Incidentally, any bizarre character in there is probably a '1/2'... ---------------------------------- NPC Races Centaurs Appearance =09The centaurs are gentle folk, appearing as a cross between a powerful ho= rse and a human of near-perfect frame. The males have broad chests, ripplin= g muscles, and handsome, angular faces. The females are lithe and graceful,= and their visages are among the most beautiful seen on Krynn. There are several varieties of centaurs. A= banasinian centaurs, the biggest and handsomest, are strong and sturdy. Cry= stalmir centaurs are leaner, sleeker creatures, but still exhibit the renow= n strength of their race. They tend to be shy and reclusive. Endscape centaurs have long, shaggy coats an= d are nomadic and savage. These short, stocky beasts are skilled with weapo= nry and attacking with hooves. The last group, Wendle centaurs, are odd, po= ny-sized beasts. Their ribs fo rm a set of bony plates that protect them in battle. Wendle centaurs are th= e smartest of all centaurs.=20 Advantages and Disadvantages =09Abanasinian Centaurs use the split ST for Hybrid races rule (GURPS: Fant= asy Folk p. 11). Their humanoid upper bodies have +3 ST with the No Jumpin= g Bonus limitation, while their equine lower bodies have enhanced ST 26 wit= h the No Fine Manipulators limit ation (61 points). They also have IQ-1 (-10 points) and HT+2 (20 points). = Their advantages are DR+1, Enhanced Move: Running x1 (10 points) and 4 leg= s (5 points). They have the disadvantages Inconvenient Size (-10 points), = Phobia: Mild Claustrophobia (- 15 points) and Stubborn (-5 points). Their racially learned skills are Ani= mal Handling at IQ (4 points), Jumping at DX (1 point), Running at HT (4 po= ints) and Survival: Appropriate area at IQ (4 points). =09It costs 75 points to play an Abanasinian Centaur =09Crystalmir Centaurs possess the same properties as the Abanasinian Centa= urs with the exception that they only have a +1 bonus to upper body streng= th. However, they have Enhanced Move: Running x2 instead of Enhanced Move:= Running x1. =09It costs 75 points to play a Crystalmir Centaur. =09Endscape Centaurs have neither the increased upper body strength of the = Abanasinian Centaurs nor the increased speed of the Crystalmir centaurs. =09It costs 65 points to play an Endscape Centaur. =09Wendle Centaurs possess the same advantages and disadvantages as Endscap= e Centaurs with the exception of having a +1 to IQ (10 points) and a DR of = 3 (9 points). They have the additional quirk: avoid kender (-1 points) =09It costs 80 points to play a Wendle Centaur.=20 Personality Centaurs are not especially intelligent, nor particularly virtuous. They th= ink first of themselves and enjoy pleasures such as wine, art, and fine wea= ther. Although the centaurs of Krynn live in secluded woods and pasture lan= ds, they freely associate with humans and demihumans, whom they consider less fortunate due to their dear= th of legs. Centaurs, especially Wendle, avoid kender, however, who often t= ry to ride them. Centaurs favour meetings with satyrs and other children of= Krynn. Centaurs tend to be of good alignment. Draconians Appearance =09Draconians have short, stubby tails, lizard snouts, and scaly bodies. Th= ey are the twisted creations of dark magic used to mutate the eggs of Good = dragons. There are five draconian sub-races: the auraks from the eggs of go= ld dragons, the baaz from brass=20 dragons, the bozak from bronze dragons, the kapak from copper dragons, and = the sivaks from silver dragons. All draconians but auraks have wings. Advantages and Disadvantages =09All Draconians have the advantages increased lifespan: 1,000+ years (5 p= oints), Immunity to Dragonfear (5 points), +2 to Will in the presence of dr= agons (5 points), Acute Taste/Smell+3 (6 points) and Disease Resistant +6 (= 3 points). They all suffer from the disadvantages ugly appearance (-10 points) and reputation as evil spaw= n of Takhisis giving a +4 reaction bonus from the devoutly evil and a -4 re= action penalty from everyone else (-10 points). =09There is a base 4 point cost to play a draconian. However, the abilities= of the individual races of draconians vary as described below. Personality =09All draconians are Evil. Their heinous deeds and crude desires have won = them hatred from humans and demihumans throughout Krynn. Corruption and per= versity typify these folk. They love ale and spirits.