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<h1>Nephilim (sing.), Nephilim (pl.)</h1>
<p>Nephilim are the offspring of fallen angels
and mortal women. They are recognizable to others who often refer to Nephilim as giants, since they
are much taller than the typical human. Ancient
terms for nephilim are the annunaki, enim, anakim,
zuzim, and zamzumin. nephilim are not a natural
race, but a crossbreed. It is not every day that fiends
mate human women, so few nephilim exist.
Most nephilim are the result of an incubus or
succubus mating with a human. These nephilim are
more commonly called cambion. Oftentimes,
cambion children show no signs of life until they
are 7 years in age. Once again, few nephilim exist.
</p>
<P>Physical Description: nephilim average a
towering 8' in height for males, 7' 6" for females,
and are appropriately heavier than humans as well.
Often, they are considered giants. Also, they are
likely to live much longer, provided they do not meet
a premature death. Because of their fiendish heritage, nephilim characters have 1d10 traits, which are
determined by rolling 1d100 on the table that begins on the next page.
</p><p>
Disposition Modifiers: - 25 Ethicality and - 50 Morality.
</p><p>
Temperament Modifiers: - 25 to Sanguine and - 25 to Melancholic.
</p><p>
Sociality: The human mother of an Nephilim dies during childbirth. Nephilim do not have their own society, so they try to live secretly among humans or in isolation. Due to their size, many humans mistake them for giants. Nephilim tend not to get along well with others.
</p><p>
Language: Nephilim usually speak Sapien,
and if they have both good Language ability and
the luxury of education, most aspire to learn Underworld.
</p><p>
Occupation: It is possible for an Nephilim to
be nearly any occupation, but the most common
include: Bandit, Berserker, Gladiator, Mercenary,
Ruffian, Slave, Slave-Trader, and Sorcerer.
Nephilim begin work at age 10.
</p><p>
Skills: Hand to Hand + 3, Intimidation + 5,
Mangling + 3, Eroticist + 5, Trickery + 3, a
bonus Weapon (Specific), and Wrestling + 5.
</p><p>
Religion: Nephilim may worship any religion,
though often they are foreign to notions of worship or venerate fiends. All Nephilim receive a bonus
of 1d20 PP (see Chap. 4: Disposition).
</p><p>
<h1>Bugbear (sing.), Bugbears (pl.)</h1>
<p>Also known as a bugbeare, a bugbear is a
malevolent humanoid creature resembling a large,
hairy beast. Above all, bugbears enjoy devouring
naughty human children; adults contain more gristle
and do not taste as well. Naughty light elven chil-
dren are also a delicacy to bugbears. When unavail-
able, bugbears prefer salmon and other fish, ber-
ries, and honey. Their favorite drink is mead.
The most renowned characteristic of bug-
bears is that they annoy all other races, but not each
other. Bugbears have annoying behavioral habits,
speech patterns, societal customs, and talk endlessly
about dominating the world in the future and their
superiority to other races. A bugbear is 20% likely
to have either (01-10) Obsessive-Compulsive Dis-
order (see Chapter 5: Mind) or (11-20) Obsessive-
Compulsive Personality Disorder.
Since the pale human-like skin of bugbears
is covered with dark fur, the hide of a bugbear is
valued by other races. Of course, a bugbear will not
wear the hide of another bugbear. However, if a
bugbear discovers that any character is wearing such
a hide, then violence is likely to occur.
</p><p>
Bugbears prefer melee weapons and medium
armor. The favorite weapons of bugbears are spiked
bludgeoning melee weapons, such as military flails
and morgensterns, though axes and polearms are
also utilized. Although full-scale warfare is rare, when
it occurs bugbear military is organized into massed
formations, in which soldiers with polearms rush
the foes first. Bugbear soldiers of lower rank are
the first to fight. Their favorite armor includes
bronze plates. When raiding, bugbears wear
spangenhelms.
</p><p>
The most seagoing of the available races,
bugbears are skilled shipwrights and sailors. Bugbear communities are either coastal or near rivers.
Their favorite vessel is the longship, which they use
to plunder coastal human communities at night.
If bugbears raid a human community, then
the vessel is beached in or near the harbor. Next,
small groups of 2-3 bugbears enter nearby cottages,
immediately seeking and killing the father or adult
males. Victorious bugbears will often rape human
women before devouring the children. Human
women who are raped by bugbears may become
pregnant, though the fetus aborts prior to birth. In
fact, 50% of human women who are ravished by a
bugbear die due to ripped uteral lining.
After the raiding bugbears have had their
fun, they collect the women and children who are
still alive, board their vessel, and go home to brag
about their exploits. When bugbears lose the element of surprise, they abandon their raid and return to the north. Raiding expeditions serve many
purposes, including a ritual passage into adulthood
for males.
</p><p>
Throughout the spring, summer, and fall,
bugbears plunder coastal human communities for
food, slaves, and supplies. During the winter, bug-
bears do not venture away from their communities,
but remain inactive and indoors. While it is cold,
bugbears eat, sleep, and mate.
</p><p>
Slaves brought back from raided communi-
ties are placed in what the bugbears call subjecting
facilities. There, slaves perform labor until they die
or are used for experimentation. Most bugbear chil-
dren dissect humans as part of their education.
Many males study the anatomy of their foes, con-
stantly looking for weaknesses.
</p><p>
Experiments are usually cruel, and often
performed on living subjects. Bugbears calculate
subject pain tolerance and torture humans for in-
formation. Currently, they are attempting to accu-
mulate enough population to be able to extermi-
nate light Haltijas and humans, and dominate the sur-
face world.</p>
<p>
Physical Description: A male bugbear averages 7' in height, while a female averages 6' 6".
Bugbears have fur that is dark brown, though it is
thin. A male bugbear has a hairless manhood, ex-
cept for the glans or head, which has hair that is 1"
long and grows away from the spout-hole. A fe-
male bugbear has a hairy vagina.
</p><p>
Disposition Modifiers: Ethicality + 25 and Morality - 50.
</p><p>
Temperament Modifiers: Sanguine - 25,Choleric + 25, and Melancholic + 25.
</p><p>
Sociality: Bugbears live in communities
ranging from a hamlet to a capital city of their kind.
Bugbears rarely live alone.
</p><p>
Language: Kobold. The bugbear dialect is
known as Buggeric, but is not a distinct language.
</p><p>
Occupation: Any. Bugbears begins work
at age 12.
</p><p>
Skills: Brawling + 3, Delousing + 5, Divination (Anthropomancy) + 3, Divination
(Dririmancy) + 3, Law + 3, Sailing + 3, Search + 3,
Shipwright + 3, Surgery + 3, Tracking + 3, 1 Weapon
(Specific), and Wrestling + 3.
</p><p>
Religion: Bugbears worship their own immoral gods.
</p><p>
<h1>Dwarve (sing.), Dwarves (pl.)</h1>
A dwarve is a humanoid creature who is short
and stocky, compared to a human. The origin of
this race is the most recent compared to other humanoids. Dwarves prefer to live underground in palaces and near water. Their favorite place to dwell
is deep within a mountain. If a dwarf is exposed to
direct sunlight, then they turn to stone and die immediately. Dwarves value precious stones, metals, and craftsmanship. Most dwarves are skilled jewelers, smiths, and craftsmen. 3 races of dwarves exist, named according to the color of their garments:
black, brown, and white.
Dwarves are neither mortal nor immortal.
Although dwarves may be killed just as mortals,
they do not die naturally. In fact, they do not
suffer penalties due to aging.
Since dwarves are above mortality, they have closer associations
with their gods.
All dwarves have the
ability to shape-shift. However,
dwarves may only shape-shift into
the following creatures: butterfly,
chipmunk, and owl. Each dwarf
may choose from those
creatures each time
they shape-shift.
Age affects duration (see
Lifespan in
Chapter 2:
Body).
