identify with a certain racial group and follow those traditions and
customs whether they resemble their ancestors or not. Only the Rhennee
shun marriages outside their own race.
The
Flannae
Members
of the Flan race are accepted to be the first human inhabitants of
eastern Oerik; hence the term Flanaess. Originally scattered nomads with
no real settlements, the Flan were pushed to various areas of the
continent just over a thousand years ago by the invading Suel and
Oeridians.
The
Flannae are recognizable by their bronze complexions and wavy or curly
hair. Their skin tones range from a lighter coppery color to a deep
brown. Flan eyes are most commonly dark brown or black, with brown or
amber appearing less frequently. Their hair is usually black but also
ranges through shades of brown-black, dark brown and brown.
The
Duchy of Tenh boasts of a pure Flan heritage. Geoff and Sterich, while
slightly mixed with other races, still identify with the Flannae. Other
nations that show strong Flan roots are the Rovers of the Barrens,
Stonehold and the Theocracy of the Pale.
The
original Flan nomads of a millennium ago wore simple, utilitarian
clothing including loincloths, capes and leather wrappings on their feet
that served as shoes. They also wore brightly colored body paints,
primarily vermilion and yellow ochre, in primitive patterns, a practice
still common among the surviving Rovers of the Barrens. In civilized
regions such as the Duchy of Tenh, Flan clothing tends to follow current
fashion, though in solid, bright primary colors.
The
ancient Flannae were a peaceful people who followed a regular pattern of
seasonal migration. They lived off the land, hunting and gathering, and
their population remained relatively steady. They had a strong view of
nature as an entity, and the myths, legends and culture all emphasized
the importance and values of a dose relationship with nature. All of the
known druidic gods are Flan in origin.
While
many Flannae were able to coexist with the immigrating Suel and
Oeridians, others found themselves pushed from their traditional lands.
They were forced to hunt in unfamiliar territories and climates, and
some scholars speculate
that the Flannae nearly died
out during these difficult years.
Some
of the pureblooded Flannae still show characteristics of their
ancestors. They tend to prefer open spaces to crowded cities, and they
have an affinity for gardening (especially among those with no choice
but to live in crowded conditions). Some Flan (particularly those of the
Rovers, though many of them have been killed in recent years) are good
with horses. The Flannae have a strong tradition for storytelling, and
most families have a repertoire of legends and traditions passed down
through the generations. They like to spend as much time as they can out
of doors, and a favourite pastime during comfortable weather is to build
an outdoor fire and gather the family around for an evening of stories.
A
modern custom among the Flannae is to plant a tree at the doorway of
their home. The tree helps to maintain the families ties to nature and
remind them to care for the Oerth mother Beory. Among some branches of
the Flan, if the tree sickens or dies, this is taken as a sign that the
family must move or perhaps bad luck or some evil influence. Trees and
plants are often given as gifts to welcome a new baby or to greet a Flan
family moving to a new home. For good luck, some Flannae keep a dried or
pressed leaf from their home tree when travelling or adventuring.
The
Oeridians
A
millennium ago, the Oeridians moved from the west into the Flanaess,
where they eventually took control of what is now Furyondy, Perrenland,
the Shield Lands, the Great Kingdom
of North Aerdy, the United Kingdom of Ahlissa, Onnwal and
Sunndi They are sometimes difficult to differentiate from other
races, with skin ranging from tan to olive, hair varying in color from
honey-blonde to black (with brown and auburn being most common), and
eyes of every common color, though most often brown or gray. Oeridians
are recognized more easily through their choice of clothing.
Favouring
plaids and checks, sometimes with unusual variations such as diamond or
lozenge patterns, the Oeridians are perhaps the flashiest dressers in
the Flanaess. Their clothing normally consists of close-fitting trousers
and short tunic with capes or cloaks.
Historically,
the Oeridians were fierce warriors and aggressive about controlling
land. They fought
hard to maintain their borders and even harder to acquire lands they
desired. Conquerors by nature, they are accustomed to thinking of
themselves as
the best humanity has to offer and thus destined to rule. They are prone
to take charge, obey their superiors, and sacrifice for the good of
whatever group they are in. All Oeridians suffer from bouts of temper,
however, and those who can control their emotions and channel their
energies into productive activity are regarded highly among other races.