=20 =09Draconians serve the Dark Queen and her generals faithfully and unquesti= oningly. =09Scholars believe that draconians do not have sexes and do not mate. Thei= r near immortality and their origin in magic make procreation unnecessary. Draconian Society =09Draconians progenitors dwelt upon the lower planes. Takhisis, when looki= ng for a way to bypass the barriers between the planes, selected tanar'ri a= nd encased them in draconian bodies. This creation by magic means that drac= onians are sterile. Unless Takhi sis makes more of these creatures, they will someday fade from the face of = Krynn. Seeming to sense their inevitable demise, draconians turn to stron= g drink in large quantities. During the War of the Lance, inns and taverns = became key strategic outposts. Takhisis did nothing to stop this love of alcohol: without it, kapaks and = sivaks were difficult to control. Despite their inevitable demise, some baa= z refuse to give up on their race. These crafty draconians seek to capture = more eggs-from Good or Evil dr agons. They know that one egg alone could yield dozens of draconians. Once = they secure the eggs, the baaz intend to summon tanar'ri to occupy the form= s, increasing their number on Krynn. These baaz hope one day to subjugate h= umans and demihumans and domin ate Krynn. In hopes of absolute power, the baaz keep their vast armies of k= apaks training. Until the day of tyranny arrives, however, the draconians h= ide themselves. They are well aware of the bands of humans who hunt them fo= r revenge. Some draconians, su ch as well placed sivaks, entrench themselves in human and demihuman commun= ities, listening, learning, and gathering precious information on the stren= gths and weaknesses of the soft-skinned enemy.=20 Aurak Draconians Appearance Aurak are special agents of the Queen of Darkness. They can move among othe= r races undetected. They are the rarest and most powerful of all draconians= , and have an arsenal of attacks and defenses to choose from.=20 When using change self, their energy bursts appear to be attacks using the = aurak's illusory weapon. Advantages and Disadvantages =09Aurak have +2 to IQ (20 points), DR 8 (21 points) +4 to ST (45 points), = +1 to HT (10 points) and +3 to DX (30 points). Aurak have magical aptitude= , +1 to Move (2 points), Alertness+2 (10 points), the ability to sense hidd= en and invisible creatures or il lusions within 40 yards (10 points), infravision (10 points), the ability t= o turn invisible while carrying up to medium encumbrance (64 points), telep= ort up to 60 yards (36 points) at a skill of IQ+3 (10 points), = assume the shape and voice of=20 any humanoid they have seen for up to 15 minutes (30 points), assume the fo= rm of any animal their size (30 points), Magic Resistance+4 (8 point= s), Claws (15 points), sharp teeth (5 points), the ability to fire bursts o= f energy from their hands at D X accuracy (40 points), breathe a cloud of 2d corrosive venom up to 3 times= per day (50 points). Auraks possess the racial spell suggestion at skill = 20 (20 points) and control person at skill 20, once per day (18= points). =09It costs 493 points to play an Aurak. In addition they often have 10-40= points invested in spells with a preference for combat enhancing spells an= d mind reading. Special Ability =09When an aurak fails a death roll or is reduced to -5 x HT hit po= ints, he does not immediately die. The escaping magical energy causes him t= o burst into green flames and enter a fighting frenzy (+2 to all attack and= damage rolls). Anyone within 3=20 feet suffers 1d6-2 points of flame damage per round. After 1d+2 turns or wh= en his hit points drop to -HT x 10, the aurak transforms into a whizzing ba= ll of green lightning, attacking all within sight and causing 2d6 points of= damage. 1d seconds later, the ball of lightning explodes, causing 3d6 points of damage to everything wit= hin 10 feet. Baaz Draconians Appearance =09Weak of mind and character, baaz appear as men with scaly, patterned ski= n. Small wings, which baaz often cover with cloaks or other clothes, protru= de from their shoulder bones. Although the facial appearance of each baaz i= s as distinct as any man's, many of these draconians have doglike snouts. Baaz often masquerade as humans t= hrough the use of masks and bulky clothing. The most "human" appearing baaz= are usually employed as spies. Advantages and Disadvantages =09Baaz have -1 to IQ (-10 points), +1 to ST (10 points) and -1= to DX (-10 points). They have the racial advantages winged gliding (30 po= ints), DR4 (12 points), claws (15 points) and sharp teeth (5 points).