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Unapproachable East.pdf - The Forgotten Realms

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Adventurers: Adventuring taer are almost always outcasts<br />

from their clan, who were defeated in (or failed to pursue correctly)<br />

the endless taer measurement of fitness. <strong>The</strong>y are more<br />

comfortable joining a small band they can think of as a new<br />

clan than living among the folk of a large settlement. Most<br />

taer adventurers are simple brigands, but some become mercenaries<br />

who sell their strength and ferocity, and a few rare individuals<br />

attach their loyalties to a band of good-hearted heroes.<br />

Regions: Almost all taers choose the taer region, which describes<br />

an individual driven from his clan and sent into exile<br />

in human lands. See Chapter 3: Regions and Feats.<br />

Taer Racial Traits<br />

Taers have the following racial abilities and characteristics.<br />

• +4 Strength, +2 Constitution, –4 Intelligence (to a minimum<br />

of 3), –2 Charisma: Taers are tough and tremendously<br />

strong, but are insular and do not have the reasoning capacities<br />

of other races.<br />

• Medium-size.<br />

• Land speed 30 feet, climb speed 30 feet. Taers gain a +8<br />

racial bonus on all Climb checks. A taer must make a Climb<br />

check to climb a wall or slope with a DC of more than 0 but<br />

can always choose to take 10, even if rushed or threatened<br />

while climbing. A taer who chooses an accelerated climb<br />

moves at double the listed climb speed and makes a single<br />

Climb check at a –5 penalty. Taers cannot use the run<br />

action while climbing. <strong>The</strong>y retain their Dexterity bonus to<br />

Armor Class (if any) while climbing, and opponents get no<br />

special bonus to their attacks against climbing taers.<br />

• Racial Hit Dice: A taer begins with two levels of giant. This<br />

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

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

• Racial Skills: A taer character’s giant levels give him skill<br />

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

skills are Climb, Hide, and Spot. A taer’s pelt blends in with<br />

snowy backgrounds, conferring a +4 racial bonus on Hide<br />

checks in snow-covered locales.<br />

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

• Weapon Familiarity: Taers treat greatclubs and longspears<br />

as simple weapons.<br />

• Giant: Taers are not subject to spells or effects that affect<br />

only humanoids, such as charm person or dominate person.<br />

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

• Natural Armor: +2 natural armor bonus.<br />

• Natural Attacks: An unarmed taer can make two slam attacks<br />

at his normal attack bonus and a bite attack at a –5 penalty<br />

on his normal attack bonus. <strong>The</strong> taer’s slam attacks deal 1d3<br />

points of damage, and the bite deals 1d4 points of damage.<br />

• Cold Subtype (Ex): Taers are immune to cold damage but are<br />

vulnerable to fire attacks. <strong>The</strong>y take half again as much<br />

(+50%) damage as normal from fire, regardless of whether a<br />

saving throw is allowed, or if the save is a success or failure.<br />

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

By character region.<br />

RACES OF THE EAST<br />

15<br />

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

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

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

• Favored Class: Barbarian. A multiclassed taer’s barbarian<br />

class does not count when determining whether he suffers<br />

an XP penalty.<br />

Volodni<br />

More than a thousand years ago, at the end of the terrible<br />

wars that racked Narfell and Raumathar, a proud Nar lord led<br />

a host of his people into the great forests of the ancient<br />

empire, seeking to escape the roaming demons and magical<br />

plagues that ravaged his lands. Some power of the old woods—<br />

perhaps an elder treant, or even the Oakfather himself—confronted<br />

the Nar refugees to deny them refuge unless they<br />

forswore their demon-summoning ways and agreed to take the<br />

forest’s blood for their own. <strong>The</strong> lord agreed on the spot, convinced<br />

that any bargain was better than returning to certain<br />

destruction, but the price was greater than he could imagine:<br />

He and his followers surrendered their humanity in exchange<br />

for sanctuary. Thus the volodnis, the pine folk, were born.<br />

<strong>The</strong> volodnis are a humanlike race of treefolk who defend<br />

their forest homes with iron resolve. Unlike other sylvan<br />

beings, volodnis aggressively seek to expand into new forests<br />

and grow the borders of old ones, regardless of who gets in the<br />

way. Many feel that only the fall of “warm folk” civilization<br />

can preserve Faerûn’s forests, but others hope to peacefully<br />

persuade humans to allow the return of the ancient forests.<br />

Personality: Volodnis are cold and dispassionate, remorseless<br />

in pursuit of any tactic that serves their ends. <strong>The</strong>y remember<br />

every injury but have the patience of the forest itself<br />

when exacting vengeance. <strong>The</strong>y are not acquisitive, as they<br />

have little need for material possessions. Some volodnis feel<br />

the blood of their human ancestors more deeply than others<br />

and are capable of benevolence—or spitefulness and crime.<br />

Physical Description: Volodnis resemble their human forebears,<br />

but their skin is the deep olive-green of a pine needle,<br />

and their flesh is woody and tough. Clear sap runs through<br />

their veins instead of blood, and their hair grows in long, thick<br />

locks scaled like the bark of a young tree. <strong>The</strong>ir eyes are gleaming<br />

black, and they tend to be tall and lean, with wide shoulders<br />

and long arms. <strong>The</strong> pine folk favor weapons and armor<br />

made from leather and wood, dyed in green and brown to<br />

blend in with the terrain of their forest home.<br />

Relations: Volodnis get along reasonably well with other<br />

sylvan creatures such as centaurs and satyrs and usually work<br />

toward the same ends as elves. <strong>The</strong>y revere treants and are<br />

warm to druids of any race, but they do not care for people who<br />

see a forest only as uncut firewood and unbuilt homes. Those<br />

who despoil natural settings out of spite rather than necessity<br />

wake a volodni’s latent hostility into pure, cold rage (the most<br />

militant volodnis see no difference between the two actions).<br />

Consequently, volodnis harbor a stronger dislike for goblins,<br />

orcs, and such creatures than they do for dwarves or humans.

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