Showing posts with label tieflings. Show all posts
Showing posts with label tieflings. Show all posts

Wednesday, December 28, 2011

Ages of Lingusia: Neutral Kindred in Swords & Wizardry



Next up are the neutral races of Lingusia. Note that satyrs and faeries have made an appearance in Agraphar as well; here are their Lingusia counterparts.

The Neutral Races

Half dragons: The Half dragons of Lingusia are a servitor race of the dragon lords, destined for slavery due to their draconic heritage, and often seeking to rebel.
Half dragons are statistically the same as Marlacks, but gain an additional feature:
Humanoid Form: half-dragons can shapeshift between their draconic form and a humanoid form of usually pleasing likeness, with either human, elf, or Halfling traits. This form lacks the claws and wings of their draconic form (see Marlacks, above) but still has a certain scaliness and draconic slit eyes. It takes one round to complete the transformation, although the half dragon can still move and act while changing. The half dragon can shift between forms at will.

Faeries: The faerie kin are true fey, born out of the Weirding and driven by curiosity to enter the mortal realm.
Height: 10 inches to 1’4” tall
Weight: 5-15 lbs.
Languages: Faespeak, elvish, and Middle Tongue
Ability Scores: +1Cha, -1 Con
Favored Classes: thief, magic user
Tiny Creatures: Faeries roll only 1D6+2 for Str and Con and never have higher than 8 in either attribute.
Tiny Fae: All Faeries are of the Fey realm (the Weirding Realm), and are tiny creatures, only one foot tall on average. They gain a 2 point bonus to AC and Reflexes due to their small size and nimble flying abilities. Faeries can only wear armor made for their own kind, which can be difficult to locate, and normally is only ever made of leather.
Flight: Faeries have wings and can fly. They are tiny however and only walk at half their normal movement rate, but can fly at double that rate.
Fae Archers: Faeries are always skilled in the use of the faerie bow, regardless of class weapon options. Such faerie bows only ever do 1 point of damage (and it has a 50% chance it only does subdual damage), but they can apply their fey magic to it to make the bow more effective. A faerie begins play knowing how to apply the sleep spell to a single arrow, but in the course of play the faerie can take magic user spell scrolls (and even tomes) and learn other spells to apply to her arrows as well. The faerie must use the Spell Learning chance based on her Int to attempt this, but once she has learned a spell that can be used for her arrow, then she may always imbue her arrows with that spell. Regardless of what spell she is imbuing, she can do so three times per day; the arrows will last for one week, and must be fired by a faerie from a faerie bow to activate the imbued spell.
Glamour Magic: Faeries may choose any one first level magic user spell that they can cast once per day.
Aspect of the Fae: Faeries are able to detect the presence of other fae for 100’ at will.

New Weapon: Faerie Bows
Ranged Weapon; Damage: faerie arrows do 1 point (50% chance of subdual damage only) plus imbuement if any; Rate of Fire: 2; Weight: .25 lbs.; Range: 20 feet; Cost: 150 GP (faerie characters get one for free); Special: Can’t be wielded by anything less than tiny creatures; small creatures can use the bow with a -5 penalty to attack. Only faeries can cause the spell imbuement when wielding the bow.

Goblins: Goblins are a deviant underworld race of deformed unseelie fey who have long ago sought to make a home for themselves in the mortal plane.
Goblins have statistics in the MM can serve for player characters, if desired.
Height: 4’1” to 5’2” tall
Weight: 100-155 lbs.
Languages: goblin, orcish, middle tongue and some other monstrous languages
Ability Scores: +1 Dex, -1 Wis
Favored Classes: assassin, fighter, thief
Goblinoids: The goblins are the least of the goblinoid races, and are related to both orcs, hobgoblins and bugbears. Goblins have learned to sustain their society through living off the scraps of their larger kin, and have become excellent survivors as such.
Although goblins are not prone to the use of magic, they nonetheless do have occasional mages and clerics in their communities. They revere an obscure deity, one never heard of outside goblin circles called Yamgach, the patron god of goblins. No human texts, not even the Idean Codices, speak of who or what this Yamgach is. Not even the orcs, trolls and other monster kin under whom goblins dwell seem to know much about this goblin god!