= They have the racial disadvant ages bully (-10 points) and bad temper (-10 points). =09It costs 36 points to play a baaz draconian. Special Ability =09Baaz were created by injecting a hardening liquid into the eggs of Good = dragons. When alive, baaz remain fleshlike, despite the hardened liquid in = their bodies. However, when the creatures are killed, they turn to a substa= nce similar to stone-trapping in side them whatever weapon dealt the final blow. The weapon can be pulled ou= t by a successful roll of ST-2. After 1d minutes, the baaz will crumble to = dust, freeing the trapped weapon. Personality =09Baaz are the smallest and most plentiful draconians. They are especially= sadistic when drunk. Bozak Draconians Appearance =09These draconians are typically 6 to 6-1/2 feet tall. They are covered wi= th bronze-hued scales. The scales are small and fishlike on the draconian's= face, hands, and feet, but are about the size of a copper piece on the rem= ainder of the draconians's body. =20 Advantages and Disadvantages =09Bozacs have +1 to ST (10 points) -1 to HT (-10 points). The= y have the racial advantages magical aptitude (15 points), winged gliding (= 30 points), DR6 (18 points), claws (15 points) and sharp teeth (5 points). =09It costs 76 points to play a bozac draconian. In addition they often ha= ve 10-40 points invested in magical spells with a preference for combat mag= ic. Special Ability =09Bozak were created by fouling the eggs of bronze dragons. When killed, a= bozak's flesh becomes dry and brittle, turning to dust. The bones begin to= vibrate, then explode violently, causing 1d6 points of damage to all withi= n 10'.=20 Personality =09Bozaks are the most cautious of the draconians, serving as special force= s and commanders for their Dark Queen. Their caution is reflected in their = use of magic and of missile weapons, preferring to use these before chargin= g into melee. Kapak Draconians Appearance =09Kapaks look less humanlike than baaz do. Kapaks sport a short mane that = hangs down to one side of their mouths. Their large, leathery wings make th= em fair at gliding. They disdain clothes, considering them worthless trappi= ngs of humans. However, they hav e been known to wear trophies of their kills - necklaces, bracers, and othe= r shiny objects. =20 Advantages and Disadvantages =09Kapaks have -2 to IQ (-15 points), and +2 to ST (20 points). They have= the racial advantages winged gliding (30 points), DR4 (18 points), claws (= 15 points), sharp teeth (5 points) and venom (if target fails to roll HT th= ey become paralyzed for 3d turns ) (15 points) . =09It costs 92 points to play a Kapak draconian. Special Ability =09When a kapak is slain, its body dissolves into a 10' pool of acid. This = causes 1d points of damage per turn to all caught in the pool. The acid eva= porates in 1d rounds. Armour exposed to this acid loses 1PD and 1 DR per r= ound. =20 Personality =09Kapaks are generally ignorant, ill-mannered, famished, and witless. They= are best-suited to a military lifestyle, where their movements and actions= are directed by more intelligent draconians, such as baaz or bozak. A forc= e of kapak foot soldiers is dang erous, swift, and surprisingly strong. They prefer close fighting, where th= eir venomous saliva and curving claws work to best effect. They often lick = their weapons before a battle to coat them with poisonous saliva. Kapaks s= erve as skirmishers and assass ins in the Dark Queen's army. Sivak Draconians Appearance =09Sivaks are the largest and sturdiest draconians. Birthed from the eggs o= f silver dragons, sivaks gleam like polished coins. Their eyes are dark, ho= wever, as black as their corrupt souls. Their great Strength makes the acco= mplished fliers, and when they t ake wing during the day, the brilliance of their scales is dazzling. =20 Advantages and Disadvantages =09Sivaks have -1 to IQ (-10 points), +6 to ST (80 points), -1 to DX (-10 p= oints) and +4 to HT (45 points). =09They have the racial advantages winged flight (40 points), DR7 (21 p= oints), claws (15 points), sharp teeth (5 points) and shapeshifting (only i= nto the form and voice of someone they have killed) (20 points). =09It costs 210 points to play a sivak. Special Ability =09When they are slain by a humanoid, sivaks shapechange into the form of t= heir slayer. They retain this death shape for 3 days. At the end of this ti= me, their form bursts into flames and is reduced to black soot. If the slay= er was not humanoid or was large r than the sivak, the slain draconian bursts into flames immediately, causi= ng 2d damage to all within 10' (no save). Personality =09Sivaks are the elite forces of the dragonarmies, shock troops wielding m= ighty flails and two-handed swords. Even so, like kapaks, they need directi= on. Their small minds have trouble concocting long-range plans and elaborat= e tactics. Goblins Appearance =09Goblins are short, flat-nosed creatures with bright red skin; they stand= about 4' feet tall and weigh about 80 lbs. Hobgoblins bear the same bad tr= aits of their little cousins on a larger scale. These angle-faced, fanged h= orrors grow as much as 6=BD' tall=20 and weigh about 240 pounds. Bugbears are large versions of hobgoblins, 7' t= all and covered with fur. A stalking bugbear carries his 300 pounds in a sh= ambling (but deceptively stealthy) walk. All goblins have fangs, and (reput= edly) poisonous blood. Gobli ns wear whatever they can find, but they all enjoy uniforms and badges of r= ank (often stolen).