Oeridans
have a talent
for focusing their attention in combat. And this sometimes gives them
the upper hand. They consider fighting a craft, and practice is taken
very seriously. Some Oeridians practice acrobatics, tumbling, unarmed
fighting and even dance as part of their training. Because of the great
amount of time the warriors devote to practising their art. Oeridians
tend to be nimble.
The
Oeridians are recognised for the superb weapons and armour they produce.
They are always looking for ways to improve their odds in battle, and
that includes perfecting existing weapons and armour designs, and
inventing new types of armour and weapons. They are also very inventive
with developing magical armour and weapons and combat spells.
Oeridian
custom requires that a gift be offered to a host or hostess when an
overnight stay is anticipated. Traditionally, this gesture was meant to
put the hosting family at ease and serve as a sign that the visitors had
no designs on acquiring the host’s land or property.
The
Oeridian people feel deep ties to their clan and are fiercely protective
of both their immediate and extended family. A threat to an Oeridian’s
land or property is only slightly less important than a threat to his
family.
The
Rhennee
The
Rhennee are truly the enigma among the races of Greyhawk. While the
other four races can trace their histories to elsewhere on the
continent, the Rhennee have separate origins. They are thought to have
first appeared in the Flanaess in the area around the Adri Forest around
150 cy, moving west to avoid harassment by Aerdy soldiers and citizens.
The Rhennee increasingly left the land to become migrants on the central
rivers, until comparatively few land-dwelling Rhennee now exist. Though
they rarely speak of this to outsiders, their legends claim that the
race came to Oerth accidentally from their home world of Rhop. Although
the Rhenn-folk have only a few ideas of what their home plane was like
or how they got here, they know that it was quite different from the
Flanaess.
At
a glance, some Rhennee might be confused with Oeridians. Rhennee skin
color ranges in the tan to olive shades and hair tends to be black or
dark brown, and curly hair is most common. Their eyes are most often
brown, gray or hazel, but blue or green eyes are not unusual The Rhennee
are wiry and short, with males averaging about 5' 6", but they are
exceptionally strong for their build.
The
Rhennee live exclusively on the waterways, making their homes on large
barges that average about 60 feet long and 15 feet wide. These sturdy
barges are similar in style to a junk; they are capable of navigating
the Nyr Dyvs often-choppy waters and treacherous storms, as well as
river ways. These ships may have one or two masts. A single barge may be
home to as many as 45 people, including a captain or chief, two to four
guards, a "wise woman," an advisor or two, 13 to 24 adults,
and seven to twelve
children (up to age 12). The guards may be male or female, but the
advisors are always female. The wise woman is the matriarch of the group
(although not all families on the barge are related); her role is to
sell fortunes for land-dwellers and thus earn coin, and also to predict
the weather, settle disputes and use her skills with herbalism for minor
healing. The wise woman is the driving force in Rhennee society; not
even a noble will knowingly contradict her. In spite of the role of the
wise woman and her advisors, Rhennee society is extremely chauvinistic.
Other women are treated as helpmeets and gain some respect from the men,
but they are basically considered chattel. No formal rite of marriage
exists, and barge captains and nobles may have as many "wives"
as they can support. The men tend toward proud, aggressive behaviour and
are quick to issue a challenge to a non-Rhennee male who looks in the
direction of one of their women.
The
Rhennee earn their living primarily through transportation of goods and
passengers, with some hunting, fishing, trading and craftwork on the
side. Most will not work when they can steal and thus have good thieving
skills, although they avoid stealing from each other. Some also have a
skill for tinkering, but their reputations vary widely.
Most
of these folk do not seem inclined toward good or evil, but instead lean
toward neutrality. Some Rhennee have recently followed evil cults (for
example those of Vecna and Iuz), but this influence has been thrown off.
The Rhennee follow a rather strict set of norms that has different
standards for their own kind and for non-Rhennee. Many of their customs
are baffling to outsiders, and the Rhennee seem to like it that way.
Outside the city of Greyhawk, a large settlement (if it can be called
that) of Rhennee floats on the Selintan River. The city officials ignore
the flotilla, leaving the Rhennee to resolve their own problems in their
own way. The system works well for all concerned.
The
Suloise
The
Suel folk arrived in Oerik as refugees from lands south and west of the
Crystalmist and HelIfurnace Mountains. Escaping the wars in their
homelands, the Suloise helped to displace the Flannae from their
traditional lands and were themselves
scattered far and wide.