<table border=1 style="text-align:center"">
<tr><th>Age Catagory</th><th>Duration</th></tr>
<tr><td>Infant</td><td>-</td></tr>
<tr><td>Children</td><td>1d10 seconds</td></tr>
<tr><td>Puberty</td><td>1d10 minutes</td></tr>
<tr><td>Young Adulthood</td><td>1d10 hours</td></tr>
<tr><td>Middle Age</td><td>1d10 days</td></tr>
<tr><td>Old Age</td><td>1d10 weeks</td></tr>
<tr><td>Veneralbe</td><td>1d10 months</td></tr>
</table>
This is the longest that each dwarve may have
shape-shifted per day or period of 24 hours. Each
dwarf is different. Once the duration is determined
above, a dwarve retains that duration as long as they
remain in the age category. For each unit (seconds,
minutes, etc.) of duration that is maintained, the
dwarf temporarily loses 1d10 Strength. The cumulative loss of Strength remains in effect for 1d4
times the duration during which the
dwarf had shape-shifted. Strength
will return slowly and evenly during the period of recovery. If
Strength is ever reduced to 0, then
the dwarve dies.
</p><p>
<h2>Dwarve, Black</h2>
<p>Black dwarves thwart humans. For example,
it is common for them to lure ships with lights at
night onto rocks so that the crew may be murdered
or enslaved and the ship plundered. Black dwarves
usually attack humans on sight. It is rumored that
their race was born as a result of the sorcerous combination of humans and maggots; instead, others
maintain that black dwarves are related to kobolds.
By thwarting humans for so many generations, black dwarves have become renowned as experts in road-traps. Most underground palaces of
black dwarves tend to be near human roads that are
well-traveled.
Most black dwarves wear black lambskin
coats, black moleskin breeches and shoes, and a green
moss hat. Black dwarves who are experienced smiths
may make silver weapons that are both magical and
dangerous. One characteristic of such magical weapons is that if taken by force, then the weapon will
bring misfortune upon the new owner. Black
dwarven sorcerers are famous for making magical
cloaks of invisibility.
The preferred weapons of black dwarves are
axes and hammers. Dwarves love armor of all kinds,
as long as it is made from metal.
When elder black dwarves are on the surface, they prefer to travel after shape-shifting into a
screech owl, and fly through the night. Other names
for black dwarves are duergar, dvergar, and svart alfar.</p>
<p>
Physical Description: Black dwarves average 4' tall for males, 3' 11" for females. By appearance, they usually have dark skin, green eyes, long
gray beards, and powerful bodies. Oddly, their feet
resemble the feet of crows.
</p><p>
Disposition Modifiers: Morality - 25.
</p><p>
Temperament Modifiers: Sanguine - 25 and Choleric + 25.
</p><p>
Sociality: Black dwarves live in underground
palaces of treasure, and use treasure to lure and then
murder or enslave humans.
Language: Dwarven.
</p><p>
Occupation: It is possible for a black dwarf
to be any occupation, but the most common in-
clude: Appraiser, Armorer, Assassin, Bandit, Black-
smith, Bladesmith, Brazier, Brickmaker, Copper-
smith, Dockwalloper, Gemcutter, Gilder, Goldsmith,
Hewer, Ironmonger, Jeweler, Locksmith, Marbler,
Mason, Mercenary, Miner, Minter, Money-Lender,
Mountaineer, Pewterer, Pick Pocket, Silversmith,
Slave-Trader, Sorcerer, Spy, and Weaponsmith.
<br/>Dwarves begin work at age 24.
</p><p>
Skills: Appraise + 3, Architecture + 3,
Armorsmithing + 3, Blacksmithing + 8, Brass-
smithing + 3, Climb + 8, Coppersmithing + 3, Di-
rection Sense + 3, Divination (Axinomancy) + 3,
Divination (Cleromancy) + 3, Gambling + 3,
Gemcutting + 3, Goldsmithing + 3, Mining + 3,
Mountaineering + 3, Pewtersmithing + 3,
Silversmithing + 3, Stonemasonry + 3, Trickery +
3, and Weaponsmithing + 3.
</p><p>
Religion: Black dwarves worship their own
gods.
</p>
<h2>Dwarve, Brown</h2>
<p>Brown dwarves are solitary creatures; brown
dwarven communities do not exist. Instead, each
brown dwarf leaves their mother when they reach
young adulthood, seeking a human family of peasants or serfs. The brown dwarf will hide and sleep
during the day, and emerge at night. During the
night, brown dwarves perform tasks for their human family. Brown dwarves are well-known for stealing human babies, as well as playing tricks on their
human family. Brown dwarves dance during moonlight. If a brown dwarf likes their human family,
then the brown dwarf will leave presents and protect them. However, if a brown dwarf dislikes their
human family, then the brown dwarf will cause
trouble and bad dreams. It is rumored that their
race was born as a result of a sorcerous experiment
with humans. For this reason, brown dwarves have
an obsessive love/hate relationship with human families.
The preferred weapons of brown dwarves
are axes and hammers. Dwarves love armor of all
kinds, as long as it is made from metal.</p>
<p>
Physical Description: Brown dwarves average 4' tall for males, 3' 11" for females. By appearance, they usually have tan skin, brown eyes, long
gray beards, and powerful bodies.
</p><p>
Disposition Modifiers: None.
Temperament Modifiers: None.
</p><p>
Sociality: None. See human.
</p><p>
Language: Dwarven and Sapian.
</p><p>
Occupation: It is possible for a brown
dwarf to be any occupation, but the most common
include: Appraiser, Armorer, Blacksmith,
Bladesmith, Brazier, Brickmaker, Chambermaid,
Coppersmith, Dockwalloper, Gemcutter, Gilder,
Goldsmith, Hewer, Ironmonger, Jeweler, Laundress,
Locksmith, Marbler, Mason, Miner, Minter, Moun-
taineer, Pewterer, Silversmith, Sorcerer, and
Weaponsmith. Dwarves begin work at age 24.
</p><p>
Skills: Appraise + 3, Architecture + 3,
Armorsmithing + 3, Blacksmithing + 8, Brass-
smithing + 3, Cleaning + 8, Climb + 8,
Coppersmithing + 3, Dance + 3, Direction Sense +
3, Divination (Axinomancy) + 3, Gemcutting + 3,
Goldsmithing + 3, Mining + 3, Mountaineering +
3, Pewtersmithing + 3, Silversmithing + 3, Stone-
masonry + 3, and Weaponsmithing + 3.
</p><p>
Religion: Brown dwarves worship human
gods.
</p>
<h2>Dwarf, White</h2>
<p>White dwarves are jolly. During summer,
elders enjoy coming to the surface at night, shapeshifting into butterflies and other charming creatures, and dancing freely under the moon. During
winter, smiths craft fine artistic works of silver and
gold in their underground forges.
The preferred weapons of white dwarves
are axes and hammers. Dwarves love armor of all
kinds, as long as it is made from metal.</p>
<p>
Physical Description: White dwarves average 4' tall for males, 3' 11" for females. By ap-
pearance, they usually have pale skin, brown eyes,
long gray beards, and powerful bodies. White
dwarves are cleanly and have a pleasant appearance.
</p><p>
Disposition Modifiers: Ethicality + 25 and Morality + 25.
</p><p>
Temperament Modifiers: Sanguine + 25, Choleric - 25, and Melancholic - 25.
</p><p>
Sociality: White dwarves live in underground palaces of treasure. On rare occasions, white dwarves may reward a human with treasure.
</p><p>
Language: Dwarven.
</p><p>
Occupation: It is possible for a white dwarf
to be any occupation, but the most common in clude: Appraiser, Armorer, Blacksmith, Bladesmith,
Brazier, Brickmaker, Coppersmith, Dancer,
Dockwalloper, Gemcutter, Gilder, Goldsmith,
Hewer, Ironmonger, Jeweler, Locksmith, Marbler,
Mason, Miner, Minter, Mountaineer, Pewterer, Sil-
versmith, and Weaponsmith. Dwarves begin work
at age 24.
</p><p>
Skills: Appraise + 3, Architecture + 3,
Armorsmithing + 3, Blacksmithing + 8, Brass-smithing + 3, Climb + 8, Coppersmithing + 3, Dance
+ 3, Direction Sense + 3, Divination (Axinomancy)
+ 3, Gemcutting + 3, Goldsmithing + 3, Mining +
3, Mountaineering + 3, Pewtersmithing + 3,
Silversmithing + 3, Stonemasonry + 3, and
Weaponsmithing + 3.