=20 Advantages and Disadvantages =09Goblins have -3 to IQ (-20 points), -1 to ST (-10 points), -1= to DX (-10 points) and -1 to HT (-10 points). Goblins have the = racial disadvantages intolerance (-10 points), bully (-10 points), uneducat= ed (-5 points) and reputation -3 (totally deserved) (-15 points). They have the racial quirks = snivelling (-1 points) and shortsightedness (-1 points). =09It costs -92 points to play a goblin. =09Hobgoblins have -1 to IQ (-10 points). Hobgoblins have the racial disadv= antages intolerance (-10 points), bully (-10 points), uneducated (-5 points= ) and reputation -3 (totally deserved) (-15 points). They have the racial = quirks snivelling (-1 points) an d shortsightedness (-1 points). =09It costs -52 points to play a hobgoblin. =09Bugbears have -3 to IQ (-10 points), +2 to ST (+20 points) and +1 to= HT (+10 points). Bugbears have the racial disadvantages intolerance (-10 = points), bully (-10 points), uneducated (-5 points) and reputation -3 (tota= lly deserved) (-15 points). The y have the racial quirk shortsightedness (-1 points). =09It costs -21 points to play a Bugbear Personality =09Goblins are on the whole unpleasant and brutal creatures. Although some = folk have known non-evil goblins, or even intelligent ones, these examples = are clearly exceptions. Most goblin folk are honourless brutes who want onl= y to kill, eat, sleep, and pass=20 gas. =09Born Killers: What do goblins do for a living? Kill! Kill! And kill= again! All goblins are vicious fighters with no sense of honour or justice= , and they have no compunction about using anything as a weapon, no matter = how dangerous it may prove to be . They revel in glory, reject fear and cowardice in battle, and have very g= ood reasons for giving ground when they themselves retreat.=20 =09Snivelling: Although fierce in battle, among themselves goblinkin can be= world-class grovellers, bootlickers, and whiners, able to flatter shameles= sly and deflect blame almost as an unconscious reaction. Superiors expect t= his treatment and bully their in feriors, and they in turn appease their masters in the same way. Much of th= is snivelling is simply a cover for the backstabbing, double-crossing, and = treachery each goblin holds in his heart.=20 =09Shortsightedness: As a group, the goblin races rarely look beyond their = next meal, battle, or plunder. This makes them excellent troops for Evil le= aders who need a quick army. Fortunately, this character flaw also limits g= oblins' ability to carry out ext ended campaigns against civilised lands. Goblins aggressively take what the= y want but have little patience for long term sieges and marches.=20 =09Mighteousness: The goblin races believe in force. Consequently, their le= aders are the strongest and fiercest members among them. Merging separate t= ribes into an army is nearly impossible because goblins from other tribes m= ay as well be elves.=20 =09Honourlessness: Goblins have no shame and will lie, cheat, or steal to g= et what they want. No contract with a goblin is binding unless one is in a = position to enforce it. This doesn't mean that goblins never cooperate or t= hat they steal constantly. They=20 cooperate if they must or if it serves their own interests, and they steal = only when they think they can get away with it.=20 History =09The goblin nations cannot match human empires, elven magic, dwarven forg= e-craft, gnomish technology, or even kender wanderlust. Goblins, however, a= re matchless pillagers: they have the strength to take from others. And ste= aling suits them because goblins are poor cousins to the other sentient races of Ansalon. Though they have = the same spark of soul and spirit as the other races, they have yet to capi= talise on it. They are lucky to get from one meal to the next - triumphs of= civilisation are beyond them. Their history is a long and complicated recitation of violence. The goblin= races of Krynn include only goblins, hobgoblins, and bugbears. (Krynn has = no orcs.) Kobolds, often noted as a goblin race, are reptilian by nature an= d are therefore related to liz ard men. All the goblin races are the descendants of the ogres, changed by = the Graystone into smaller, twisted forms that reflect their corrupted inne= r nature. For ages, goblins have been raiders on the outskirts of civilisat= ion, little more than scavenge rs of fallen nations. The Cataclysm created many fallen nations - a rich fi= eld for harvest. Some goblin shamans are preaching that the time of the gob= lin races is at hand. Recently, goblin races prospered under the leadership= of the Dragon Highlords and a few exceptionally charismatic goblin leaders. Fewmaster Toede is one such = leader, a hobgoblin able to command fanatical loyalty from his followers. A= lthough rumours say that Toede died in the great War of the Lance at the ha= nds of either a kender or a dr agon, no firm evidence confirms his death. His habit of dressing troops to = resemble him makes it quite possible that his assassin killed someone else.