Terkithyi Lizard Men: A brutal race of fierce alligator-headed warriors who pride strength and fierceness as key traits.
Average Height: 6'6”-7’6” tall
Average Weight: typically 200-350 lbs
Languages: Lizardman and Middle Tongue. A few Terkithyi learn Draconic or other local Amechian tongues such as Chigros, Belladasian or Hotepsalan.
Ability Scores: +1 Strength, -1 Intelligence
Favored Classes: cleric, fighter
Vision: lowlight vision
Natural Claws and Bite: Terkithyi have vicious claws that do 1D6 damage and a bite that does 1D4 damage.
Natural Armor: Terkithyi receive a 2 point Natural Armor bonus to armor class.
Cold Blooded: Terkithyi are reptiles by nature, and grow sluggish and unresponsive in cold climates. When exposed to winter conditions atypical of their native environment (usually by more than 30 degrees), Terkithyi are at -1 to attack rolls from sluggishness. A terkithyi in a cold environment for more than 24 hours begins to lose hit points at the rate of 1 per day (negating normal healing).

Haikyndyr Lizard Men: A desert-dwelling race of lizard men who are swift and cunning, defending their southern lands with poisoned arrows and traps.
Average Height: 5'1”-5’6” tall
Average Weight: typically 100-150 lbs
Languages: lizardman and Middle Tongue; some know Draconic
Ability Scores: +2 Dexterity, -1 Intelligence
Favored Classes: cleric, fighter, thief
Vision: lowlight vision
Claws: All Haikyndyr claws do 1D6 damage. They have a bite that does 1 damage (but is not nearly as fearsome as other lizardmen)
Favored Environment: Haikyndyr are desert dwellers and receive some special bonuses when in a desert environment. They gain a +10% bonus to stealth checks in the desert (move silently, hide in shadows) which is also a -10 penalty to tracking attempts.
Tail Trip: Haikyndyr are known for using their tails in trip attacks. They get a +1 attack bonus when aiming to trip someone in battle.

Serpent Men (Setites): The dark race of serpent men owe their existence to the dark god Set, considered to be the great deceiver and lord of maliciousness. The serpent men seek to espouse their dark god’s ideals and secretive goals.
Average Height: 5'6”-6’6” tall
Average Weight: typically 100-250 lbs
Languages: Serpentine and Middle Tongue; some know Draconic
Ability Scores: +1 Intelligence, -1 Constitution
Favored Classes: assassin, cleric, thief, magic user
Optional Racial XP Modifier: -10%
Vision: darkvision 120 feet
Poison Bite: Serpent men can bite with potentially lethal effect. Their bite does 1 point of damage but injects poison that requires a saving throw; failure means the victim is paralyzed for 1D6 hours; at the end of that time a second saving throw must be made; failure means the victim has perished.
Long Lifespan: setites can live to be 200 or more years old, and some venerable priests are said to be 600 years or older.

Ogres: A race of brutal killers and mercenaries who dwell in the forestlands of Lingusia and will work for whoever offers the best loot and largest meals.
Average Height: 8’ to 12’ feet tall
Average Weight: 400-900 lbs.
Languages: ogreish, plus one other (usually the middle tongue or giantish)
Ability Scores: +1 Str, -1 Wis; ogres should never have less than a 12 strength
Favored Classes: fighter
Optional Racial XP Modifier: -10%
Vision: darkvision 60 feet
Tough Hide: Ogre’s have thick skin offering a 2 point improvement to AC.
Large Weapons: Ogres can wield normal human-sized two-handed weapons as one handed weapons.
Disguise Issues: Ogres can’t attempt a decent disguise unless they are trying to masquerade as a different sort of large creature, like a troll or minotaur. This makes ogre assassins particularly ineffective.
Fists: Ogre fists do 1D4 damage.

Tieflings: Touched by infernal and abyssal blood, the taint of the tieflings is evident in their appearance and often also their behavior.
Languages: the local common tongue; tieflings who are in touch with their ancestry might know an abyssal or infernal tongue
Favored Classes: assassin, thief, magic user
Ability Scores: +1 intelligence and -1 charisma
Vision: Dark Vision 60 feet
Infernal Heritage: tieflings take half damage from fire sources and gain a +2 save bonus against spells and effects with fire (fireballs, fire breath, etc.)
Darkness 15 Feet: Tieflings can cast darknes 15' once per day.

Living Constructs: Extremely rare products of sorcery and arcanists, the living constructs of Lingusia are very rare, self-aware golems.
Ability Scores: Living constructs should gain a +1 bonus to one stat of choice, and a -1 penalty to Charisma, as they have difficulty understanding the emotions of living beings.
Mental Resistance: the strange minds of these animated entities make them especially resilient against mind affecting charms and enchantments, incurring a +4 save bonus against such magic and effects.