No
one is certain what the ancient Suloise Empire was like. Most of their
former realm was destroyed by the Rain of Colorless Fire, leaving behind
what is now called the Sea of Dust. Rumours abound of Suloise ruins and
treasures buried in the Sea of Dust, but the climate there is so harsh
that few dare to go looking for this wealth.
The
Suloise are the fairest-skinned of Oerik's races, some being almost
albino. Their eyes vary from pale blue and violet through deep blue and
the occasional gray. Hair color ranges in the strawberry blondes,
yellows and platinums. Wavy or kinky hair is seen as often as straight
hair.
The
Frost, Ice and Snow Barbarians are the best examples of pure Suel blood.
Suel descendants are also predominant in the Duchy of Urnst, the islands
off the eastern coast of the Flanaess, and the lands of the Scarlet
Brotherhood on the Tilvanot Peninsula. Some Suloise settled in the
Amedio Jungle and Hepmonaland, where they became tanned and freckled.
Ancient
Suloise wore wide-legged pantaloons and loose blouses. These styles are
still popular but have been adapted for climate. In the north, these
garments can be of fur or felted wool, worn with capes, furred boots and
mittens. Those in the south sometimes wear a loose vest instead of a
blouse, and fabrics are lightweight. Solid colors are preferred
universally, with most folk having only one or two colors in their
wardrobe. The Suloise also like to wear emblems and souvenir trinkets on
their clothing. These ornaments are considered important items of family
heritage. They can be passed down through generations.
The
Suloise have a strong sense of the importance of ancestral and family
ties. They fight more among themselves than other human groups because
of these ancient allegiances.
The
Suloise are not known for their patience and have a short way with
disagreements since they tend to be opinionated and convinced that their
notions are the best. A popular saying in some parts of the Flanaess is,
"when all the Suloise have left the table," meaning that
nothing constructive will take place in a discussion until anyone
unwilling to be open-minded is removed.
These
folk are also known for their manual dexterity. They have a talent for
all arts and crafts, especially those involving detail work such as
embroidery, sewing, leather tooling, sculpting and painting. Suloise
weavers can demand the highest prices on the continent for their
fabrics, both for the fine grain of their weaves and the extraordinary
detail of their patterns.
The
Suel have a long tradition of wizardry and magical research, and the
ancient Suel Imperium produced many powerful magics, culminating
in the Invoked Devastation that laid
waste to the ancient Baklunish Empire. Even now many Suel become
mages. Perhaps their dexterity gives them an advantage in manipulating
spell components and gesticulations.
The
Baklunish
The
Baklunish are settled mainly in
the northwestern regions of the Flanaess.
Zeif, Ull, Ekbir and the Tiger Nomads are the best examples of pure
Baklunish folk.
Their
skin tends to be golden and eyes are most commonly green or
gray‑green, with gray and hazel less frequent. Hair color is
always dark, ranging from blue black to dark brown. Baklunish features
can he seen mixed with those of other races in the nations of Ket and
Tusmit, and among the Wolf Nomads and the Paynim tribes.
In
the north, bright colors and gaudy patterns are typical of Baklunish
costume, with gowns and robes favoured, and short breeks with long coats
nearly as popular. Peasant folk in the north also wear gaudy fabrics,
but tend more toward a single long robe with whatever adornments are
available. The southern Baklunish favour colors in the pastel ranges,
with patterns also popular. Dress is complex and fancy, with puffs,
slashes and peplums. Ruffs
might be seen at formal occasions. When at war, this fanciness is
eschewed, and most soldiers wear rough fabrics, leathers and hides
adorned with shields and coats of arms. They often carry banners
displaying clan colours and symbols.
All
Baklunish are raised to esteem honour, piety, generosity and family.
Pursuit of these virtues is so consistent that for a Baklunish to kill
his parents, for instance, is unthinkable.
The
Baklunish have developed two distinct cultures. One group long ago
developed a horse-based nomadic culture based on raiding, herding and
trading the fine horses they breed. The settled Baklunish are traders
and farmers who have achieved considerable power and built great cities
and roads.
Like
the Suel, the Baklunish are recognised for their magical skill. They are
especially noted for inventing new elemental spells and using
spellcasting in concert with others through co-operative magic. Even to
this day their reputation is due in part to the Rain of Colourless Fire
that the Baklunish brought down upon the Suloise Empire a thousand years
ago.