</p><p>
Religion: White dwarves worship their own
gods.
</p>
<h1>Haltija (sing.), Haltijas (pl.)</h1>
<p>An Haltija is a tiny, humanoid creature connected
with a forest. Each forest inhabited by Haltijas has an
elven kingdom, which is hidden from others. Haltijas
do not allow other races to see their kingdom, so it
is magically hidden.
All Haltijas are either dark or light, immoral or
moral respectively. Dark or light, all Haltijas seek to
protect and preserve their forest, including the wild
animals. Dark Haltijas protect their forest using immoral means, while light Haltijas protect their forest
using moral means. Unlike dwarves, it is possible to
distinguish between races of Haltijas by observing their
skin color; dark Haltijas have dark skin, while light Haltijas
have light skin.
Since Haltijas protect wildlife, they do not eat
them. In fact, Haltijas refuse to eat meat, and prefer
fruits and vegetables instead. Because their diet consists of fruits and vegetables, Haltijas fart 3d10 times
per day. Haltijas have been known to advise humans
that they will be healthier and live longer if they
avoid eating meat.
All Haltijas enjoy music and are skilled with an
instrument, usually the voice. Music is such a large
part of the lives of Haltijas that it is a sufficient punishment to restrict an Haltija from making music after
committing a crime. Haltijas, however, rarely commit
crimes in their forested communities.
The Lifespan of an Haltija is determined by the
size of their forest (see Lifespan in Chapter 2: Body).
If their forest is destroyed, then its Haltijas die and
their bodies wither, decay, and disappear like leaves
from a tree. If a forest shrinks in size, such as due
to a forest fire or humans felling trees, then the local Haltijas are physically unaffected, though they will
be angry. The larger the forest in miles squared, the
longer the lifespan of its Haltijas.
<table border=1 style="text-align:center">
<tr><th>Roll(1d8)</th><th>Forest Size</th><th>Lifespan</th></tr>
<tr><td>1</td><td><1 sq.Mi/</td><td>years</td></tr>
<tr><td>2</td><td>1-10 sq.Mi/</td><td>years</td></tr>
<tr><td>3</td><td>11-50 sq.Mi/</td><td>years</td></tr>
<tr><td>4</td><td>51-100 sq.Mi/</td><td>years</td></tr>
<tr><td>5</td><td>101-200 sq.Mi/</td><td>years</td></tr>
<tr><td>6</td><td>201-300 sq.Mi/</td><td>years</td></tr>
<tr><td>7</td><td>301-400 sq.Mi/</td><td>years</td></tr>
<tr><td>8</td><td> >400 sq.Mi/</td><td>years</td></tr>
</table>
Due to their lengthy lifespan, Haltijas are considered to be wise. Haltijas are often sought by others
for their advice. However, it is difficult to find an
Haltija unless they want to be found. A forest does not
contain both dark and light Haltijas.
Most Haltijas do not venture far from their
forest. For each mile that an Haltija is removed from
their forest, their Strength and Health sub-ability
scores decrease by 1. If either sub-ability reaches 0,
then the Haltija dies.
All Haltijas have the special ability to shape-shift. Haltijas may only shape-shift into the following
creatures: cat, dog, fox, and rabbit. Each Haltija may
choose from those creatures each time they shape-
shift. Age affects duration.
<table border=1 style="text-align:center">
<tr><th>Age Catagory</th><th>Duration</th></tr>
<tr><td>Infant</td><td>-</td></tr>
<tr><td>Children</td><td>1d10 seconds</td></tr>
<tr><td>Puberty</td><td>1d10 minutes</td></tr>
<tr><td>Young Adulthood</td><td>1d10 hours</td></tr>
<tr><td>Middle Age</td><td>1d10 days</td></tr>
<tr><td>Old Age</td><td>1d10 weeks</td></tr>
<tr><td>Veneralbe</td><td>1d10 months</td></tr>
</table>
This is the longest that each Haltija may have
shape-shifted per day or period of 24 hours. Each
Haltija is different. Once the duration is determined
above, an Haltija retains that duration as long as they
remain in the age category. For each unit (seconds,
minutes, etc.) of duration that is maintained, the Haltija
temporarily loses 1d10 Strength. The cumulative
loss of Strength remains in effect for 1d4 times the
duration during which the Haltija had shape-shifted.
Strength will return slowly and evenly during the
period of recovery. If Strength is ever reduced to
0, then the Haltija dies.
</p>
<h1>Haltija, Dark</h1>
<p>Dark Haltijas are immoral and ugly. Nonetheless, they are incredibly fertile and are always trying
to mate. Few children are born. Due to the sexual
nature of dark Haltijas, humans have been known to
form cults to worship or summon them.
Because dark Haltijas are naturally unattractive
and lecherous, they desire to magically enhance their
beauty in order to seduce those who would ordinarily reject them.
If any character enters a forest that is inhabited by dark Haltijas, then their life may be in danger. Dark Haltijas use the hides of trespassers for
leather, some body-parts for ingredients, and usually feed the local forest animals with the meat.
</p><p>
Dark Haltijas enjoy tricking their victims, even
more than being vicious. For example, a female enjoys enticing a lone human deeper into the woods,
seducing him until he is most vulnerable, and then
depriving him of life.
The preferred weapons of dark Haltijas are
short bows and short swords. Dark Haltijas avoid armor made from metal, and prefer soft leather armor that is crafted from the skin of trespassers.
It is wise for humans never to underestimate
dark Haltijas, since they are sinister and powerful. Dark
Haltijas are famous for crafting magical swords.
Other names for a dark Haltija are dockalfar,
docalfar, dark alfar, swartalfar, svartalfar, and black
alfs.</p>
</p><p>
Physical Description: Dark Haltijas tend to
be ugly and have black skin. Dark Haltijas do not have
pubic hair. Dark Haltijas average 4' tall.
</p><p>
Disposition Modifiers: Morality - 25.
</p><p>
Temperament Modifiers: Sanguine - 25,Choleric + 25, Melancholic + 25, and Phlegmatic - 25.
</p><p>
Sociality: Dark Haltijas live in forest kingdoms.
The kingdoms are usually hidden underneath their
forest, which they consider their property.
</p><p>
Language: Elven.
</p><p>
Occupation: Any. Common occupations
for dark Haltijas include Acrobat, Bard, Dancer, Druid,
Gardener, Herbalist, Musician, Ranger, Sage, Sor-
cerer, and Stabler. Haltijas begin work in puberty.
Skills: Contortion + 3, Dance + 3, Etiquette
+ 3, Herbalism + 3, Musical Instrument (Singing) +
3, Nature (Plants) + 3, Nature (Trees) + 3, Smell +
3, Tracking + 3, Trickery + 5, and Tumbling + 3.
</p><p>
Religion: Dark Haltijas worship their own
gods.
</p><p>
<h1>Haltija, Light</h1>
<p>Also known as Haltijas of light, light Haltijas are
moral and attractive. Even though they are beautiful, few children are born.
If any character enters a forest inhabited by
light Haltijas, and if a light Haltija detects them, then they
may be either befriended, ignored, or influenced to
leave. If any character harms a forest or its inhabitants, and if a light Haltija is aware, then the light Haltija will
play mischievous tricks on the character. For example, their possessions may be stolen.
Above all, light Haltijas enjoy playing harmless
pranks on others. For instance, shoelaces may be
untied. If a light Haltija is not on bad terms with a
character, then a prank will never ruin their property. Just the same, some characters become angry
when they are the object of a prank.
Because light elven maidens are usually beautiful, relationships or marriages may rarely develop
between a female light Haltija and a male human. Sometimes, humans kidnap beautiful light elven maidens
and attempt to force marriage. If the female
percieves herself to be slighted in any way, then she
will punish him harshly by playing mischievous tricks.
It is impossible for such relationships to produce
children.