Marlacks: The winged dragonmen of Lingusia are an ancient, fiercely loyal race that has become more populous in recent centuries. Dedicated to their dragon lords, the Marlacks are determined to prove their worth so that they may ascend the ranks of dragonhkind.
Average Height: 6'-7' tall
Average Weight: typically 300-450 lbs; the natural armor of draconians is heavy
Languages: Draconic and the middle tongue
Ability Scores: +1 Str, -1 Int
Favored Classes: fighter, thief, magic user
Claws: Draconians have claws that do 1D6 damage.
Wings: Marlacks have dragon wings which give them lift. They can move somewhat faster, fly reasonably well, and are sufficiently talented that they gain no normal penalty when fighting while in flight (thus fighting as if they were on solid ground). They move at the same flight rate as their ground rate.

Minotaurs (Mishrag): From deeply religious cults to fierce warrior tribes, the minotaurs are a god-touched races of men who are born with bull’s heads.
Average Height: 8’ to 10’6”; minotaurs have shrunk over the centuries, and are not quite as large as they once were in ages past.
Average Weight: 400 to 550 lbs.
Languages: Minotaur and Middle Tongue, though some learn giantish, orcish and ashtarth.
Favored Classes: cleric, fighter, ranger
Ability Scores: +1 Str, -1 Int; as an optional rule, characters should not choose minotaurs as a raceunless they rolled at least 13 or better for Strength. There are no weak minotaurs out there.
Optional Racial XP Penalty: -10%
Vision: dark vision
Head Butt: Minotaurs who can get a charge attack or running start in can gouge with their horns for 2D4 damage in melee.
Maze Sense: Minotaurs are exceptionally good at navigating mazes and other complicated passages, and have a sense of absolute direction when doing so. A Minotaur has a 3 in 6 chance of discerning false passages and secret doors when in a maze.

Satyrs: The mysterious satyrs are native to the Weirding Realm, but they cross over more and more frequently in to the mortal plane, obsessed with its delights and hedonistic possibilities.
Satyrs gain access to a uniquely powerful power (the pan pipes) which are presented here as an encounter power that gets better as the Satyr levels. DMs may wish to scrutinize the race carefully if you are concerned about balance. Satyr characters should be most likely to choose primal classes, though by no means are they exclusively required to choose from such.
Height: 5’2” to 6’ tall
Weight: 100-250 lbs. (or greater for the gluttons)
Languages: Feyspeak, elvish, and middle tongue
Ability Scores: +1 Cha, -1 Wis
Favored Classes: fighter, thief, magic-user
Optional Racial XP Modifier: -20%
Master of Pan Pipes: Satyrs can imbue any set of pan pipes with melodious and hypnotic magic. Satyrs can learn to perform multiple hypnotic tunes with their pan pipes, to various effects. At the start of their career the Satyr may choose from one of the following song effects, which he may perform once per day for 1D6 rounds (with the effect lasting for the length indicated by the roll). Additional tunes may be learned over time, as the satyr reaches 3rd, 6th, 9th and 12th level in their class advancement. All satyr songs can be resisted with a save versus magic enchantment/charm, and elves are always immune to satyr’s songs.

Satyr Songs:

Song of Delirium: You can weave a hypnotic tune that lulls your foes in to a stupor. All listening become entranced by the song and cease their actions for one round.

Song of Ferocity: You pipe a ferocious tune that sets your allies’ blood a’boiling. All allies who hear the song gain a +1 to their next attack roll and damage roll.

Song of the Wild: Your furious music sets your allies or enemies dancing madly about. The targets of this spell are compelled to dance instead of their preferred choice of actions.

Song of Escape: Through the wild pipings you energize your allies to recover from their plight. Each ally gains a +2 bonus to saving throws.

Song of Understanding: Through your enrapturing songs you sew the seeds of communication. This spell works to allow all who hear the song to understand one another as if they spoke each other’s language.

Song of Seduction: Through your hypnotic music you weave complex charms which draw in those around you, charging them with passion and lust. Each creature in burst becomes enamoured with the creature closest to it or a satyr, chosen by the song caster (save ends). When enamored, the target creature is effectively charmed in to desire and lust for a designated target, regardless of previous affiliation. For the duration of the encounter or until the effect ends the enamoured target will attempt to aid, seduce, copulate with or otherwise party with the target of his or her attentions. This can even overcome the hostile intentions of otherwise mortal enemies when in effect.