Elves
Elves
(called "olve" or "olvenfolk" in Flan) inhabited the
Flanaess for centuries before the fall of the Baklunish and Suloise
Empires. Suloise, Oeridian and humanoid invaders
pushed the elves from their grassland and prairie homes. Fortunately,
the elves willingly resettled to the forests, where they held their own
as nearby human kingdoms rose, expanded, made war and fell. The Suloise
and humanoids, particularly orcs, gave the greatest trouble to the
elves, who often found themselves allied with their old Flan neighbours
and with the aggressive but reasonably trustworthy Oeridians.
High
Elves
tend to mix with other races most easily. They favour the town of High
folk, Duchy of Ulek, Archclericy of Veluna and the Spindrift Isles. The
shortest of their race, high elves average only about five feet in
height. They have pale complexions, dark hair and green eyes, and tend
to dress in greys, greens and pastels.
Gray
Elves
are reclusive and keep to themselves in the Kingdoms of Celene and
Sunndi. They have silver hair and amber eyes or golden hair and violet
eyes. The Elves of Sunndi have been forced to add war-making
skills to their culture due to the threat of the Scarlet Brotherhood and
the former Great Kingdom.
Sylvan
Elves,
also known as wood elves, tend to be even more reclusive than the gray,
avoiding even other elves when possible. They make their homes in the
kingdom of Celene, the Duchy of Ulek, the ancient forests of the
Flanaess and the town of Highfolk. Their skin is darker than that of the
high elves and they dress in browns and greens.
Grugach,
the wild elves, live in tiny, isolated bands in the temperate forests.
They are short like the high elves and very pale, but otherwise resemble
sylvan elves.
Valley
Elves
are treated with suspicion by other elves for reasons not clear to
humans. These unusually tall (up to six feet in height) elves live
exclusively in the Valley of the Mage. They are known to practice
unusual magic presumably taught to them by Jaran Krimeeah.
Aquatic
Elves
breathe water as well as air, and have webbed fingers and toes. They
prefer temperate and tropical oceans and seas. Near the Spindrift Sound
and Spindrift Isles, the aquatic elves are allied with the high elves.
Dwarves
Dwarves
(“dwurfolk”) are about four feet tall, broad shouldered and
muscular, with tan, gray or reddish brown skin and brown or black eyes.
No Man or Elf has ever seen a beardless Dwarf, for the Dwurfolk have
beards from the beginning of their lives, both male and female alike!
Dwarves live long lives, though not as long as eIves, and
they reproduce slowly.
The
stout, sturdy folk of the mountains are considered by most to be the
salt of the earth and the keepers of the realms below the surface. They
prefer to live underground in vast caverns or tunnel systems where they
mine precious metals and gems. They usually don’t live in human cities
for more than a few weeks at a time. Dwarves have a reputation for being
taciturn and grumpy (which is partly deserved), but they make excellent
allies in any type of battle or warfare, though it is hard to get them
involved in conflicts among those they consider “outsiders”.
Hill
dwarves are
most populous in the Principality of Ulek and the Iron Hills. They are
the most common type of dwarves in the Flanaess. They are cooperative
with the other races and are especially valuable in battles against
giants and humanoids.
Mountain
dwarves are
less common, taller, and paler than their hill-dwelling cousins. The
Archbarony of Ratik and the Principality of Ulek have the largest
populations of mountain dwarves. These folk know secrets of the
underground that other races cannot even guess at.
The
dwarves have evil counterparts in the derro
and duergar (gray dwarves). These races live deeper underground than
the hill dwarves. The secrets that they harbour are better left unknown.
Hobbits
Hobbits ("hobniz")
are a cheerful race that make homes in burrows similar to the gnomes.
Light hair covers most of their bodies, especially the backs of their
hands and the tops of their feet. Hobbits usually travel barefoot,
their thick-soled feet protecting them from the pain others would feel
stepping on briars and sharp stones. Most hobbits build shallow burrow
cottages called hobbit holes in grasslands, forests or hills. They have
no nations or kingdoms, but live here and there in small villages and
little towns, far away from the Big Folk. A peaceful existence. They
love good food and drink, in great quantities, and a pipe to smoke
afterwards. To an outsider it may seem that hobbit life is centered
around eating, they generally take six meals a day - first breakfast,
second breakfast, elevensies, dinner, tea, and supper. Hobbits make a living
as farmers, hunters of small game and as reasonably skilled craftsmen.