The preferred weapons of light Haltijas are
shortbows and short swords. Light Haltijas avoid armor made from leather or metal, and prefer
gambesons if necessary, or none at all. Most light
Haltijas dress as lightly as possible and decent.
Light Haltijas enjoy making music and dancing
in large rings in the mists or under moonlight. Other
names for light Haltijas are ellen, elfvor, and light alfs.</p>
<p>
Physical Description: Light Haltijas tend to
be attractive; however, this race has no pubic hair.
The appearance of light Haltijas is whiter than the sun.
Their hair ranges from white to golden or blonde.
Light Haltijas prefer to wear green clothes. Light Haltijas
average 4' tall.
</p><p>
Disposition Modifiers: Morality + 25.
</p><p>
Temperament Modifiers: Sanguine + 25 and Melancholic - 25.
</p><p>
Sociality: Light Haltijas live in forest kingdoms.
There, Haltijas often live in the hollows of huge tree
trunks, and are hidden from others.
</p><p>
Language: Elven.
</p><p>
Occupation: Any. Common occupations
for light Haltijas include Acrobat, Bard, Dancer, Druid,
Gardener, Herbalist, Musician, Ranger, Sage, Sor-
cerer, and Stabler. Haltijas begin work in puberty.
Skills: Climb + 3, Contortion + 3, Dance
+ 3, Etiquette + 3, Herbalism + 3, Musical Instru-
ment (Singing) + 3, Nature (Plants) + 3, Nature
(Trees) + 3, Smell + 3, Tracking + 3, and Tumbling
+ 3.
</p><p>
Religion: Light Haltijas worship their own
gods.
</p><p>
<h1>Kobold (sing.), Kobolds (pl.)</h1>
<p>This creature is also known as a kobolt,
cobolt, kobalos, or dasik. The skin color of a kobold
is silvery-white, though sometimes tinted slightly blue
or green. The skin of a kobold is rough and cracked.
In fact, their skin withstands high temperatures. As
a result, kobolds suffer only half-damage from non-
magical fire. All kobolds live underground. As such,
this race is skilled at metalworking and Mining (see
Chap. 8: Skills). Their favorite metal is silver, since it
reminds them of their own skin. Kobolds steal silver whenever possible. Their love of silver is the
reason that kobolds
dig mines.
Kobolds enslave every species or
race possible. Children slaves are used
to dig narrow mine
shafts. Adult slaves
are used for heavy
labor, which kobolds
avoid at all costs.
Slave-trading is the
only enjoyment of
kobolds that rivals
their greed for silver.
The
preferred slave of a
kobold is a human. Kobolds instruct their human
slaves never to stand on their feet, under penalty of
death, unless commanded specifically. For example,
human slaves in a mineshaft may be allowed to pick
while on their knees, but slaves who transport objects must crawl on their hands and knees, with the
object on their back. This practice allows kobolds
to remain taller than humans, and maintains the
dominance of the kobold master.
Perhaps kobolds are most famous for their
ingenious and cruel traps. In their underground environment, kobolds fashion mechanical traps to
ensnare or kill characters who invade and trespass.
Although black dwarves use similar traps, the origin
of malicious traps is with kobolds.
As their name implies, kobolds are bold.
Their behavior is aggressive and open. Regarding
combat, kobolds prefer light armor so that their
movement is not too impaired. The favorite weapons of kobolds include a footman’s warhammer and
javelin or spear.
It is known that kobolds value beer, milk,
and porridge (flour and/or oats boiled in milk). If
offered as gifts and no trickery is suspected, then a
kobold’s temper may be appeased. Kobolds are
cruel, feeding just enough gruel to slaves for them
to survive. Gruel is a thin porridge, boiled in water
instead of milk.</p>
<p>
Physical Description: Kobolds
have skin that is silvery
white and rough. Most
have brown eyes. The
average height of a male kobold is 4' 6", while a
female averages 4' 3".
</p><p>
Disposition Modifiers: Morality - 50.
</p><p>
Temperament Modifiers: Sanguine - 25, Choleric + 25, and Phlegmatic + 25.
</p><p>
Sociality: Kobolds live in underground mining communities that are organized loosely. Every
community has its own king.
</p><p>
Language: Kobold.
</p><p>
Occupation: Any. Kobolds begin work at
age 6.
</p><p>
Skills: Direction Sense + 3, Mining + 3,
Trickery + 3, and 1 Weapon (Specific).
</p><p>
Religion: Kobolds worship their own immoral gods.
<h1>Ogre (sing.), Ogres (pl.)</h1>
An ogre is a large humanoid of low Intelligence, strong bulk, and carnivorous appetite. Easily
outwitted by a clever human, ogres are gross and
bloodthirsty. A female ogre is known as an ogress,
and an ancient term for an ogre is eotena. There
are 4 ogre races: base ogre, cliff ogre, gruagach ogre,
and kinder-fresser.
<h2>Ogre, Base</h2>
<p>This race of ogre, often referred to as a ‘base
ogre’ to distinguish it from the others, is hairier than
most humans, but nowhere near as hairy as a
gruagach ogre. All base ogres have a hump in their
backs.</p>
<p>
Physical Description: Base ogres are hairy,
have tan skin, and brown eyes. The tallest race that
a player may select is an ogre. Male base ogres average 9’ in height, while females average 8’.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
</p><p>
Temperament Modifiers: Sanguine - 25, Choleric + 25, and Phlegmatic + 25.
</p><p>
Sociality: Ogre offspring are abandoned by their
parents, so they prefer to live alone. A cave is
the ideal home for a base ogre.
Ogres have minimal loyalty to others.
</p><p>
Language: None, or Cigan if gifted.
</p><p>
Occupation: Roll
1d100:
(01-16) Bandit,
(17-32) Berserker,
(33) Chieftain,
(34-50) Gladiator,
(51-66) Mercenary,
(67-82) Ruffian,and
(83-100) Slave.
<br/><br/>
Ogres begin work at age 18.
</p><p>
Skills: Brawling + 5, Mangling + 5, and Wrestling + 3.
</p><p>
Religion: Ogres have never considered the existence of gods.
<h2>Ogre, Cliff</h2>
<p>Physically the smallest ogre, a cliff ogre lives
to force unweary travelers over cliffs to feed their
children below. Each victim is either hurled or kicked
over the edge. Each parental cliff ogre hopes to
cause the victim to hit only hard ground, especially
jagged rocks. The offspring of the cliff ogre eagerly await each victim at the base of the cliff.</p>
<p>The greatest enjoyment among cliff ogres
is competing with each other regarding the accuracy of hurling victims. The favorite type of contest requires 4 victims, dead or alive. The rules to
this contest are that the first cliff ogre hurls a victim
where desired. The competing cliff ogre must then
hurl a victim where desired. Finally, each cliff ogre
attempts to Hurl a victim as close to the previous
victim of the other as possible. The cliff ogre wins
who throws the second victim closest to the other’s
victim. In the case of a tie, a re-throw must be
made. Frustration is never felt between competing
cliff ogres; it is pure enjoyment.</p>
<p>
Physical Description: The tallest race that
a player may select is an ogre. Male ogres average 9'
in height, while females average 8'.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
Temperament Modifiers: Sanguine - 25, Choleric + 25, Melancholic + 25, and Phlegmatic -25.
</p><p>
Sociality: At most, cliff ogres may be organized into groups of 3 cooperative families. Leadership is unnecessary, and cliff ogres have some loyalty to their family. However, when the parents are
deemed too old, they are eaten by their children.
</p><p>
Language: None, or Cigan if gifted.
</p><p>
Occupation: Roll 1d100: (01-16) Bandit,
(17-32) Berserker, (33) Chieftain, (34-50) Gladiator,
(51-66) Mercenary, (67-82) Ruffian, and (83-100)
Slave. Ogres begin work at age 18.
</p><p>
Skills: Brawling + 5, Climb + 8, Hurl + 5,
Mangling + 5, and Wrestling + 3.
</p><p>
Religion: Ogres have never considered the
existence of gods.