Option: Daughters of Oberon
Some satyrs are, once every seven generations, born as females (not called fawns, either; never ever call them that!) A satyress is a rare beast, for not only you are a coveted female satyr, but you are born a true daughter of Oberon. On discovering your heritage you find that you have some of his fey glamour to light your blood with arcane power. Satyresses (all female satyrs) gain the ability to charm person once per day.
Source!




Friday, November 18, 2011

Ages of Lingusia: Werebloods and Planar Races




Werebloods
The werebloods are a rare, enigmatic race of beast-blooded kin that can be found most commonly in the wilderness of Autrengard and Hettanar, though they have been found in Jhakn and Ocentash, as well. Werebloods descend from lycanthropic ancestry. As such, werebloods are a rare species and are almost never found in communities of their own, usually manifesting instead as a surprise to otherwise normal parents who did not realize one of their ancestors had lycanthropic blood.
   Werebloods can be found anywhere, although as indicated above they are more likely to be found in remote communities and lands where interaction between shape shifters and humans or elves is more likely. Werebloods are commonly misunderstood and often not recognized by most for what they really are.

Wereblooded Adventurers
   Werebloods are equivalent to shifters in 4E, and all racial details and feats that apply to shifters work for werebloods.

Planar Races

   The planar races consist of human crossbreeds who have been permanently touched with a bit of extraplanar ancestry. These plane-touched are a significant minority in the Middle Kingdoms. Among the planar races can be found the tieflings, aasimar and devas.


Tieflings
   Tieflings in Lingusia are surprisingly common, an enigmatic race of men and women with clear infernal or abyssal ancestry. The exact origins of a specific tiefing depends largely on ancestry, but the following are common; these are available as optional background paths for your character:

Ancient Bloodlines of Hyrkania
Associated Skills: Stealth, Thievery
   Many tieflings come from cursed families. These families, often Galonian or Hyrkanian, find that their bloodline suffers corruption every eight or nine generations (but sometimes more often). The suspicion is that such families may have been tainted in some way by the corruption of outsiders in the distant past. A more pragmatic expectation is that these are families descended from the era of the Old Empire and the time when the War of the Gods transpired. During that period a veritable army of demons descended upon the mortal plane, and that which the demons did not kill, they defiled. Like as not, even in families where infernal offspring were slain, the taint lingered forever more within the bloodlines themselves.
   Less common are pure-bloods who find that one or both parents were possessed at some point or under the influence of evil outsiders. These tiefling offspring appear unexpectedly, unless the possessors are in it for the long haul, and this can be quite a surprise to the parents (sometimes).

Dark Heritage of Kadantania
Associated Skills: Arcana, History
   Tieflings of pure blood coming from entire clans of their breed can lay claim to the heritage of lost Kadantania. This sorcerous empire rose up in Amech and dominated for a long period, during which the repulsive sorcerers of this lost kingdom struck a pact with the infernal devils of Hell, the domain of order dominated by Set and other evil gods of order. The Kadantanians sought to emulate the power of the lost Prehunates, and they failed, for the corruption of their species by the devils destroyed them from within, ultimately. All of the old noble bloodlines of lost Kadantania were corrupted, touched by darkness to become tieflings. Many tiefling clans to this day claim such heritage, and a few still believe Kadantania lives on in the lost city of Ur.

Modern Heritage: Starthias
Associated Skills: Arcana, Insight
   The vile domain of Starthias along the western shores of the Bloodsea is a new proving ground, for it is here that a new era of power-seeking fools have made infernal pacts with the devils of darkness or the demons of chaos within the last two generations, transforming their kind in to tieflings. The overlord of Starthias, the dark sorcerer-king Anharak, has encouraged his people to seek power at all costs; his exodus to the Silver Mountains in the west has caused a power-gap in the kingdom, which has already come close to shattering the eastern empire with civil war.
   Tieflings from Starthias are the most dangerous of all, for their corruption is recent, and their belief in its utility as a means to an end is total. They lack the humility of the Kadantanian tieflings, or the fear of the bloodline-descended tieflings.

Tieflings in the Middle Kingdoms
   Life can be very hard for these half demons and half devils. Some get lucky enough to find small communities of their kind, a kindly wizard to take them in as apprentices, or a demonic parent who finds the novelty of a child too compelling to resist. Most tieflings are raised as ambivalent, hateful beings, but a few get lucky and grow up surprisingly straight and normal.
   Tieflings are sometimes familiar with both their extraplanar and their mortal parents, but many can only guess at such, having been abandoned at the doorsteps of wizard’s guilds and temples by horrified peasants. Wizards love tiefling orphans; they make excellent apprentices.

