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	<id>https://netheril.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fiverine</id>
	<title>NetherilKnowledgebase - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://netheril.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fiverine"/>
	<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php/Special:Contributions/Fiverine"/>
	<updated>2026-04-18T09:40:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://netheril.net/w/index.php?title=Socket_Gems_%26_Items&amp;diff=1664</id>
		<title>Socket Gems &amp; Items</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Socket_Gems_%26_Items&amp;diff=1664"/>
		<updated>2021-07-05T10:05:04Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Socketable Items ===&lt;br /&gt;
In your travels your character may find items with sockets.  These will have a number in brackets indicating how many free sockets the item has left.  Magical gems can be permanently affixed to these items to grant various different improvements.  Both socketable items and magical gems can be found in quests and as general item drops.  &lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
The Blackstone Forge in Conch is currently the only shop with a forge for socketed items.  To use it, place the item you want to affix a gem to and the gem in the Socket Gem Container.  Then click on the Socket Gem Forge to attempt to combine them.  If they are compatible the gem will be placed in one of the item's vacant sockets and add its power to the item.  Some gems only work with certain items and many different types of varying power are available.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Socket_Gems_%26_Items&amp;diff=1663</id>
		<title>Socket Gems &amp; Items</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Socket_Gems_%26_Items&amp;diff=1663"/>
		<updated>2021-07-05T08:06:43Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: Created page with &amp;quot;=== Socketable Items === In your travels your character may find items with sockets.  These will have a number in brackets indicating how many free sockets the item has left....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Socketable Items ===&lt;br /&gt;
In your travels your character may find items with sockets.  These will have a number in brackets indicating how many free sockets the item has left.  Magical gems can be permanently affixed to these items to grant various different improvements.  Both socketable items and magical gems can be found in quests and as general item drops.  &lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Main_Page&amp;diff=1662</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Main_Page&amp;diff=1662"/>
		<updated>2021-07-05T08:03:41Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1400px; text-align:center;&amp;quot; | [[File:FAv71IP_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Welcome to the '''Netheril: Age of Magic Wiki'''!&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Below are some initial points of reference you might find useful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-datatable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Character Creation'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Custom Systems'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Crafting'''&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Things to know about Netheril]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Prestige Classes]]&amp;lt;br&amp;gt;[[Epic Levels]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;Start Location: [[Conch]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Banks]]&amp;lt;br&amp;gt;[[Death]]&amp;lt;br&amp;gt;[[In Game Messages]]&amp;lt;br&amp;gt;[[Language System]]&amp;lt;br&amp;gt;[[Player Commands]]&amp;lt;br&amp;gt;[[Player Housing]]&amp;lt;br&amp;gt;[[Player Shops]]&amp;lt;br&amp;gt;[[Netheril Tools]]&amp;lt;br&amp;gt;[[Quests]]&amp;lt;br&amp;gt;[[Teleport System]]&amp;lt;br&amp;gt;[[Treasure Maps]]&amp;lt;br&amp;gt;[[Resting]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Crafting Credits]]&amp;lt;br&amp;gt;[[Crafting Fundamentals]]&amp;lt;br&amp;gt;[[Crafting Recipes]]&amp;lt;br&amp;gt;[[Cauldron Potions]]&amp;lt;br&amp;gt;[[Wand Making]]&amp;lt;br&amp;gt;[[Socket Gems &amp;amp; Items]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-datatable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Setting Information'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Mechanical Changes'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Useful Links'''&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Deities]]&amp;lt;br&amp;gt;[[Factions]]&amp;lt;br&amp;gt;[[Geography]]&amp;lt;br&amp;gt;[[History]]&amp;lt;br&amp;gt;[[Rules]]&amp;lt;br&amp;gt;[[Time]]&amp;lt;br&amp;gt;[[Travel]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Class Changes]]&amp;lt;br&amp;gt;[[Feat Changes]]&amp;lt;br&amp;gt;[[Spell Changes]]&amp;lt;br&amp;gt;[[Summon Changes]]&amp;lt;br&amp;gt;[[Cleric Domains]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[F.A.Q]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1661</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1661"/>
		<updated>2021-06-30T09:43:43Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Locked Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  In order to ensure there is enough housing, there is a limit of one estate per player account.  This estate should be owned by the player's main PC.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked front doors to enter and some have locked interior doors as well. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Extra keys can be issued for spares or to give to allies. Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.  Doors can also be locked via the normal method (right clicking then clicking the key button).&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  '''Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes will be lost!'''&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1660</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1660"/>
		<updated>2021-06-30T09:40:34Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Locked Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  In order to ensure there is enough housing, there is a limit of one estate per player account.  This estate should be owned by the player's main PC.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked front doors to enter and some have locked interior doors as well. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.  Doors can also be locked via the normal method (right clicking then clicking the key button).&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  '''Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes will be lost!'''&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1659</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1659"/>
		<updated>2021-06-30T09:38:50Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Locked Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  In order to ensure there is enough housing, there is a limit of one estate per player account.  This estate should be owned by the player's main PC.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked front doors to enter and some have locked interior doors as well. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  '''Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes will be lost!'''&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1658</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1658"/>
		<updated>2021-06-28T05:08:47Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  In order to ensure there is enough housing, there is a limit of one estate per player account.  This estate should be owned by the player's main PC.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  '''Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes will be lost!'''&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1657</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1657"/>
		<updated>2021-06-28T04:06:29Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  In order to ensure there is enough housing, there is a limit of one estate per player account.  This estate should be owned by the player's main PC.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes and items may be lost!&lt;br /&gt;
&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1656</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1656"/>
		<updated>2021-06-28T03:48:12Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes and items may be lost!&lt;br /&gt;
&lt;br /&gt;
A widget can also be placed on the floor to assist in moving objects around the property.  &lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1655</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1655"/>
		<updated>2021-06-28T03:42:47Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch and perhaps others hidden about the server too.  &lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been claimed by someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.  Ensure you click on &amp;quot;commit to changes&amp;quot; because otherwise your changes and items may be lost!&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1653</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1653"/>