= =20 Lifestyle =09The goblin's life centers around the tribe, where they are born and will= most likely die. The high mortality rate among young goblins is balanced b= y a massive breeding rate. However, goblins suffer from their continual inb= reeding. Deformities are common. Some unusual features or marks are considered lucky-many shamans are defor= med this way. Other defects, such as blindness or lameness, which leave an = infant goblin unable to fight, are dealt with barbarically: the infants are= left exposed to the elements. Even as adults, goblins do not suffer the weak to live. The strong rule, a= nd the strong are not always the bright. Military ranks among goblins corre= spond directly to political power; warchiefs and generals are goblins' prin= ces and nobles. The only excep tions to this are the shamans and witch-doctors who are held in respect for= their power although they are rarely given direct command over troops or r= aiders. Most goblin tribes are semi-nomadic, wandering from place to place = like a plague of bandits, stri pping an area until it is despoiled or the local militia rouses itself. Som= e few tribes have managed to wrest small villages from their previous inhab= itants. Goblin rule over these villages rarely outlasts a moon cycle, but s= uch "goblin towns" are the hig hest form of goblin civilisation .=20 Tools, Weapons and Technology =09Goblins have almost no native technology. They lack the basic ability to= forge weapons and tools, relying instead on scavenging and impressing slav= es to get what they want. They do, however, excel at making things stop wor= king. Although goblins make very few original items, some tribes have developed complicated signalling code= s for use in battle. Goblin horns and drums can relay orders quickly and ef= ficiently, allowing goblins who possess them to respond in unison to any at= tack. Goblins and hobgoblins w ear either leather armour or piecemeal armour, including scavenged splint a= nd chain mail pieces. They most often carry medium wooden shields.=20 =09Goblins wield any weapon available to them; since their weapons are usua= lly captured rather than made by goblin smiths, goblins frequently use the = same weapons as the surrounding civilised races. Goblins also use a number = of dangerous and unusually cruel weapons of their own devising. =09However, Goblins have often been known to injure themself with their own= weapons. Atl-Atl: This is a 1=BD' long spear-throwing stick used to fling 3' short = spears with great leverage and power. The throwing stick has a cupped inden= tation at one end that cradles the spear. The handle is wrapped in leather.= The spears are laced with cobie larva juice, which causes spasms in victims (-1 to all rolls for a physica= l action) and paralysis if the target fails an HT roll. The effects last fo= r 1dx 10 seconds. The throwing stick functions as a spear thrower and can = double as a light club. Club, Spiked: This club has bone spikes fitted into its nether end and is d= ipped in dung. Those injured by the club must make an HT+1 roll to avoid c= atching a disease from the spikes. The spiked club does cutting damage as = a club. Dart, Viper: The viper dart is only 2" long. Its barbed head has a hollow c= hannel stuffed with cotton, which is soaked in mandrill root poison. The vi= ctim must vs HT or experience delirium and hallucination for 2d6 minutes. H= allucinations cause a penalty=20 of 2 to all rolls and result in disorientation that may involve seeing an i= magined danger, a friend as a foe, and so forth. Each round until success, = the PC can make an HT-2 roll to drive off the delusions. The dart itself d= eals negligible damage. Firebrands: Firebrands are short, pointed iron rods with wooden handles. Th= e rod is kept red hot in a pot of coals until battle and then is used to ja= b and brand opponents. Anyone burned must make an immediate Will roll or be= stunned from the pain. In add ition, even if this roll is successful the shock penalty for the wound is d= oubled. Firebrands will also ignite flammable items. Firebrands deal 1d da= mage. Hot Coals: Hot coals are carried in a double-walled punk pot, insulated so = that they can be carried slung over a shoulder. Hot coals are used to heat = firebrands, or the entire pot may be hurled like a grenade, causing damage = to anyone struck by the coals. Anyone burned must an immediate Will roll or be stunned from the pain. In = addition, even if this roll is successful the shock penalty for the wound i= s doubled. Coals will also ignite flammable items. Individual coals do 1d-= 2 damage. Slimejars: Perhaps the most insidious and deadly of all goblin inventions = is the slimejar, a sealed