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Unapproachable East.pdf - The Forgotten Realms

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of adventuring party. At best, a gnoll adventurer is willing<br />

to go along with good-intentioned comrades, provided he’s<br />

paid well for his services and given the respect he feels his<br />

prowess deserves.<br />

Gnoll Racial Traits<br />

Gnolls have the following abilities and characteristics.<br />

• +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma:<br />

Gnolls are tough and strong, but are not especially bright<br />

or personable.<br />

• Medium-size.<br />

• Land speed 30 feet.<br />

• Darkvision: Gnolls can see in the dark up to 60 feet.<br />

• Racial Hit Dice: A gnoll begins with two levels of humanoid.<br />

This provides 2d8 Hit Dice, a base attack bonus of +1,<br />

and base saving throws of Fort +3, Ref +0, and Will +0.<br />

• Racial Skills: A gnoll character’s humanoid levels give him<br />

skill points equal to 5 × (2 + Intelligence modifier). Gnoll<br />

class skills are Listen and Spot.<br />

• Racial Feats: A gnoll’s humanoid levels give him one feat.<br />

• Natural Armor: +1 natural armor bonus.<br />

• Weapon Familiarity: Gnolls treat battleaxes and shortbows<br />

as simple weapons. No gnoll grows to adulthood without<br />

learning something about fighting.<br />

• Automatic Languages: Common, Gnoll. Bonus Languages:<br />

By region.<br />

• Level Adjustment: +1. A gnoll has an effective character<br />

level (ECL) of 3 plus class levels, so a 1st-level gnoll ranger<br />

would have an ECL of 4. See the Powerful Races sidebar.<br />

• Favored Class: Ranger. A multiclassed gnoll’s racial Hit<br />

Dice and ranger class do not count when determining<br />

whether he suffers an XP penalty.<br />

Hagspawn<br />

Sons of malicious, predatory mothers, hagspawn are not a<br />

complete race, as there are no females of their kind. Hags continue<br />

their awful lineage by taking human males for mates,<br />

usually murdering and devouring the hapless captive later.<br />

<strong>The</strong> female children of a hag quickly grow into hags like their<br />

mothers, but the male children are hagspawn, half-human outcasts.<br />

Feared and hated by normal humans, hagspawn must<br />

make their way in the world by dint of their strength, hardiness,<br />

and sheer determination.<br />

Hagspawn are found in any land but are especially<br />

common where many hags dwell—Rashemen, for example.<br />

Personality: All too often, hagspawn are filled with the<br />

malice, violence, and resentment of their monstrous parent.<br />

<strong>The</strong>y are quick to take offense and view even the most innocent<br />

remark as a hidden slight. People regard them as illtempered<br />

monsters, and many hagspawn perpetuate distrust<br />

of their kind by behaving exactly as expected. <strong>The</strong>y look out<br />

for themselves first and regard companions as temporary<br />

RACES OF THE EAST<br />

12<br />

allies to be discarded when convenient. Unlike many other<br />

evil-natured creatures, though, hagspawn are capable of<br />

working furiously to achieve a desired end and do not shy<br />

away from physical hardship or danger if the reward seems<br />

worth the risk.<br />

Many hagspawn overcome their evil tendencies and strive<br />

to get along as best they can in human society, enduring the<br />

suspicions of their neighbors while proving themselves<br />

through their actions. Stoic and uncomplaining, a hagspawn<br />

of this sort can be a great force against evil.<br />

Physical Description: Hagspawn are tall and powerfully<br />

built, with long arms, big hands, and a hunched posture. <strong>The</strong>ir<br />

black hair is long and lank, and their eyes gleam red with<br />

malice. <strong>The</strong>ir faces are heavy-featured and coarse, and their<br />

skin color often hints at their mother’s subrace—pallid blue<br />

for the sons of annises, sickly green for a green hag’s spawn,<br />

and so on. In lands where hags are scarce, a hagspawn might<br />

pass for a loutish and ill-favored human, but the folk of the<br />

<strong>East</strong> know them all too well.<br />

Relations: Hagspawn don’t get along well with anybody, although<br />

they have a certain sympathy for half-orcs and<br />

tieflings. Dwarves, elves, halflings, and other civilized nonhumans<br />

generally judge a hagspawn based on his deeds, but not<br />

so humans. In Rashemen, hagspawn are infamous for their<br />

evil tempers, violent natures, and depraved crimes, and they<br />

can expect no welcome in a Rashemi village. A few individuals<br />

have overcome this social stigma by proving themselves<br />

loyal and true, but most hagspawn either leave Rashemen or<br />

die bitter and young, having finally done something awful<br />

enough to rouse their neighbors against them.<br />

Alignment: A typical hagspawn is a malefactor through and<br />

through. Those who conquer their violent heritage don’t fit in<br />

with very lawful societies but do best where an individual is<br />

judged on his own merits.<br />

Religion: Hagspawn most often adopt a faith that appeals<br />

to the lonely, embittered, and vengeful. Bane, Shar, and Cyric<br />

are common patron deities, although the elemental fury of<br />

Talos and the battle skill of Tempus also speak to the hagspawn’s<br />

violent nature. Good hagspawn most often worship<br />

the deity of whatever community they eventually find a<br />

home in.<br />

Language: Hagspawn speak Common, Giant, and the human<br />

language of their native region (usually Rashemi). Bonus languages<br />

depend on their home region.<br />

Names: Hagspawn usually take simple human names for<br />

themselves in the language of their home region. In Rashemen,<br />

these include Bor, Dor, Josel, Kurg, Sergel, and Vladir.<br />

Some claim their father’s surname, while others who do not<br />

care to hide their heritage call themselves “Hagson,” or use<br />

their monstrous mother’s name.<br />

Adventurers: In one sense, almost all hagspawn are adventurers,<br />

with dim prospects for staying at home and living as<br />

normal members of a human community. Many are wandering<br />

brigands, thugs, and sellswords, never staying too long in<br />

any one spot lest their neighbors blame them for some crime<br />

or misfortune. Hagspawn make good fighters and rogues and<br />

are well suited to a life of violence and robbery.

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