Tiefling Adventurers
   Use the default rules for tieflings as provided in the PHB; no additional changes are necessary.

Tiefling Random Heritage Chart:
1-4          Kadantanian Lineage
5-8          Starthian Nobility
9-12        Ancient Hyrkanian Bloodline
13-16     Random Birth
17-20     Born of a Chaos Worshipping Bloodline



Aasimar
   Aasimar are a variant race and counterparts to tieflings. Like tieflings the aasimar have a parent or ancestor with planar blood. Unlike the tieflings, the aasimar have been touched by a divine spark from a good or beneficient being such as a seraph or other angelic entity. A few may even have godling ancestry.
   Aasimar are physically similar to humans, but they tend to have perfect skin, white or golden hair and eyes of liquid gold. Their beauty is unrivalled by most other mortals, though aasimar themselves are also often long-lived.
   Aasimar stand out most of the time, and for this reason they often find life relatively difficult when growing up, especially if they do not know their true lineage or parents. Young aasimar are often subjugated to slavery and abuse at the hands of those who marvel and covet their beauty, though just as many may be fortunate enough to live in a caring community or have a good parent.

Aasimar Adventurers
Average Height: 5’6” to 6’6” feet tall
Average Weight: 100-200 lbs.
Languages: Middle Tongue, plus one other (usually Tradespeak or Celestial if they know their divine parent or have access to such lore)
Ability Scores: +2 Wisdom, +2 Charisma
Size: medium
Speed: 6 squares
Vision: low-light
Skill Bonuses: +2 Diplomacy, +2 Insight
Resistance: Choose one resistance: necrotic, cold, fire or psychic; gain Resist 5+Charisma modifier against that type of damage. Increase to 10+Charisma modifier at level 11 and 15+Charisma modifier at level 21.
Immortal: You are immortal in origin and all effects that work for or against immortals also affect you.
Divine Might: You can call upon your divine power to add strength and conviction to your blows. Whenever dealing damage with an attribute type modifier, you may substitute yoru Charisma modifier if it is higher, regardless of the power type or nature.

Devas
   Although somewhat less common that tieflings, there are also plenty of devas to be found in Lingusia. Just as many demons and infernal extraplanar beings became trapped during the Cataclysm, so too did many angelic beings and benign servitors of good (usually called seraphs). Any entity which was born of a mixture of divine blood can become a deva.
   Deva are, in and of themselves, a distinct species which have a unique a place in the Lingusian cosmology, as ancient immortals who reincarnate over time. For an especially interesting variant on Devas, it is suggested that they could be the reincarnated spirits of prehunates from the prehuman era, and that the perpetual struggle to attain goodness over the risk of slipping in to evil ways is part of an ancient curse laid upon their kind by the gods.

Deva Adventurers
   Use the default rules for Devas as provided in the core rules; no additional changes are necessary.



All text Copyright 2011 by Nicholas Torbin Bergquist, all rights reserved

Tuesday, November 8, 2011

Ages of Lingusia: The Kindred of the Empire Era


   Unless otherwise indicated, all of the following races will use the base stats assigned by the core rules. Likewise, all races are eligible for whatever classes or roles are considered normal for the rules, and will likewise apply here as well.
   All character classes in have their place somewhere within the world of Lingusia. While a great majority of characters will come from the “core classes” (cleric, fighter, rogue, wizard) there are plenty of all other classes to be found, and for player characters at least there are no specific class restrictions when making their choices on what to play (the idea being that all characters are the exception to any rule). That said, if the GM does not want the player group to contain six ashtarth dark elf rangers, he is well within his rights to request that the PCs diversify a bit.
   Each racial entry will include relevant data on the race for the setting, as well as advice or rules necessary to run the race in 4E. Some additional lesser races are also referenced, with enough data to get interested players going.

Summary of the Races of Lingusia:

The Lawful Races
Eladrin/Silver Elves (Suethenurien): fair skinned and tall, these elves dwell in the ancient woodland empire of Sylvias.

Wood Elves (Sylvanurien): The free spirited and much shorted woodland elves are found throughout the world and are distinctively mischievous.

Humans: The most populace and successful of all the lawful races, humans are found everywhere, and are believed to be the favored progeny of the gods.

Iron Dwarves (Maddendur): The iron dwarves are a rough mountain breed of dwarf with a nose for minerals and and in insatiable desire to dig deep for hidden veins of gold and other precious metals in the mountains of the world.

