abominations created by the Drow. Being transformed into a drider
is a punishment which involves the transformation of the lower
torso into the body of a spider, complete with 8 legs. Most driders
are mages. This is due to the way Drow society behaves: a Priestess
who invoked the wrath of her goddess would simply be executed for
the crime would have been a heinous one or otherwise she would have
done nothing wrong; warriors would simply be slain as they would
serve no use as a drider; thieves would be slain simply because
they existed; mages on the other hand have powerful spells to aid
the rest of society.
Driders are usually found some distance from the drow cities
themselves. Occasionally expedition parties may choose to take a
drider with them but due to their size this is a rare
distant cousins to the surface dwelling elves. Very distant. Their
appearance is similar except that drow live far underground and
their skin is ebony coloured. Many drow have innate abilities that
enable them to levitate, and produce globes of magical darkness
that not even their own infravision can penetrate. Most drow
worship the spider-queen goddess Lloth (or Lolth). The females of
the race hold the power, with the males being relegated to nothing
more than soldiers and fathers. Their society is very family
orientated, in that "houses" are found consisting of one matron
mother, priestesses (her daughters), one mage noble and one warrior
noble (her sons), one weaponsmaster (her current husband) and many
soldiers. However, family only goes so far. The drow are a
treacherous race and won't have a second thought about dispatching
one of their own family to further their own ambitions.
one of the Giant-Kin races. They are very tall (10-12 feet) and
have two heads--and two distinct personalities--one of which is
usually intelligent and handsome, the other stupid and
similar to gnolls, but shorter, broader and more muscular. Their
bodies are covered in short, dirty, brown and red fur.
tall, hyena-like humanoids.
Golems ("Clay Golems" "Flesh Golems"
"Iron Golems" "Stone Golems")
magical creatures created by very powerful wizards. They are
created with the purpose of completing a specific task, or tasks.
They have no intelligence, and mindlessly obey their master to
perform the task at hand. For example, a golem set the task of
"travel due east until you reach the City of Zantharx" will do
precisely that. It will walk over the edge of a cliff, through
lakes, swamps, oceans, deserts and anything else in its path. If
Zantharx does not lie due east from the starting point,
theoretically the golem would continually travel around the
Because of this powerful magical nature, golems are immune to all
magic. They are also impervious to all simple physical attacks.
Individually, the following plus factors are needed to damage a
golem with a weapon attack:
|The definition of a Half-Orc varies, but on the
whole it is a term used to describe anyone who has Orcish blood in
their family line. With this blood diluted through the generations,
most of this race closely resemble pure humans, though on the whole
they are well-built yet lithe, and far from a pretty sight, with
grey-green pock-marked skin and snub noses. Half-Orcs are, on the
whole, shunned by most other races, especially the Orcs and Humans
that spawned them, and this may be partly responsible for their
natural feral aggression and distrusting attitude.
creatures are particularly nasty. Their heads are especially
bulbous and have 4 tentacles that flail around trying to attach
themselves to the mindflayers opponent to suck out his/her/its
brain. Their skin is purple, a colour they have a particular liking
for and they employ a kind of psionic blast to render their
opponents stunned or even unconscious. Aside from this, they are
humanoid in appearance.
are powerful predators, usually found underground. Their claws are
so strong that they are able them to tunnel through solid stone!
Standing around 8 feet tall, their thick, scaly hides cover bulging
muscles. The head is attached right to the body--they have no necks
to speak of--and the maw is filled with sharp, triangular teeth,
capable of biting through virtually anything but stone, which their
claws take care of. They have four eyes, spread at even intervals
across the forehead. Umber Hulks are usually black, although it
becomes more of a yellowish gray on their bellies.
Wargs ("WOLVES" "DIRE WOLVES" "Winter
active and cunning carnivores, capable of surviving in nearly every
climate known. Although the colour of their fur varies from species
to species based on the climate in which they dwell, all wolves
have some features in common. They are all characterised by
powerful jaws and teeth, bushy tails, and round pupils. In many
respects, wolves greatly resemble domesticated dogs.
Dire wolves are for all intents and purposes an ancestor of the
more typical wolf. Apart from being generally large in size, they
are very similar to their descendants.
Wargs (or Worgs) are also descended from the dire wolves, but at
some point in their lineage were possibly interbred with a humanoid
species, for they have attained a certain degree of intelligence as
well as a tendency toward evil. Wargs speak a primitive language
and are as large as ponies.
Winter Wolves are the most dangerous of the wolf species. They are
exceptionally large and incredibly vicious. Fortunately, they are
encountered very rarely, primarily due to the freezing terrain
which they usually inhabit. From a distance they are quite
beautiful, with glistening white or silver fur.
numerous types of lycanthopes: wererats, werebears, etc. Each is
distinct from the others with the exception of their common bond of
lycanthropy. Lycanthropes can be dangerous foes since they cannot
be hurt with weapons of less than +1 magic, unless the weapon is
made of silver.
are an organised society, occasionally found in smallish pockets in
the realm. Cousins to the wolf, they resemble a hairy man with a
wolf-like face. They are also offshoots of the dire wolves,
although their lineage is also heavily linked to humans. However,
unlike their cousins the wargs, the wolften have evolved to walk on
Surprisingly, despite their aggressive nature, the wolften are
usually content to remain within their own boundaries. Their
civilisations contain some human-like features, notably roads, but
generally they use the natural surroundings to their advantage.
They will occasionally trade with nearby towns but will rarely go
to war. Many believe they are also related to the hyena-like
gnolls, which would explain their preference to consume
neighbouring villages once they are abandoned rather than to take