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Unapproachable East.pdf - The Forgotten Realms

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ability, regardless of actual level). See the speak with<br />

animals spell description in the Player’s Handbook.<br />

• Automatic Languages: Common and Sylvan. Bonus Languages:<br />

Aquan, Auran, Giant, Goblin, Mulan, Rashemi, Shou, Tuigan.<br />

• Favored Class: Any. A multiclassed spirit folk’s highest-level<br />

character class does not count when determining whether<br />

she suffers an XP penalty.<br />

River Spirit Folk Racial<br />

Traits<br />

River spirit folk have the following abilities and characteristics.<br />

• Medium-size.<br />

• Land speed 30 feet.<br />

• River spirit folk have a base swim speed of 30 feet. <strong>The</strong>y do<br />

not need to make Swim checks to swim normally. <strong>The</strong>y gain<br />

a +8 racial bonus on any Swim check to perform some special<br />

action or avoid a hazard, and they can always choose to<br />

take 10 on these checks, even if distracted or endangered<br />

when swimming. <strong>The</strong>y can use the run action while swimming,<br />

provided they swim in a straight line.<br />

• Water Breathing: River spirit folk can breathe water as<br />

easily as they breathe air.<br />

• Low-Light Vision: Spirit folk can see twice as far as humans<br />

in starlight, moonlight, torchlight, and similar conditions<br />

of poor illumination. <strong>The</strong>y retain the ability to distinguish<br />

color and detail under these conditions.<br />

• +2 racial bonus on saving throws against spells and spell-like<br />

effects with the word “water” in the name of the effect.<br />

• Once per day, a river spirit folk can use speak with animals<br />

to speak with any fish. This ability is innate to river spirit<br />

folk. It has a duration of 1 minute (the spirit folk is considered<br />

a 1st-level caster when using this ability, regardless<br />

of actual level). See the speak with animals spell description<br />

in the Player’s Handbook.<br />

• Automatic Languages: Common and Sylvan. Bonus Languages:<br />

Aquan, Auran, Giant, Goblin, Mulan, Rashemi,<br />

Shou, Tuigan.<br />

• Favored Class: Any. A multiclassed spirit folk’s highest-level<br />

character class does not count when determining whether<br />

she suffers an XP penalty.<br />

Taer<br />

Primitive hunters of the icebound north, taers are cruel and<br />

savage creatures who haunt the remote mountains and passes<br />

of the <strong>East</strong>. <strong>The</strong>y launch war parties into warmer lands, carrying<br />

off livestock, food stores, or even people for the clan’s<br />

larder. Even more so than other evil folk such as orcs or<br />

gnolls, taers are regarded by other races as crude, bloodthirsty<br />

beasts without a single redeeming quality.<br />

Although taers regard other creatures as potential enemies<br />

or meals, they possess a surprisingly complex store of oral histories,<br />

rules for conduct within the clan, and tribal wisdom.<br />

RACES OF THE EAST<br />

14<br />

Long ago, the race developed a comprehensive code to govern<br />

its tendency toward violence, at least between its own members.<br />

Anyone not of the taer’s clan is beyond the protection<br />

of this code and can be robbed, murdered, or eaten at will.<br />

Those few taers who wander into civilized lands either extend<br />

their concept of “clan” to some other set of intelligent creatures,<br />

such as a group of bandits, a village, or an adventuring<br />

band, or quickly die at the hands of an angry mob.<br />

Personality: <strong>The</strong>y lack the cognitive and innovative intelligence<br />

of humans and other such races, but taers are intuitive<br />

and imaginative in their own way. <strong>The</strong>y think in analogies and<br />

metaphors, most of which are mythic sagas handed down by<br />

the storytellers of the clan from generations past. Taers see<br />

themselves as characters in a life-story that began long before<br />

they were born and will go on long after they are dead.<br />

Taers who leave their clans and learn to regard people of<br />

other races as fellow tribesfolk (as opposed to prey) slowly<br />

weave their new experiences into their old worldview, constructing<br />

new myths to explain what they cannot understand<br />

any other way. A taer can literally “turn off” cognitive<br />

thought and descend into bestial rage in the blink of an eye<br />

to meet a physical challenge, but for days afterward, he ponders<br />

the experience and seeks to explain what happened.<br />

Physical Description: Taers are powerfully built creatures<br />

about 5 to 6 feet in height, with thickly muscled arms and apelike<br />

faces. <strong>The</strong>y are covered in thick white fur that blends in with<br />

snowy backgrounds, although their hands and faces are bare of<br />

fur. Beneath their fur, their skin is dark gray and leathery in texture.<br />

A male taer weighs about 220 pounds, while a female is<br />

more lightly built, weighing about 180 pounds. Taers carry<br />

themselves in a crouch, their knuckles almost dragging on the<br />

ground; a taer that straightens up stands almost 7 feet in height.<br />

Relations: No other race gets along well with taers, although<br />

frost giants, ogres, and white dragons occasionally ally with<br />

a taer clan to achieve some greater goal. In turn, taers typically<br />

view all other creatures as either enemies or prey. A taer<br />

who learns to include nontaer companions as part of his “clan”<br />

can be a loyal comrade, but he often measures his companions’<br />

actions against taer expectations.<br />

Alignment: Taers are drawn neither to law or chaos. <strong>The</strong>y<br />

value the complex rules of their clan life but yearn for wild<br />

freedom. <strong>The</strong>y tend to be evil, preying on nontaers too weak<br />

to defend themselves. Even within the clan, taers use their traditions<br />

ruthlessly to attain the highest status possible. A fair<br />

number of adventuring taers are of neutral alignment.<br />

Religion: Taers possess a complex pantheon filled with spirits<br />

and mythical figures, but they most often revere aspects<br />

of Auril the Frostmaiden and Loviatar. Giant deities such as<br />

Grolantor and Thrym also appear in taer mythology.<br />

Language: Taers speak Giant. Player character taers speak<br />

Common as well. Bonus languages include Auran, Damaran,<br />

Draconic, Orc, and Rashemi, although it’s a rare taer who can<br />

manage more than two languages.<br />

Names: Taers name themselves after landmarks and natural<br />

phenomena, preceded by a simple clan name. Examples include:<br />

Hrusk Mountain Thunder, Vulg Falling Ice, or Chark<br />

Smoking Sky.

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