ceramic jar containing a small version of one of = the deadly scavenger slimes, oozes, jellies, puddings, or moulds. Upon impa= ct, the jar bursts open. The s cavenger then attacks the victim each round until he escapes or is slain. I= f a goblin drops the jar at his feet or cracks the seal the slime escapes. = Slimes and related scavengers cannot tolerate bright sunlight and will die = within 8 hours of exposure to=20 sun. Tanglenet: Tanglenets are made of living choke creeper. This net is kept bo= und in a bundle until used, then it is flung at a target, and all within 8'= are automatically caught in the constricting vines. Kobolds Appearance =09Kobolds are reptilian humanoids who stand barely 3' tall. Advantages and Disadvantages =09Kobolds are -1 to IQ (-10 points), -2 to ST (-15 point), -3= to DX (-20 points) and -1 to HT (-10 points). They have the ra= cial advantage Infravision. Kobolds have the racial disadvantages Cowardic= e (-15 points), uneducated (-5 p oints), inconvenient size (-15 points) and a penalty of -3 to all actions t= aken in bright light (including sunlight) (-15 points). =09It costs -105 points to play a Kobold. Personality =09These sadistic, subterranean humanoids always attack gnomes on sight; th= eir hatred for gnomes knows no bounds. However, they do not hesitate to att= ack other foes, as long as they have overwhelming odds. They prefer not to = close with enemies until the ene my has been sufficiently weakened. They enjoy setting pits and snares for t= he larger humanoids. Ogres Appearance =09The cousins of the Irda do not share their beauty. Evil ogres stand 9' t= all and cover their gray, warty skin with loincloths and rags. Their faces = are studies in brutality, depravity, and cunning cruelty. Giant ogres stand= 24' tall - even kneeling, they=20 rise above the heads of the other ogres. They have tusklike teeth that prot= rude from their broad mouths and are generally smarter than regular ogres. = Ogre mages stand 10 ' tall. They have lean bodies and share their cousins' = look of bestial cruelty, thoug h they appear much smarter. They also usually have horns protruding from t= heir heads. Finally (and rather abominably) come half-ogres, crossbreeds be= tween Evil ogres and humans. They appear like human throwbacks to the time = of caves and clubs. Advantages and Disadvantages =09Ogres have IQ-4 (-30 points), ST+6 (70 points), DX-3 (-20 points) and HT= +1 (10 points). =09Ogres have the racial advantages Extra Hitpoints +7 (7 points), DR 1 (3 = points) and sharp teeth (5 points). They have the racial disadvantages une= ducated (-5 points), inconvenient size (-10 points), hideous app= earance (-20 points) and Reputat ion -4: slavering monster (-20 points). =09It costs 0 points to play an ogre. =09Giant Ogres have IQ-3 (-20 points), ST+10 (100 points), DX-3 (-20 points= ) and HT+1 (10 points). =09Giant Ogres have the racial advantages Extra Hitpoints: 11 (11 points), = DR 3 (9 points) and sharp teeth (5 points). They have the racial disadvant= ages uneducated (-5 points), inconvenient size (-10 points), hideous appear= ance (-20 points) and Reputation -4: slavering monster (-20 points). =09It costs 40 points to play a giant ogre. =09Ogre mages have IQ-2 (-15 points), ST+4 (45 points) and DX-2 = (-15 points). They have the racial advantages magical aptitude (15 points)= , extra hitpoints: 4 (4 points), DR 2 (6 points) and sharp teeth (5 points)= . They have the racial disadvant ages inconvenient size (-10 points), ugly appearance (-10 points= ) and Reputation -4: evil, slavering monster (-20 points). =09It cost 5 points to play an ogre mage. In addition, ogre mages often ha= ve between 10-60 points invested in spells. =09Half ogres have ST+4 (45 points) and HT+1 (10 points). They have the ra= cial advantages DR1 (3 points) and extra hit points: 2 (2 points). They ha= ve the racial disadvantages ugly appearance (-10 points) and reputation -4:= evil, slavering monster (-20 po ints). =09It costs 30 points to play a half-ogre. Personality =09Ogres have barely more intelligence than the beasts but are brutal, depr= aved and chillingly cunning. they tend to wander the wilds scavenging what= they can. =09Giant Ogres are rare. Although smarter than their common ogre brethren,= giant ogres are usually found filling the same niche as the comon ogre. =09Ogre mages are a dangerous foe. Believed to actually be a slightly diff= erent species to the common ogre, ogre mages combine the strength of of the= ogre race with greater intelligence and magical abilities. They are, almo= st without exception, Evil. =09Half-ogres can be fearsome enemies indeed. Combining the intelligence a= nd dexterity of humanity with the strength of their ogre parent a half-ogre= can be found in any niche that will accept him. Satyrs Appearance =09These natural folk appear to be a cross between humans