</p>
<H2>Ogre, Gruagach</H2>
<p>As a race, gruagach ogres are called the
“Hairy-Ones”. In fact, the origin of the word
‘gruagach’ means ‘hairy’. The blubbery form of a
gruagach ogre confuses some foes, who misjudge
this race of ogre to be fat and weak. A gruagach
ogre moves slowly due to its low Physical Fitness,
though when considering Strength, it is the strongest ogre. Laziness and ineptitude define a gruagach ogre. </p>
<p>
Physical Description: A gruagach ogre is
the tallest, strongest, and heaviest race a player may
select. Their hairy skin is dark brown, and they have
long, golden hair. Although their hair is naturally
black, they are obsessed with dying it blonde. The
face of a gruagach ogre is prognathous, and the forehead is sloping. The head of a gruagach ogre is
larger than other races of ogres. Male gruagach
ogres average 9’ in height, while females average 8’.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
Temperament Modifiers: Melancholic - 25 and Phlegmatic + 25.
</p><p>
Sociality: Although graugach ogre parents
produce numerous offspring, most die between birth
and infancy. Overall, gruagach ogres live in tribal
hamlets among their kind. In gruagach society, the
strong dominate the weak, and one leader and his
entourage dominates the tribe. Gruagach ogres have
minimal loyalty to others, and their hamlets are always located in a forest. They are too lazy to expand their clearings.
</p><p>
Language: None, or Gruagan if gifted.
</p><p>
Occupation: Roll 1d100: (01-16) Bandit,
(17-32) Berserker, (33) Chieftain, (34-50) Gladiator,
(51-66) Mercenary, (67-82) Ruffian, and (83-100)
Slave. Ogres begin work at age 18.
</p><p>
Skills: Brawling + 5, Mangling + 5, Smell -
5, and Wrestling + 3.
</p><p>
Religion: Ogres have never considered the
existence of gods, but gruagach ogres are curiously
fearful of magic.
</p>
<h2>Ogre, Kinder-Fresser</h2>
Also known as a kinderschrecker or child-guzzler, a kinder-fresser is an ogre who feeds on
human children. Although a kinder-fresser will eat
any human child, their favorite is a moral child. The
voice of a kinder-fresser attracts human children who
are prepubescent and virginal. If a prepubescent,
virginal human child hears the voice of a kinder-fresser, the child must pass a ,Will /2 check, or believe that the voice heard is their parents, and
will follow any command given by the kinder-fresser.
Strangely, the voice of a kinder-fresser does
not attract others. Since a kinder-fresser survives
by eating human children, this creature attempts to
reside nearby a significant human population. The
favorite residence of a kinder-fresser is a cave close
to a long, well-traveled road. Since a kinder-fresser
has a higher Facial and Vocal Charisma compared
to other ogres, victims and enemies are sometimes
fooled into thinking the kinder-fresser is a gentle
giant.
The unfortunate child is fooled, lured,
strangled, and swallowed -- usually without evidence.
Human children smaller than 30 pounds are eaten
whole; shoes are regurgitated 10% of the time, if
applicable. In extreme cases, a kinder-fresser has
eaten all the young humans of a village.
<p>
Physical Description: The tallest
race that a player may select is an ogre. Male ogres
average 9’ in height, while females average 8’.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
</p><p>
Temperament Modifiers: Sanguine - 25, Choleric + 25, and Phlegmatic + 25.
Kinder-fressers often act sanguine to lure children to their doom.
In fact, kinder-fressers receive a bonus of 50 to their
Sanguine score only while attempting to feed.
</p><p>
Sociality: A kinder-fresser does not participate in society, except by waiting outside of a human town for traveling, bipedal food. Each kinder-fresser lives alone. Kinder-fresser offspring are
abandoned by their parents, so they prefer to live alone.
A kinder-fresser is loyal only to their own survival.
</p><p>
Language: Sapien.
</p><p>
Occupation: Roll 1d100: (01-25) Bandit,
(26-50) Berserker, (51-75) Gladiator, and (76-100)
Slave. Ogres begin work at age 18.
</p><p>
Skills: Hide + 5, Mangling + 3, Persuasion
+ 8, Silence + 5, Trickery + 5.
</p><p>
Religion: Ogres have never considered the
existence of gods.
</p>
<h1>Troll (sing.), Trolls (pl.)</h1>
Also known as trold and trolld, a troll is an
immoral creature who is ugly and hairy. Trolls were
the first humanoid creature. Female trolls are known
as trollops. 3 races of trolls exist: borbytingarna,
hill, and subterranean.
<h2>Troll, Borbytingarna</h2>
<p>The borbytingarna race inhabits caverns and
roams the forests and mountains. They will attempt
to kill and eat any creature met, including another
troll, unless the troll is the opposite gender. This
race is not petrified by sunlight, unlike the subterranean troll.
A borbytingarna troll does not have huge,
sharp claws like a hill troll. The hands of these trolls
are unusually long and slender. Borbytingarna consider armor and weapons to be useless. If this type
of troll fears for its life in combat, then it will attack
by Brawling and Wrestling. If a borbytingarna does
not fear for its life, then it will play with its prey. In
this case, a borbytingarna prefers to overbear and
fish-hook (see Wrestling in Chap. 8: Skills) its foes.
When the foe is close to unconsciousness, a
borbytingarna enjoys slamming the foe into hard
objects until they lose consciousness.
Once a victim is unconscious or dead, and
the troll is not threatened by other creatures, this
type of troll delights in thrashing around the body
of the fallen foe. These trolls thrash meat to tenderize it. A borbytingarna troll may do this for 1d100
minutes before it decides to feed.
Due to the extreme hatred of borbytingarna
for others, they cooperate with no one, even if subjected to clearly superior force. A borbytingarna
troll will always rebel violently.</p>
<P>
Physical Description: The average height
of a borbytingarna troll is 8’ tall. It is nearly impossible to distinguish between males and females, unless you are a troll. All look exceptionally thin. Trolls
have greenish skin and brown hair.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
Temperament Modifiers: Sanguine - 25 and Choleric + 25.
</p><p>
Sociality: These trolls inhabit caverns and
roam the forests and mountains. Borbytingarna do
not have Social Class, since they would die before
submitting to another.
</p><p>
Language: None.
</p><p>
Occupation: Roll 1d100: (01-25) Bandit,
(26-50) Berserker, (51-75) Gladiator, and (76-100)
Slave. Trolls begin work at age 13.
</p><p>
Skills: Blindfighting + 5, Brawling + 5, Direction Sense + 5, Disarm + 3, Mangling + 5, and
Wrestling + 5.
</p><p>
Religion: Trolls have never considered the
existence of gods.
</p>
<h2>Troll, Hill</h2>
<p>A hill troll has a large, hairless belly that drags
along the ground, and black claws on both hands
and feet. Their claws are sharp as knives, causing
substantial slashing damage per successful Brawling
attack (see Brawling in Chap. 8: Skills). Always black,
these claws resemble obsidian, even when broken.
Whenever a claw is broken from a hill troll, the edges
are always sharp. For this reason, ancient humans
sought the claws of hill trolls for arrowheads. The
claws of a hill troll significantly aid it in climbing.
Hill trolls either roam the hills or lurk in a
hiding spot, waiting to attack their favorite victim --
humans. When a hill troll gets ahold of a human, it
rips the flesh from the human’s body. This type of
troll is not petrified by sunlight, unlike the subterranean troll. It will attempt to kill and eat any creature
it meets, including another troll, unless the troll is
the opposite gender.
Hill trolls consider armor and weapons useless, unless trained as a gladiator. Hill trolls prefer
to brawl, wrestle, and claw their victims until they
are a bloody pulp. Most enjoy removing all flesh
from the victim, then eating the internal organs.
They are very selective, and will leave all muscle untouched, but eat the internal organs instead. Almost always, hill trolls save the brain for last, which
they consider a delicacy; it takes as long as an hour
to eat.
Although hill trolls crave the cortex and the
surrounding cerebrospinal fluid, they savor the taste
of the limbic system, most specifically the amygdala,
basal ganglia, and hippocampus. Oddly, they always
reject the thalamus, but devour the hypothalamus.