Silver Dwarves (Suethendur): The silver dwarves are a mechanically inclined lot, dwelling mostly in human lands due to an ancient exile from their own mountains, and famous for their talent with anvil and hammer.

Gnomes: Commonly mistaken for true fey, gnomes are earthly beings more at home in the elemental realms of earth, and are found hidden deep within the remote forests and mountains of the world. They suffer from a strange corruption in the presence of civilization and technology.

Halflings (Syleni): An even rarer breed of fey, the diminutive Halflings are suspected to have been the product of an ancient union between a tribe of fey and dwarf or men, though none know for sure.

Amazons: An ancient race of warrior women who are sworn to an eastern god of war, Vishannu, and received the gift of immortality for their dedication.

The Chaos Races
Dark Elves (Ashtarth): Members of the renegade sorcerer clan of the silver elves, these chaos-tainted dark elves have evolved a sophisticated culture of demon worship.

Orcs (Anyu): The orcs come in many varieties, from the civilized but still brutal grey orcs to the malicious chaos-tainted blue and red orcs and the xenophobic fell manorg of the north. They are a threat to all humankind, and few of their number are civil enough to interact with other races.

Naga: An aquatic race of evil beings who have risen to power and now aspire to conquer the dry lands of the world.

Gnolls: The gnolls are a demonic race that seeks to overcome the dominance of the orcs in the underworld races and to establish themselves as the principle legions of chaos.

Sherigras: These chaos-tainted beings were once human, and long ago their kind descended in to chaos and madness, pursuing the dark arts and worshipping the dread gods of the Abyss. Marked by skeletal, gaunt features, the Sherigras exist where they are allowed, on the fringes of society.

Ghuls: The flesh-eaters of Lingusia are half-undead survivors of undead plagues who retained their wits if not their sanity and formed a new race of deformed beings, many of whom serve Orcus and other demon gods.

Deep Dwarves (Darendur): The deep dwarves were once a chaos-tainted race themselves, though many of their kind have emerged from the deepest regions of the Lower Dark and renounced the chaos gods. Some still adhere to the old ways, though, and regardless of their affiliation, the deep dwarves are still marked by chaos.

Trolls (Thargonids, Mihidir): The trolls are an ancient race, and while the thargonids are horribly corrupted by chaos, the mihidir still retain a trace of their ancient, proud lineage.

The Neutral Races
Dragonborn: Dragonborn of Lingusia are a servitor race of the dragon lords, destined for slavery due to their draconic heritage, and often seeking to rebel.

Faeries: The faerie kin are true fey, born out of the Weirding and driven by curiosity to enter the mortal realm.

Goblins: Goblins are a deviant underworld race of deformed unseelie fey who have long ago sought to make a home for themselves in the mortal plane.

Terkithyi Lizard Men: A brutal race of fierce alligator-headed warriors who pride strength and fierceness as key traits.

Haikyndyr Lizard Men: A desert-dwelling race of lizard men who are swift and cunning, defending their southern lands with poisoned arrows and traps.

Serpent Men (Setites): The dark race of serpent men owe their existence to the dark god Set, considered to be the great deceiver and lord of maliciousness. The serpent men seek to espouse their dark god’s ideals and secretive goals.

Ogres: A race of brutal killers and mercenaries who dwell in the forestlands of Lingusia and will work for whoever offers the best loot and largest meals.

Minotaurs (Mishrag): From deeply religious cults to fierce warrior tribes, the minotaurs are a god-touched races of men who are born with bull’s heads.

Devas: The spiritual-servitors and immortals from the higher planes, devas are enigmatic halfbreeds who seek to attain a higher purpose.

Tieflings: Touched by infernal and abyssal blood, the taint of the tieflings is evident in their appearance and often also their behavior.

Living Constructs: Extremely rare products of sorcery and arcanists, the living constructs of Lingusia are very rare, self-aware golems.

Marlacks: The winged dragonmen of Lingusia are an ancient, fiercely loyal race that has become more populous in recent centuries. Dedicated to their dragon lords, the Marlacks are determined to prove their worth so that they may ascend the ranks of dragonhkind.

Satyrs: The mysterious satyrs are native to the Weirding Realm, but they cross over more and more frequently in to the mortal plane, obsessed with its delights and hedonistic possibilities.

Werebloods: These shifters are a rare but known race of those who have the taint of the beast within their lineage.

   There are many other races that inhabit Lingusia, and many more yet to come to light, but the above are the most likely to be found as adventurers in the greater lands of the Middle Kingdoms and beyond.