and goats. They h= ave cleft hooves for feet; goatlike legs; a human torso, arms, and head; an= d goat ears and horns. Satyrs' skin ranges from tan to light brown, and rar= ely red. Hair colour is medium,=20 reddish, or black. Satyrs dwell in woodlands across Ansalon. All satyrs are= male. =20 Advantages and Disadvantages =09Satyrs have DX+1 (10 points) and HT+1 (10 points). They have a -1 reput= ation as woman-stealers (-5 points). Satyrs have the racially learned skil= ls survival: appropriate area at IQ (4 points) and carousing at HT (2 point= s). Satyrs have the racial quir k-enjoy life (-1 point). =09It costs 18 points to play a Satyr. Personality=20 Pleasure-loving satyrs are wild, carefree, and unpredictable. Although not = malicious, satyrs are viewed with suspicion by the humans of Krynn, who fea= r the goat-men might steal their women. Despite such ludicrous claims, saty= rs are relatively inoffensive. They want only to enjoy life, and therefore are fond of females of many ra= ces. Scholars believe dryads are the female counterparts to satyrs. Satyrs= tend to be of neutral alignment. Sirine Appearance =09Sirine are an amphibious race of humanoid females with yellow-green skin= . They are almost almost always of attractive appearance. Advantages and Disadvantages =09Sirines have a racial +3 to IQ (30 points) and +1 to HT (10 points). Th= ey have the advantages Charisma+3 (15 points), attractive appearance (5 poi= nts), amphibious (10 points) and immune to gases (5 points). A sirine's so= ng will cause all who hear it to find the singer one level more attractive than they actually are for the n= ext ten minutes (add a +2 if the singer is already Very Beautiful). Those = who hear it must also make a roll vs HT-3 or suffer from lecherousness for = the next 10 minutes (25 points ). They can also cast the spells invisibility, suggestion, polymorph and f= og at skill 21, once per day each (48 points). Any creature touched by a S= irine is affected by the foolishness spell at Skill 21 (18 points). =09It costs 166 points to play a Sirine. Personality =09Sirines are a very rare race. They are also highly solitary - no-one ha= s ever seen two or more sirine together. Little is known about this enigma= tic race. Sirines tend to be of neutral alignment. Sligs Appearance =09Distant cousins of goblins and hobgoblins, sligs are larger and more fer= ocious than their brethren.=20 TR: Subtropical; FQ: Uncommon; #AP: 6d6; SZ: M (6'); HD: 3+3 (17 hp); ML: 1= 2; Str: 9; Dex: 9; Con: 14; Int: 8-10; Wis: 14; Cha: 4; MV: 9; MR: Nil; TS:= L/M (lair B); AC: 3; THAC0: 17; AT: 1d4 or by weapon +2 =20 =09Their Strength allows them to add 2 to their damage. In addition, slig c= an squirt venomous spittle three times a day, up to a distance of 10'. The = spittle causes 1d6 points of damage. Furthermore, an attack roll is made ag= ainst AC 10 to determine whether the poison landed in the eyes. If so, the victim must save vs poison or be= blinded for 1 d4 + 1 rounds. Slig are immune to normal fire. Magical fires= against slig do 1 less point per die of damage. Advantages and Disadvantages =09Sligs have -2 to IQ (-15 points), +1 to ST (10 points), -1 to DX (-10 po= ints) and +2 to HT (20 points). They have the racial advantages corrosive venom (contact agent, squirted, 3= x daily) (21 points), DR 10 vs fire (10 points) and sharp teeth (5 points). =09It costs 26 points to play a slig. Personality =09Sligs love combat and hate weakness, and look to find inventive ways to = destroy their opponents. Their traps are so well disguised that those searc= hing for them have a -5 to discover them. The walls of slig traps are coate= d with slime to make them diffic ult to climb from. The sligs avoid attacking opponents who are obviously st= ronger than they are, preferring to lure prey into ambushes. Weaker enemies= are attacked outright, without mercy. Sligs can bite to inflict damage but= prefer to use weapons.=20 Thanoi Appearance =09Thanoi appear to be a cross between a walrus and a human. They have barr= el thick torsos with humanoid arms and legs, and walruslike heads. Their = head sports two-foot-long tusks and rows of blunt teeth strong enough to= crush bone and shells. Their ey es are small and black or deep blue in colour. They have wide nostrils and = a coarse set of bristles lines their upper lips. These bristles are used to= sweep aside snow and to strain water when drinking. Thanoi have broad feet that are clawed and webbed, providing excellent tr= action on ice and snow as well as propulsion when swimming. Their fingers a= re blunt and stubby, too awkward to handle a bow or crossbow, but well-suit= ed to wrap around an axe or sp ear. Thanoi hide is a tough leather atop three layers of blubber. Their= coloration varies from dark grey to tan. Their hide hangs in blubbery fold= s, and the thick layers of fat beneath