Three
subraces of hobbits live in the Flanaess. The harfoots are the most
numerous~ and many live among humans. The fallohides are about six
inches taller and comparatively willowy in build, usually living near
elves, and stoors are about six inches smaller and live among dwarves.
Hobbits
are quiet, retiring, and do not seek attention. They are farm folk,
pastoral people who don't get excited about much. Basically
good-natured, they have adapted many creature comforts used by humans,
and like safe comfortable lives. The few hobbits who go adventuring
are exceptions to the rule.
Gnomes
Gnomes
("noniz") are believed by some to be related to dwarves, but
aside from height, there are few similarities. Gnomes favour woodlands
for their homes, residing in burrows just below the surface in hilly
country. Gnomes are rarely taller than three and a half feet, are
moderately built, and have skin that resembles the color of wood (from
light ash to dark oak). Gnomes usually wear red or blue conical hats.
They work well and enjoy merrymaking.
In
general, the gnomes of the Flanaess defended themselves ably in the
Greyhawk Wars, though the Flinty Hills gnomes suffered more than their
kindred elsewhere. The gnomes' success in the Wars is due in part to
their strong military tradition. They have recently expanded burrow
communities in the Kron Hills, County of Ulek, Veluna, Verbobonc,
Highfolk and Celene.
One
important but scarce subrace, the deep gnomes (or svirfneblin) live far
underground; these have gray, hairless skin and excellent heat-sensing
vision, but little else is known of them. Some are rumoured to magically
command creatures made of living earth and rock. Svirfheblin are
believed to be among the few good underground races.
Humanoid
Races
Kobolds
are the smallest of goblinkind, standing only a yard high and having
certain features that are both reptilian and doglike. Cowardly as
individuals, kobolds prefer mass attacks against outnumbered foes. Their
worst enemies are the gnomes.
Slightly
larger than kobolds but sharing their cowardice and mass-combat tactics,
xvarts are squat, yard-high, blue-skinned humanoids. Xvarts ally
with rats.
Goblins
are more manlike than kobolds, slightly taller, with flat faces, pointed
ears, low sloping foreheads, orange skin and fangs. Cave-dwelling
slave-takers, goblins hate humans, dwarves and gnomes.
Orcs
are the most common humanoids in the Flanaess. As large as well-muscled
humans, orcs resemble bestial gray-green cavemen. They are extremely
warlike and eagerly challenge other races for food and living space.
They prefer caves and can see in the dark, but return often to the
surface to loot and hunt for meat. They hate dwarves and elves and have
learned a bitter respect for humans, their most dangerous foe. Orcs
often fight among themselves, pitting tribe against tribe. Orcs can
breed with many other sorts of humanoids. The offspring of an orcish
father and an ogre mother is an orog or great orc: - basically a taller,
stronger, braver and better-equipped orc. The child of an ogre father
and an orcish mother is an ogrillon - still orclike but even more
brutish, stupid and violent, with particularly thick skin and powerful
fists.
Hobgoblins
are the most ferocious, aggressive and organized of the goblin races.
They resemble tall, heavily muscled and furred humans with red-brown or
gray skins and red or orange faces. Smarter than other goblin races,
they are renowned for their brutality and military skill.
Norkers
are shorter relatives of hobgoblins, with thick, armoured skin. The
innately vicious norkers use clubs and their own fangs to attack their
enemies.
Gnolls
and their stronger cousins, flinds, are seven-foot-tall, hyena-headed
humanoids of evil, selfish nature. They hate their own leaders and
can’t organize themselves for more than occasional raiding parties.
Gnolls and flinds take slaves to perform all chores.
Bugbears
are very tall goblins with thick, shaggy fur. For their size they move
quietly, and their strength is considerable.
Ogres
can
be as tall as ten feet and have savage tempers. Nearly as strong as true
giants, ogres gladly eat humans and demihumans. They are stupid but
dangerous.
Half-humans,
such as half-orcs and half-ogres, are disliked by most humans and
demihumans. Some find work and respect in civilized areas, but the
majority of half-humans are wicked in intent and lack foresight and
organization.