While tasting the limbic system, hill trolls will become erect or wet with sexual excitement as well.</p>
<p>
Physical Description: The average height
of a hill troll is 8’ tall. It is nearly impossible to
distinguish between males and females, unless you
are a troll. The belly is the distinguishing feature,
because hill trolls look skinny elsewhere, yet fat in
the middle. The belly of a hill troll is shaped like a
gigantic, drooping breast. Trolls have greenish skin
and brown hair.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
Temperament Modifiers: Sanguine - 25 and Choleric + 25.
</p><p>
Sociality: These trolls are solitary and inhabit hills. Hill trolls do not have Social Class, since
they would rather die before submitting to another.
</p><p>
Language: None.
</p><p>
Occupation: Roll 1d100: (01-25) Bandit,
(26-50) Berserker, (51-75) Gladiator, and (76-100)
Slave. Trolls begin work at age 13.
</p><p>
Skills: Blindfighting + 5, Brawling + 5,
Climb + 5, Direction Sense + 3, Mangling + 5, Taste
+ 3, Weapon (Specific -- Claws) + 5, and Wrestling + 3.
</p><p>
Religion: Trolls have never considered the
existence of gods.
</p>
<h2>Troll, Subterranean</h2>
<p>In ancient times, all trolls were one race.
When ogres appeared, trolls and ogres battled to
exterminate each other. One group of trolls was
loyal to the king god of trolls, and for their loyalty
he bestowed greater Intelligence. A lesser troll god
became angry, and cursed them, so that sunlight
would turn them to stone. Most died, but enough
escaped below to survive. Today, these are known
as subterranean trolls.
Although subterranean trolls are few in number, their race is ancient and powerful. If they
wanted to dominate the surface world, some speculate that they could. But they do not. Subterranean
trolls want to live quietly away from other races, and
all of them hate noise nearly as much as the sun.
Subterranean trolls worship the moon, and
most venture to the surface on the night of a full
moon to offer praise and show their devotion. When
not worshipping the moon and out of their home
and community, subterranean trolls act hatefully
toward everything, including trees. Although they
avoid other sentient species, subterranean trolls have
been known to steal women, children, and property. However, if a human is encountered, it is possible, no matter how rare, for a subterranean troll to
like them and grant riches. Nonetheless, humans
use a branch of mistletoe to protect them from being
taken by a subterranean troll against their will.
Male subterranean trolls tend to be unsightly
and malicious, while females are beautiful but exceedingly vile. These female trolls hate elven and
human females who have higher Bodily Attractiveness or Facial Charisma. Whenever one is seen, the
female troll must pass a Drive sub-ability check at
TH 24 to refrain from attempting to maim her.
When tales are told among humans, female subterranean trolls are often called harlot-hunters.
Female subterranean trolls are willing to experiment sexually with large male Nephilim, humans,
and ogres -- except for gruagach (due to their lack
of Physical Fitness and Drive). These trolls know
from experience and history that interracial offspring
never occurs as a result. Their willingness to experiment is due to the ugliness of male trolls. For this
reason, female subterranean trolls are also called trollops.
Subterranean trolls are expert metalsmiths,
herbal healers, and sorcerers. They craft superb plate
armor and weapons. Platemail is crafted so that it is
as quiet as possible. Subterranean trolls prefer
polearms, and usually attack the neck or lungs of
their foe so that they will die quietly.
This race survives on spores and water from
underground springs, but they are cannibalistic and
consider a baby subterranean troll who is slightly
flawed to be the finest meal.</p>
<p>
Physical Description: The average height
of a subterranean troll is 8’ tall. Males tend to be
ugly, while females are beautiful; both have greenish
skin. Females usually have long, red hair, and most
males have brown hair.
</p><p>
Disposition Modifiers: Ethicality - 50 and Morality - 50.
Temperament Modifiers: Sanguine - 25 and Choleric + 25.
</p><p>
Sociality: Subterranean trolls live in com-
munities underneath hills. Their homes are crafted
to the amazement of all others, including dwarves,
though rarely seen. The home of a subterranean
troll is a palace full of treasure.
</p><p>
Language: Troll.
</p><p>
Occupation: Appraiser, Armorer, Bandit,
Berserker, Blacksmith, Bladesmith, Brass-smith,
Cook, Coppersmith, Gemcutter, Gladiator, Gold-
smith, Herbalist, Hierophant, Ironmonger, Jeweler,
Mason, Miner, Pewtersmith, Silversmith, Slave-
trader, Sorcerer, Weaponsmith, and Whore. Trolls
begin work at age 13.
</p><p>
Skills: Blindfighting + 5, Brawling + 5, Di-
rection Sense + 3, Mangling + 5, Sound + 3, Trick-
ery + 3, and Wrestling + 5.
</p><p>
Religion: All worship the moon, their god.
</p>
<table border=1 style="text-align:center">
<tr><th>race</th><th>Hieght Factor</th></tr>
<tr><td>Nephilim M </td><td> 59</td></tr>
<tr><td>Nephilim F </td><td> 67</td></tr>
<tr><td>Bugbear M </td><td> 54</td></tr>
<tr><td>Bugbear F </td><td> 58</td></tr>
<tr><td>Dwarve M </td><td> 36</td></tr>
<tr><td>Dwarve F </td><td> 39</td></tr>
<tr><td>Haltija M </td><td> 39</td></tr>
<tr><td>Haltija F </td><td> 41</td></tr>
<tr><td>Human M </td><td> 47</td></tr>
<tr><td>Human F </td><td> 44</td></tr>
<tr><td>Kolbold M </td><td> 35</td></tr>
<tr><td>Kolbold F </td><td> 38</td></tr>
<tr><td>Ogre Base M </td><td> 55</td></tr>
<tr><td>Ogre Base F </td><td> 65</td></tr>
<tr><td>Ogre Cliff M </td><td> 58</td></tr>
<tr><td>Ogre Cliff F </td><td> 66</td></tr>
<tr><td>Ogre Gruag. M </td><td> 51</td></tr>
<tr><td>Ogre Gruag. F </td><td> 63</td></tr>
<tr><td>Ogre Kinder M </td><td> 53</td></tr>
<tr><td>Ogre Kinder F </td><td> 63</td></tr>
<tr><td>Troll Borb. M </td><td> 57</td></tr>
<tr><td>Troll Borb. F </td><td> 71</td></tr>
<tr><td>Troll Hill M </td><td> 61</td></tr>
<tr><td>Troll Hill F </td><td> 75</td></tr>
