Elves and Half-elves
No human has seen an elf in living memory; they haven't been noted
anywhere on the fractured continent in a thousand years. That is
the received wisdom of the human population, that is what they believe,
and to all intents and purposes it is perfectly true. Legend says
that there are elves out there, but they are so well hidden that
no-one ever finds them. That's the way it's been for as long as
anyone can remember, and that's the way it's set to remain unless
something remarkable happens. The reaction to the appearance of
an elf after all this time would be a mixture of amazement, awe
and fear. The religions of all the moon gods teach a healthy distrust
of elves and although this doesn't mean that every cleric would
be immediately hostile to an elf, it does put them automatically
on their guard.
Since the beginning of the Notoriety
of Kings campaign, players have discovered that the elves do
still exist, and that one thousand years ago they left Iourn for
a parallel world they have created called the Greymere. However,
despite the players' best attempts to disseminate this information,
no-one believes them and elves remain a closed mystery. The Chosen
of Narramac know that that elves do exist and the reason behind
them hiding themselves away. However, almost every other PC will
not know this. Elves remain creatures of legend and fable and they
are definitely not available as player characters.
Which brings us to half-elves: although liaisons between humans
and elves are unheard of, half-elves (aka changelings) are still
occasionally born. Sages speculate that elven blood is very strong
and a human who has an elf somewhere in the dim distant past of
her ancestry has a chance (however small) of giving birth to a half-elven
child. How these half-elves are received depends on the society.
Often the mothers of half-elves are executed after being accused
of straying from the marital bed by their husbands; the baby maybe
taken out and left in the forest for the elves to come and collect;
or, occasionally, the half-elf is brought up amongst humans. In
this case the half-elf's outlook is human, but there is a longing
in his lyrical soul, and something missing from his life. Such half-elves
are restless individuals, sometimes spending their entire lives
searching for their elven heritage. To the population at large,
half-elves are the only evidence that elves even exist so they are
sure to make an impression where-ever they go. This impression may
be less in non-human societies; among the orcs (the natural enemies
of the elves) they would be well advised to keep their heads down.
Dwarves
Although the dwarves of Gunstadtan only been trading with humans
since 172 LE, the dwarven nations of Urova have an old and proud
tradition of mining, smithing and warring. Battle and greed are
seen as the two things that drive dwarves, and it isn't too far
from the truth. There are two main dwarven nations in Urova: The
Gunstadtan hills that run to the north of Norandor, and the massive
Auld Kingdom that encompasses six different kingdoms to the west
of the central sea. Dwarves are effectively unchanged from their
description in The Complete Book of Dwarves and Races
of Stone. The inhabitants of Gunstadtan are divided into many
fortresses, clanholds and deep underground fortresses. Dwarves do
not live within human lands in any numbers. With the exception of
the adventuring population, the only dwarves who are known to live
side-by-side with humans are the handful that dwell in Timberlake
on the northern border of Norandor. Dwarves are still unusual in
the lands of man, but they are no longer seen as a curiosity since
the first man to laugh at a dwarf is still looking for his ears.
Gnomes
There are three kingdoms of gnomes in Urova, all are some distance
away from Norandor. Stonebark and the Five Colour Kingdom border
the central sea, whereas the traditional gnome-stomping ground of
the Pits of Walhoon is way down south of Junos. Gnomes aren't terribly
common in Norandor, but most people will know one when they see
one, if only for the reason that its nose appears in a room five
seconds before it does. The Complete Book of Gnomes and Halflings
gives a wonderfully accurate interpretation of Urovan gnomes.
Hobbits
Halflings do not have a land of their own. They subsist either
in human cities or, more commonly, in small semi-autonomous principalities.
The largest of these is The Wold in central Norandor. Halflings
keep themselves to themselves, eat, sleep, smoke and generally bimble
their way through life. Their congenial appearance and good-natured
humour is far from a façade, but it is never a good idea
to rile one. Halflings that turn to adventure are few - the desire
to set out and explore is against almost every tenant of hobbit
society. However, there is an appreciable number who decide that
life on the road is for them. These hobbits are usually young and
inexperienced; the wanderlust never lasts more than about forty
seasons and then they're back, sitting with their feet up and discussing
genealogy as they should be. The Complete Book of Gnomes and
Halflings is a good source for these little bleeders.
Half-orcs
Half-orcs are the results of unimaginably painful unions between
orcs and humans. As the thought of any human wilfully having sex
with an orc is too foul to contemplate, these creatures are almost
always born as a result of violence. Half-orcs have a leaning toward
the barbarity of their non-human ancestry but many can rise beyond
that. Half-orcs are mistrusted where-ever they go, but aren't openly
persecuted. They just have to go that little bit further to prove
themselves in the eyes of others.