Other
Intelligent Races
Giants
Giants
of the Flanaess come in many sizes and races, some with unusual quirks.
Though an army of giants and humanoids conquered Geoff, they are not as
a rule well organized. Most giants hate humanity, probably because they
were driven into the mountains by humans.
Hill
giants are the most common sort, often inhabiting and raiding the
outskirts of civilized lands. Heat-loving fire giants dwell in the
volcanic areas of the Hellfurnaces, and frost giants live in the high,
cold peaks of the Barrier Peaks/ Crystalmists chain and the mountains of
the subarctic Thillonrian Peninsula. The cruel and grotesque fomorian
giants are best known from the Howling Hills in the original lands of
Iuz but can be found elsewhere. Various other types exist.
Dragons
Dragons
are huge winged reptiles of high intelligence that can project breath
weapons of fire, frost, acid, poison gas, lightning or the like.
Incredibly strong and often with great magical abilities, dragons are
widely feared. While their numbers have diminished over the centuries,
individual dragons are still dangerous. Each can live longer than a
thousand years, and many recall great historical lore.
Three
primary types of dragons inhabit the Flanaess. Chromatic dragons are
evil- natured and have scales like bright enamelled armour. They are
usually red, blue, green, black or white. Metallic
dragons have scales like bright metal, and are usually gold, silver,
bronze, copper or brass. Metallic dragons are wise and better disposed
than chromatic ones, though even they may think fast of their own
interests and safety.
Greyhawk
dragons are
unique to Oerth. These fantastic creatures are said to spend their time
disguised as humans, living in their cities and mingling with the
populace. Their human alter egos are supposedly wealthy, respected
individuals who interact with the upper classes and intelligentsia.
Greyhawk dragons are scrupulous about their disguises and maintain them
down to the last detail. Two Greyhawk dragons, a male and a female, are
rumoured to inhabit the City of Greyhawk.
A
number of unusual dragonlike beings inhabit the Flanaess, some
intelligent. The dragonne is a cross between a brass dragon and a
lion; the chimera is a cross between a red dragon, a lion and a goat.
Wyverns, flying reptiles with poison stingers on their tails, are not
uncommon in the mountains. Multiheaded hydrae prey on adventurers in
badlands and caverns.
One
dragonlike being native to the Flanaess is the dragonnel,
a wyvernlike creature found in the hills of the Pomarj. Hunted by
humans for centuries, the dragonnel is nearing extinction, though some
humans and orcs are rumoured to tame dragonnels and use them as aerial
mounts.
Underground
Races
Beneath
the Hellfurnaces is the world of Under-Oerth, seemingly endless natural
caverns and artificial tunnels spreading out and down into the earth.
These passages have their own peculiar underground ecology of
water-dwellers and lichens, mosses and fungi. In its upper levels, this
dark realm is inhabited by humanoids of every sort. Farther down are
stranger races, most hostile to surface-dwellers.
Drow,
the
evil
dark elves, thrive in Under-Oerth. They trade with or war on other races
there and on the surface, and are renowned as spellcasters.
Duergar,
the
gray
dwarves, inhabit deep regions and seldom venture to the surface.
Organized and intelligent, they easily hold their own against other
subterranean races. They are masters of stone- and metalworking, but
hate their cousins, the hill and mountain dwarves.
The
stunted dwarflike derro are among the worst of the Under-Oerth races.
They crave magic, power and slaves. They are hated and distrusted even
by other evil races, which avoid them. Every twenty
years,
derro explode outward through the underworld, attacking anything they
encounter and destroying or enslaving weaker races.
Jermlaine
look
like miniature humans that stand twelve to eighteen inches high. These
troublesome gremlins love to swarm and rob larger beings, leaving the
stripped victims for monsters to find. Jermlaine like rats, and share
their lairs.
Troglodytes
are
manlike reptiles that dwell underground. These creatures emit a nasty
musk in battle that disables humans, demihumans and humanoids, allowing
the trogs to kill quickly and take the bodies back to their lair for a
feast.
Kuo-toa
are fish-men, the descendants of an ancient race almost completely
destroyed by humanity. The few survivors found refuge beneath the earth.
Now they struggle to hold their own against smarter, faster, more
powerful races.
Wererats
are frequently seen in the upper levels of Under-Oerth, particularly
beneath the Hellfurnaces and in the sewers of cities and towns they have
infiltrated in their human forms. They conduct trade with other races,
both under-and aboveground.