<tr><td>Troll Subt. M </td><td> 58</td></tr>
<tr><td>Troll Subt. F </td><td> 72</td></tr>
</table>
<table border=1 style="text-align:center">
<tr>
<td></td>
<th colspan="2">Ogre, Base</th>
<th colspan="2">Ogre, Cliff</th>
<th colspan="2">Ogre, Gruagach</th>
<th colspan="2">Ogre, Kinder-Fresser</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>
+34</td><td>
+14</td><td>
+29</td><td>
+11</td><td>
+38</td><td>
+16</td><td>
+34</td><td>
+14</td>
</tr>
<tr>
<td>Stamina</td>
<td>-1</td>
<td>-3</td>
<td>+1</td>
<td>-1</td>
<td>-1</td>
<td>-3</td>
<td>+1</td>
<td>-1</td></tr>
<tr>
<td>Dexterity</td>
<td>-6</td>
<td>-6</td>
<td>-3</td>
<td>-3</td>
<td>-4</td>
<td>-4</td>
<td>-3</td>
<td>-3</td>
</tr>
<tr>
<td>Agility</td>
<td>-3</td>
<td>-3</td>
<td>-2</td>
<td>-2</td>
<td>-3</td>
<td>-3</td>
<td>-2</td>
<td>-2</td>
</tr>
<tr>
<td>Intelligence</td>
<td>-5</td>
<td>-5</td>
<td>-6</td>
<td>-6</td>
<td>-4</td>
<td>-4</td>
<td>-7</td>
<td>-7</td>
</tr>
<tr>
<td>Will</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
<td>-3</td>
<td>-3</td>
<td>-1</td>
<td>-1</td>
</tr>
<tr>
<td>Eloquence</td>
<td>-8</td>
<td>-8</td>
<td>-6</td>
<td>-6</td>
<td>-5</td>
<td>-5</td>
<td>-4</td>
<td>-4</td>
</tr>
<tr>
<td>Empathey</td>
<td>-5</td>
<td>-3</td>
<td>-5</td>
<td>-3</td>
<td>-6</td>
<td>-4</td>
<td>+1</td>
<td>+3</td>
</tr>
<tr>
<td>Constitution</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>-1</td>
<td>-1</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>appearance</td>
<td>-8</td>
<td>-8</td>
<td>-9</td>
<td>-9</td>
<td>0</td>
<td>0</td>
<td>-6</td>
<td>-6</td>
</tr>
</table>
<P/>
<table border=1 style="text-align:center">
<tr>
<td></td>
<th colspan="2">Troll, Borbytingarna</th>
<th colspan="2">Troll, Hill</th>
<th colspan="2">Troll, Subterranean</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>
+16</td><td>
+4</td><td>
+16</td><td>
+4</td><td>
+16</td><td>
+4</td>
</tr>
<tr>
<td>Stamina</td>
<td>+3</td>
<td>+1</td>
<td>-1</td>
<td>-3</td>
<td>+2</td>
<td> 0</td></tr>
<tr>
<td>Dexterity</td>
<td>-1</td>
<td>-2</td>
<td>-4</td>
<td>-4</td>
<td>-4</td>
<td>-4</td>
</tr>
<tr>
<td>Agility</td>
<td>-3</td>
<td>-3</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
</tr>
<tr>
<td>Intelligence</td>
<td>-6</td>
<td>-8</td>
<td>-6</td>
<td>-8</td>
<td>+6</td>
<td>-2</td>
</tr>
<tr>
<td>Will</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>Eloquence</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>Empathey</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>Constitution</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>appearance</td>
<td>-8</td>
<td>-8</td>
<td>-9</td>
<td>-9</td>
<td>-6</td>
<td>-6</td>
</tr>
</table>
<P/>
<table border=1 style="text-align:center"">
<tr>
<td></td>
<th colspan="2">Haltija, Dark</th>
<th colspan="2">Haltija, Light</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>-5</td><td>-7</td><td>-5</td><td>-7</td>
</tr>
<tr>
<td>Stamina</td>
<td>+2</td>
<td> 0</td>
<td>+2</td>
<td> 0</td>
</tr>
<tr>
<td>Dexterity</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Agility</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Intelligence</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Will</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Eloquence</td>
<td>+2</td>
<td>+2</td>
<td>+2</td>
<td>+2</td>
</tr>
<tr>
<td>Empathey</td>
<td>+1</td>
<td>+3</td>
<td>+1</td>
<td>+3</td>
</tr>
<tr>
<td>Constitution</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>appearance</td>
<td>-2</td>
<td>-2</td>
<td>+4</td>
<td>+4</td>
</tr>
</table>
<P/>
<table border=1 style="text-align:center">
<tr>
<td></td>
<th colspan="2">Dwarve, Black</th>
<th colspan="2">Dwarve, Brown</th>
<th colspan="2">Dwarve, White</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>
+3</td><td>
-3</td><td>
+3</td><td>
-3</td><td>
+3</td><td>
-3</td>
</tr>
<tr>
<td>Stamina</td>
<td>0</td>
<td>-2</td>
<td>0</td>
<td>-2</td>
<td>0</td>
<td>-2</td></tr>
<tr>
<td>Dexterity</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Agility</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
</tr>
<tr>
<td>Intelligence</td>
<td>+3</td>
<td>+1</td>
<td>+3</td>
<td>+1</td>
<td>+3</td>
<td>+1</td>
</tr>
<tr>
<td>Will</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>Eloquence</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>Empathey</td>
<td>0</td>
<td>+2</td>
<td>0</td>
<td>+2</td>
<td>0</td>
<td>+2</td>
</tr>
<tr>
<td>Constitution</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
</tr>
<tr>
<td>appearance</td>
<td>-3</td>
<td>-3</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
<td>-2</td>
</tr>
</table>
<table border=1 style="text-align:center">
<tr>
<td></td>
<th colspan="2">Nephilim</th>
<th colspan="2">bugbear</th>
<th colspan="2">kobold</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>+16</td><td>+4</td><td>+9</td><td>+1</td><td>-2</td><td>-6</td>
</tr>
<tr>
<td>Stamina</td>
<td> +1</td>
<td>-1</td>
<td>+1</td>
<td>-1</td>
<td>+1</td>
<td>-1</td></tr>
<tr>
<td>Dexterity</td>
<td>+3</td>
<td>+3</td>
<td>-1</td>
<td>-1</td>
<td>+3</td>
<td>+3</td>
</tr>
<tr>
<td>Agility</td>
<td>-2</td>
<td>-2</td>
<td>-1</td>
<td>-1</td>
<td>+2</td>
<td>+2</td>
</tr>
<tr>
<td>Intelligence</td>
<td>+2</td>
<td>0</td>
<td>0</td>
<td>-2</td>
<td>0</td>
<td>-2</td>
</tr>
<tr>
<td>Will</td>
<td>-1</td>
<td>-1</td>
<td>+1</td>
<td>+1</td>
<td>-2</td>
<td>-2</td>
</tr>
<tr>
<td>Eloquence</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
<td>-1</td>
<td>+2</td>
<td>+2</td>
</tr>
<tr>
<td>Empathey</td>
<td>-3</td>
<td>-3</td>
<td>0</td>
<td>0</td>
<td>-1</td>
<td>-1</td>
</tr>
<tr>
<td>Constitution</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>appearance</td>
<td>0</td>
<td>0</td>
<td>-3</td>
<td>-3</td>
<td>-4</td>
<td>-4</td>
</tr>
</table>
<--->
<table border=1 style="text-align:center"">
<tr>
<td></td>
<th colspan="2">Human</th>
<th colspan="2">Haltija</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>+3</td><td>-1</td><td>-2</td><td>-3</td>
</tr>
<tr>
<td>Stamina</td>
<td> 0</td>
<td>+1</td>
<td>-3</td>
<td>-3</td>
</tr>
<tr>
<td>Dexterity</td>
<td>-1</td>
<td>0</td>