insulate them from the arctic temper= atures. =20 =09Female thanoi are smaller than the male (6' tall to their 8'). Their tus= ks are shorter and their hides are usually softer brown fur. Females may ad= opt the role of the "kagog" or "medicine giver", similar to a herbalist in = role. Kagog wear a crown of fish spines. These walrus folk move on land with a shuffling, waddling gait. = Thanoi are swift in water, able to hold their breath for up to 30 minutes. = Thanoi speech is a cacophony of grunts, snarls and barks, supplemented by f= acial expression and chest sla ps. 1 in 5 Thanoi speak crude common. Advantages and Disadvantages =09Thanoi have -3 to IQ (-20 points), +3 to ST (30 points), +1 to D= X (10 points) and +2 to HT (20 points). They have the racial advan= tages DR 2 (6 points), Extra Hit Points: 4 (4 points), Long Tusks-thr/= imp damage (35 points) Temperatu re Tolerance: Cold (10 points) and Normal movement in snow (5 point= s). They have the racial disadvantages, Primitive:TL0 (-15 points), Poor g= rip (-5 points), Vulnerability: Fire (-10 points), Intolerance: Mages (= -5 points), Bloodlust (-10 poi nts) and Odious Racial Habit: Drinks Sentient Blood (-10 points). =09It costs 35 points to play a Thanoi. Personality =09Thanoi are a brutal, barbaric, primitive, hostile race bent on destructi= on. Thanoi kill for the sheer joy of the battle. They are fiercely territor= ial and mercilessly slaughter trespassers. Thanoi sport themselves with the= slaughter of the weak and innoc ent. They distrust strangers, but will cooperate with other Evil creatures = if it should help the thanoi become more powerful. Even so, thanoi are too = independent to maintain an alliance for long. Lifestyle =09Thanoi live only in subarctic and arctic regions, on ice floes and glaci= ers. They dwell in tribes, which consist of many families. The tribes have = no permanent home, but are nomadic, moving from one hunting and fishing gro= und to the next. Thanoi homes ar e built from blocks of ice and snow, and are heated and lighted with small = pots of burning oil. Thanoi diet consists of fish, seals, whales, and sea b= irds. Though they are not above eating carrion, they prefer their meat raw = and warm. Tribes consist of 17 -24 adults and an equal number of young. Young thanoi reach maturity in 20 = years. Their lifespan is about 60 years. Thanoi are led by the meanest, mos= t aggressive male in the tribe. =20 =09The eldest female serves as the "kagog," or "medicine giver." The skills= diagnosis, first aid, and a few other medical skills are passed down from = kagog to kagog. Weather sense is another skill the kagog is proficient in (= usually possess at least a skill of 17). =09Thanoi make constant war with the barbarian Ice Folk, and will = abandon all other duties to wreak havok on their enemy. Thanoi are not skil= led combatants, preferring to rely on their brute strength and their stabil= ity on the ice instead of discip line and precision. They can use either weapons or tusks when attacking. Th= anoi are not treasure hoarders. They use shiny coins and gems only as fishi= ng lures. Thanoi often raise and train polar bears as trackers, mounts, and= beasts of burden.=20 Tools, Weapons and Technology =09Thanoi produce only heavy weapons: long daggers of bone, stone clubs, ax= es, maces, and harpoons. Other tools and weapons of metal they steal from t= heir prey, or demand as pact price from would-be allies. Thanoi may also fl= ing pots of flaming oil at enemi es. Thanoi view magic with distaste. They responded to spellcasters with be= rserker rage, hoping to overwhelm the spellcaster and slay him. Thanoi view= priests with the same distrust they accord wizards.=20 Wemic Appearance Wemics are the leonine counterparts to centaurs. They are humanoid from the= waist up, but have the body of a lion supporting them. Males develop a man= e of long black hair. Advantages and Disadvantages =09Wemics use the split ST for Hybrid races rule (GURPS: Fantasy Folk p. 11= ). Their humanoid upper bodies have +3 ST with the No Jumping Bonus limita= tion, while their equine lower bodies have enhanced ST 26 with the No Fine = Manipulators limitation (61 poin ts). They also have IQ-1 (-10 points) and HT+2 (20 points). Their advanta= ges are DR+1, Enhanced Move: Running x1 (10 points), Claws (15 points), inc= reased speed (25 points) and 4 legs (5 points). They have the disadvantage= s Inconvenient Size (-10 point s), Phobia: Mild Claustrophobia (-15 points) and Intolerance (-10 points). = Their racially learned skills are Jumping at DX (1 point), Running at HT (= 4 points) and Survival: Plains at IQ (4 points). =09It costs 106 points to play a Wemic. Personality =09Natives of the plains, Wemic are nomadic hunters. Wemics travel in smal= l packs and shun societies other than their own. Wemics are usually of Neu= tral alignment.