Beholders
may have come to Oerth from another world or plane. A beholder resembles
a sphere about four to six feet across, with a single huge eye, a
fang-filled mouth and ten eyestalks crowning the sphere. A beholder can
levitate to any height, floating at the speed of a slowly walking human.
Xenophobic and cruel, beholders cast powerful magical rays from their
eyestalks; the central eye can cancel out magic used against the
beholder. Very few people ever ever see a Beholder. Fewer still will
ever live to tell their tale. But everyone knows of the existence of
them so terrifying is their reputation.
Mind
flayers, also
known as illithids, are human size and vaguely humanoid in appearance.
Their slimy skin is violet-colored and each hand has three fingers and a
thumb. The mind flayer's head resembles an octopus: four tentacles hang
around its lamprey-like mouth, and its two huge eyes have no visible
pupils. The mind flayer uses the tentacles to grasp a victims head and
flays open the unfortunate's skull, eating the brain. Many mind flayers
can cast magical spells, but some also have dramatic mental powers
called psionics, with which they can enslave or brainwash others. Mind
flayers live in great underground cities; one such city apparently
exists beneath the Hellfurnaces. They are not believed native to Oerth.
Svirfneblin,
the
deep gnomes, are almost the only good underworld race. These hairless,
hunched gnomes defend themselves against the hordes of evil.
Other
Creatures
Aarakocra,
are
reclusive, winged bird-men who inhabit mountainous regions, particularly
in and around the Thillonrian Peninsula and the Lortmils. Their wings
(of which their arms are a part) span twenty feet or more. Males have
bright plumage; females are gray and brown.
Beastmen
are
unusual green-furred humanoids who live in tropical forests, especially
the Amedio Jungle and Hepmonaland. Skilled hunters living in treetop
nests, they appear to be peaceful but are wary of strangers.
Bullywugs
are savage froglike humanoids who hate all
other races. Usually found in dismal wetlands, particularly the Vast
Swamp, bullywugs are notoriously destructive. It is thought that some
are servants of the bigoted amphibian deity Wastri. Similar "frogmen"
from tropical regions of the Flanaess include the little grippli
and the nasty grung.
Centaurs
inhabit the cold northern plains called the Barrens, now controlled by
Iuz. Much of centaur culture is similar to that of nearby humans, so the
centaurs share their neighbours love for finely tanned leather and fur,
brilliant colors and face paints. Other centaurs are known to live in
Celene and in the Dry Steppes.
Lizard
men
are bipedal reptiles who dwell in swamps and other wetlands,
particularly in warmer spots like the Gnatmarsh, the Hool Marshes,
Rushmoor, the Mistmarsh and the Vast Swamp. Barbarous carnivores, the
scaled lizard men are avoided by most other races. Lizard men are
usually green, gray or brown. They are not very smart.
Lycanthropes
of
the Flanaess include werewolves, werebears, wereboars, weretigers and
wererats. Wicked werewolves, a
danger in grasslands and hills, mix with regular wolves and strike down
wayfarers. Werebears are good-natured, solitary inhabitants of woodlands
and mountains; they have been known to serve as Rangers of the Gnarley
Forest. Forest-dwelling wereboars
are bad tempered and prone to pick fights. Weretigers
are rare, solitary and catlike in personality. As a group, wererats
are the most organized and powerful of lycanthropes, dwelling in ruins
and underground areas such as city sewers.
Kraken
-
evil gigantic intelligent octopi - attack shipping in tropical and warm
temperate waters.
Quaggoths
are
white shaggy-furred humanoids found across the north. Quaggoths of the
Flanaess are surfacedwellers who prefer forests and rough terrain
aboveground to subterranean areas.
Sahuagin
are the "devil men of the deep:' an evil race of aquatic humanlike
creatures with piscine features such as scales, fins and webbed hands
and feet. Sahuagin raid other undersea races and coastal communities.
Carnivorous
trolls are seen throughout
the Flanaess. Vaguely human in form but with green skin and ravenous
appetites, trolls can heal their wounds, recovering even from
decapitation. Only acid and fire kill them.
Serpentine
yuan-ti, exhibiting snake and human characteristics, lurk in the
tropics. Evil and untrustworthy, yuan-ti seek the overthrow of humanity.