Genbassi (Mongrelfolk)
The mongrelfolk of Genbasson are an odd breed. The accepted account
of their origins are as follows: long ago, before the Hadradan occupation
of Urova the great Úngorn and other smaller woodlands stretched
much further into the heartlands of Man; encounters between various
fey races were more common. Equally, the orcs, goblins and their
ilk were significantly more widespread and often encroached into
the more civilised areas. The proximity of all these various folk
led to a great deal of interbreeding. Half-orc/half-dwarves became
intimately acquainted with half-dryad/half-gnomes and all manner
of freakish deformity was loosed upon the world.
The Hadradans were a racially pure group of humans. They didn't
breed with other races - such a thing was strictly forbidden by
their Vandanian beliefs. However, while other races such as hobbits
and gnomes were openly persecuted, executed or shipped off to the
Isles of Lareth, the Hadradans couldn't quite bring themselves to
do the same thing to half-breeds. A part of these creatures, no
matter how small, was still human and this caused a fair amount
of philosophical debate and posturing among the conquerors of Urova.
In the end as many of these half-breeds, or mongrelfolk, that could
be found were rounded up and placed upon the penninsular directly
to the south of Urova. There the Hadradans kept them, and used them
for slave labour. They were called the Genbassi which roughly translates
as "less than a man" from Hadradan. When the Hadradans
left Urova the Genbassi were left pretty much to their own devices.
They were persecuted by many of the remaining humans, but they also
prospered in the bleak moorlands of their home, building a functioning
society.
However, there is a growing opinion held by certain rogue scholars
and philosophers in Calclafique that the Genbassi have a more dramatic
and supernatural beginning. Theorists state that there are simply
too many breeds and racial types of Genbassi to be explained by
natural inbreeding. They believe the Genbassi were created by magic
- either by accident or for a deliberate purpose that may not have
yet come to fruition.
Whatever the truth of their origins, the Genbassi of Urova are
quite different from the race described on p98 of Races of Destiny.
They are not integrated into other societies, they do not feel as
if they have a place with all races - Genbassi are outsiders where-ever
they go. Each Genbassi is a race of one with no obvious ties to
even his closest kin. They band together for protection, they experience
love and companionship but they never truly belong. Even Genbasson
itself is but a loose confederation of small townships and individuals
who band together for mutual protection. Only in Farragopolis -
the largest and most properous town in the country - is there any
sense of unity and purpose.
Player character Genbassi are extremely rare. Few Genbassi venture
outside Genbasson because of the prejudice and violence they suffer.
Even in enlightened countries such as Norandor, Genbassi are commonly
used as slaves. Players are encouraged to build their Genbassi from
scratch deciding upon a unique appearance and abilities that may
differ from those printed in published sources.
Other Races
Much to the alarm of many players, dragons are significantly more
common on Iourn than they are on almost any other prime world. Why
this is the case is a secret lost to time, but these vast creatures
(of all colours and hues) can be found occupying their native terrain.
It is estimated that, with the exception of heavily fortified human
cities, there is not a square foot of Urova that isn't within the
territory of one dragon or another. Verifying the truth of such
a statement has not been a priority of sages. Priests of the moon
gods look upon dragons as the naural enemies of civiliation and
will often sponsor dragon-hunting expeditions. Vast hordes of orcs
and goblinoids dwell in the Land of the League of Tooth and Claw,
and enclaves of these marplots also exist in the Cullbarren Peaks.
They are constantly waging wars with the dwarves, barbarians and
anyone else who looks at them oddly. Beneath the surface of the
land many fell creatures lurk. Such tales are told that most children
won't even venture into a cellar let alone go pot-holing - dark
elves, illithids, aboleth, troglodytes and more are feared to be
just beneath one's feet. In the vast sylvan forests creatures such
as centaurs, satyrs, pixies and dryads dwell - it is said that none
but the druids and the rangers may enter these places and emerge
unchanged. With the exception of the orcs and their kind, no other
race has the numbers of humans, dwarves, halflings or gnomes but
do not assume that there is nothing else out there.
The new Dungeon Master's Guide presents rules for PCs to be of
more exotic races. These include subraces for the major PC races
as well practically any creature from the Monster Manual. It goes
without saying that the selection of any race must be agreed by
the DM. If the DM doesn't want player character leprachauns in his
campagn (and what sane DM would?) then he doesn't have to have the.
The rules laid down for selecting non-standard races seem a little
hazy to me, so I have ammended them:
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