<td>+1</td>
<td>+2</td>
</tr>
<tr>
<td>Agility</td>
<td>-1</td>
<td>+1</td>
<td>+2</td>
<td>+2</td>
</tr>
<tr>
<td>Intelligence</td>
<td>+2</td>
<td>0</td>
<td>+3</td>
<td>+2</td>
</tr>
<tr>
<td>Will</td>
<td>0</td>
<td>+2</td>
<td>0</td>
<td>+2</td>
</tr>
<tr>
<td>Eloquence</td>
<td>0</td>
<td>0</td>
<td>+3</td>
<td>+2</td>
</tr>
<tr>
<td>Empathey</td>
<td>-3</td>
<td>-1</td>
<td>0</td>
<td>+1</td>
</tr>
<tr>
<td>Constitution</td>
<td>0</td>
<td>+1</td>
<td>-1</td>
<td>-1</td>
</tr>
<tr>
<td>appearance</td>
<td>0</td>
<td>0</td>
<td>+1</td>
<td>+2</td>
</tr>
</table>
<table border="1">
<tr>
<td></td>
<th colspan="2">Faerry</th>
<th colspan="2">Dwarf</th>
</tr>
<tr>
<th>Characteristic</th>
<th>Male</th>
<th>Female</th>
<th>Male</th>
<th>Female</th>
</tr>
<tr>
<td>Strangth</td><td>-4</td><td>-6</td><td>+1</td><td>0</td>
</tr>
<tr>
<td>Stamina</td>
<td>-2</td>
<td>-3</td>
<td>+2</td>
<td>+2</td>
</tr>
<tr>
<td>Dexterity</td>
<td>+2</td>
<td>+3</td>
<td>-1</td>
<td>-2</td>
</tr>
<tr>
<td>Agility</td>
<td>+3</td>
<td>+3</td>
<td>-2</td>
<td>-1</td>
</tr>
<tr>
<td>Intelligence</td>
<td>+4</td>
<td>+2</td>
<td>0</td>
<td>0</td>
</tr>
<tr>
<td>Will</td>
<td>+1</td>
<td>+3</td>
<td>+2</td>
<td>+1</td>
</tr>
<tr>
<td>Eloquence</td>
<td>+2</td>
<td>+2</td>
<td>-2</td>
<td>-2</td>
</tr>
<tr>
<td>Empathey</td>
<td>+1</td>
<td>+2</td>
<td>-1</td>
<td>0</td>
</tr>
<tr>
<td>Constitution</td>
<td>-2</td>
<td>-2</td>
<td>+1</td>
<td>+2</td>
</tr>
<tr>
<td>appearance</td>
<td>+2</td>
<td>+4</td>
<td>-1</td>
<td>-2</td>
</tr>
</table>
<p></p>
<table border=1 style="text-align:center">
<tr><th>Skill</th><th>Cost to learn</th><th>Per<em>EL</em> Increase</th><th>Maximun Level</th>
<tr><td> Architect </td><td> 150 </td><td> 8 </td><td> (I+W+Em)/2 or 80 </td></tr>
<tr><td> Armorer </td><td> 100 </td><td> 9 </td><td> I+W+(StB×5) or 80</td></tr>
<tr><td>Artist</td><td>60</td><td>
5</td><td>
(W+D+Em)/2 or 80</td></tr>
<tr><td>Assassin</td><td>
200</td><td>
NEL×15</td><td>
(I+W+D+A)/20</td></tr>
<tr><td>Badlander</td><td>
50</td><td>
10</td><td>
(A+Em)+(StB×5) or 80</td></tr>
<tr><td>Blacksmith</td><td>
10</td><td>
5</td><td>
(S+W) or 80</td></tr>
<tr><td>Boatman</td><td>
40</td><td>
9</td><td>
(S+A)+(StB×5) or 80</td></tr>
<tr><td>Bowyer</td><td>
45</td><td>
7</td><td>
(I+W+D)/2 or 80</td></tr>
<tr><td>Brewer</td><td>
10</td><td>
3</td><td>
(I+Em) or 80</td></tr>
<tr><td>Carpenter</td><td>
10</td><td>
5</td><td>
(W+D)+StB×5 or 80</td></tr>
<tr><td>Carrying</td><td>
10</td><td>
2</td><td>
(S+St)/2, round up</td></tr>
<tr><td>Climbing</td><td>
25</td><td>
NEL^2</td><td>
(S+A)/10+StB</td></tr>
<tr><td>Clothier</td><td>
10</td><td>
4</td><td>
(W+D+Em)/2 or 80</td></tr>
<tr><td>Deftness</td><td>
15</td><td>
3</td><td>
(W+D) or 80</td></tr>
<tr><td>Disguise Artist</td><td>
30</td><td>
5</td><td>
(I+Em+D)/2 or 80</td></tr>
<tr><td>Entertainer:</td><td>
40</td><td>
NEL^2</td></rd>
<tr><td colspan="3">Acrobat</td><td>(Dex+Agl+E)/15</td></tr>
<tr><td colspan="3">Actor</td><td>(Int+Elq+Emp)/15</td></tr>
<tr><td colspan="3">Dancer</td><td>(Agl+Emp+Kin)/15</td></tr>
<tr><td colspan="3">Musician</td><td>(D+Emp)/10</td></tr>
<tr><td colspan="3">Singer</td><td>(W+Elq+Emp)/15</td></tr>
<tr><td>Eroticist</td><td>70</td><td>NEL^2</td><td>(Wil+Emp+Agl+Bod)/20</td></tr>
<tr><td>Executioner</td><td>
30</td><td>
NEL^2</td><td>
(S+W+E)/15</td></tr>
<tr><td>Fletcher</td><td>
10</td><td>
4</td><td>
(W+D) or 80</td></tr>
<tr><td>Forester</td><td>
40</td><td>
9</td><td>
(S+A)+(StB×5) or 80</td></tr>
<tr><td>Gambler</td><td>60</td><td>NEL×5</td><td>(Wil+Dex+Elq+Emp)/20</td></tr>
<tr><td>Healer</td><td>120</td><td>20</td><td>(Int+Emp)/10</td></tr>
<tr><td>Herbalist</td><td>80</td><td>7</td><td>(Int+Emp) or 80</td></tr>
<tr><td>Husbandry</td><td>30</td><td>8</td><td>(Wil+Emp) or 80</td></tr>
<tr><td>Intimidation</td><td>30</td><td>NEL^2</td><td>(Str+Emp+Sta)/15</td></tr>
<tr><td>Jeweler</td><td>
100</td><td>
10</td><td>
(W+D) or 80</td></tr>
<tr><td>Language of Another Race</td><td>
30</td><td>
3</td><td>
EL60</td></tr>
<tr><td>Language of Your Own Race</td><td>
20</td><td>
2</td><td>
EL80</td></tr>
<tr><td>Locksmith</td><td>
25</td><td>
7</td><td>
(W+D) or 80</td></tr>
<tr><td>Mason</td><td>
10</td><td>
5</td><td>
(S+St) or 80</td></tr>
<tr><td>Merchant</td><td>
45</td><td>
5</td><td>
(W+E) or 80</td></tr>
<tr><td>Miner</td><td>
30</td><td>
6</td><td>
(S+St) or 80</td></tr>
<tr><td>Moneylender</td><td>
60</td><td>
5</td><td>
(I+W+E)/2 or 80</td></tr>
<tr><td>Mountaineer (Hillman)</td><td>
40</td><td>
9</td><td>
(S+A)+(StB×5) or 80</td></tr>
<tr><td>Navigation</td><td>
80</td><td>
12</td><td>
((I+W)/2)+Em or 80</td></tr>
<tr><td>Potter</td><td>
10</td><td>
4</td><td>
(D+W+Em)/2 or 80</td></tr>
<tr><td>Read and Write</td><td>
45</td><td>
3</td><td>
(I+Em) or 80</td></tr>
<tr><td>Rhetoric</td><td>
30</td><td>
NEL^2</td><td>
(W+E+Em)/15</td></tr>
<tr><td>Scholar</td><td>
100</td><td>
6</td><td>
(I+W+Em)/2 or 80</td></tr>
<tr><td>Scribe</td><td>
30</td><td>
4</td><td>
(D+Em) or 80</td></tr>
<tr><td>Seaman</td><td>
25</td><td>
5</td><td>
(S+St+A)/2 or 80</td></tr>
<tr><td>Servant</td><td>
10</td><td>
3</td><td>
(St+I+Em)/2 or 80</td></tr>
<tr><td>Sign Language</td><td>
15</td><td>
2</td><td>
(I+Em) or 80</td></tr>
<tr><td>Smuggler</td><td>
120</td><td>
8</td><td>
(D+W+E)/2 or 80</td></tr>
<tr><td>Supernatural Language</td><td>
60</td><td>
5</td><td>
(I+W+Em)/3 or 60</td></tr>
<tr><td>Survival</td><td>
20</td><td>
15</td><td>
(I+Em)/10+StB</td></tr>
<tr><td>Swimming</td><td>
15</td><td>
NEL×5</td><td>
(S+St)/10+AB</td></tr>
<tr><td>Tanner</td><td>
10</td><td>
5</td><td>
(St+W) or 80</td></tr>
<tr><td>Teamster</td><td>
10</td><td>
3</td><td>
(St+W) or 80</td></tr>
<tr><td>Thief</td><td>
75(100)</td><td>
10</td><td>
(I+D+A)/2 or 80</td></tr>
<tr><td>Tracking</td><td>
20</td><td>
NEL^2</td><td>
(W+Em)/10</td></tr>
<tr><td>Trailing</td><td>
15</td><td>
4</td><td>
(I+Em+A)/2 or 80</td></tr>
<tr><td>Vintner</td><td>
15</td><td>
4</td><td>
(I+Em) or 80</td></tr>
<tr><td>Watercraft</td><td>
25</td><td>
5</td><td>
(S+St+A)/2 or 80</td></tr>
<table>
</body>
</html>