		<updated>2021-06-25T02:27:47Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat upon.  Beds can be set as resting areas.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1652</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1652"/>
		<updated>2021-06-25T02:20:44Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Persistent Storage Chest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in the character's inventory which can be placed within the property.  This gift is a cabinet in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1651</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1651"/>
		<updated>2021-06-25T01:34:19Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Persistent Storage Chest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
When claiming a house, a &amp;quot;housewarming gift&amp;quot; will appear in character's inventory which can be placed within the property.  This is gift is a cabinet which serves as a storage chest in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.  The cabinet is placed like any other item and using the /editor command will allow it to be moved or turned as desired.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1648</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1648"/>
		<updated>2021-06-24T11:19:51Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Persistent Storage Chest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.  The capacity of the container can be upgraded if desired.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1647</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1647"/>
		<updated>2021-06-24T01:53:55Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock using the Open Lock skill but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest but you may be able to find more specialised retailers.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1419</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1419"/>
		<updated>2021-06-21T11:38:08Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.  There are a few furniture shops in Conch, with Vinnie's being the largest.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message.  Once purchased, the furniture will appear in the player character's inventory.  Using this item in the player's home will allow it to be placed.  &lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the placed furniture around and toggle options on some items like chairs to make them able to be sat on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1245</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1245"/>
		<updated>2021-06-19T09:19:49Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Rent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading features of the property will increase the rent due on it (see further below for more information on upgrades).&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1243</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1243"/>
		<updated>2021-06-19T09:13:14Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Rent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.  Upgrading locks and capacities for placeable and item storage will all increase the rent on the property.&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1238</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1238"/>
		<updated>2021-06-19T09:09:16Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Locked Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.  Other characters may attempt to pick the lock but property owners can purchase improved locks which increase the DC required.  There is a button beside the interior of the front door which can be clicked to close and lock the door after entering.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1237</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1237"/>
		<updated>2021-06-19T09:04:41Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Rent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.  To check on rental details or pay rent, simply click on the sign outside your property.&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1233</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1233"/>
		<updated>2021-06-19T08:58:03Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Purchasing A House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  A key for the door will also be added to the player character's inventory.&lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1231</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Player_Housing&amp;diff=1231"/>
		<updated>2021-06-19T08:56:56Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters can rent estates for their own uses. These estates are considered the owner's private property in which they can store their own property as well as furnishings to design the building as they see fit.  There are several properties for rent in all three districts of Conch.&lt;br /&gt;
&lt;br /&gt;
== Purchasing A House ==&lt;br /&gt;
A character must first find a vacant property. These properties are identified by a &amp;quot;For Rent&amp;quot; sign at the door.  Properties which have already been assigned to someone will have a user-assigned name on the sign instead.  Once a vacant property is found, the character can click on the the property's sign to interact with it.  From this dialogue box the player can find out the rent due on the property, have a virtual tour of the interior and if desired claim the property.  This box will also allow the renting player to input a personalised name for the property.  &lt;br /&gt;
&lt;br /&gt;
== Rent ==&lt;br /&gt;
Each property has a rent which is due every 2 weeks. If this rent is not paid within 5 days of this deadline the property is lost as well as all the property stored within it.&lt;br /&gt;
&lt;br /&gt;
== House Property ==&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage Chest ===&lt;br /&gt;
Most houses will have a storage chest within them in which can be stored a certain number of items persistently across resets.&lt;br /&gt;
&lt;br /&gt;
=== Locked Doors ===&lt;br /&gt;
All houses have locked doors to enter. To enter, a key is required or the lock can be picked if the rogue has a high enough open lock skill. Keys can be produced from the sign by the owner of the property.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Furniture can be purchased from a furniture store and placed within an owned home by the owner. There can be as many furniture pieces in the house as the house's capacity limit allows for.&lt;br /&gt;
&lt;br /&gt;
'''Commands'''&lt;br /&gt;
&lt;br /&gt;
Type /shop in a store to get the nearest available furniture to purchase. You may in the smaller store be advised you are in the buying areas via a message&lt;br /&gt;
&lt;br /&gt;
Type /editor in your house to move the furniture around and tog options onto some items like chairs to make the able to be sit on.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
The '''Door's Lock DC''', '''Maximum Furniture Capacity''' and '''Maximum Item Storage''' can each be independently upgraded. Upgrading these will cost a flat amount as well as increase the rent required every 2 weeks.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=1014</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=1014"/>
		<updated>2021-06-01T01:10:41Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Drow, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The Lame, Oppressed, Impoverished, Peasants, Monks, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Loviatar]] || LE || Finnish || Evil, Law, Retribution, Strength, Suffering|| Torturers, Bullies, Beguilers, Sadists, Masochists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=1013</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=1013"/>
		<updated>2021-06-01T01:07:39Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Greater Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Drow, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The Lame, Oppressed, Impoverished, Peasants, Monks, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Loviatar]] || LE || Finnish || Death, Evil, Strength|| Torturers, Bullies, Beguilers, Sadists, Masochists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Geography&amp;diff=894</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Geography&amp;diff=894"/>
		<updated>2021-03-24T03:51:17Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you will find maps and other useful information about the geography in Netheril: Age of Magic&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Empire of Netheril&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
This map displays the greater area of Lower Netheril that our server is set in.&lt;br /&gt;
&lt;br /&gt;
[[File:Jq9Md5R_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Those with a Star symbol ( Army style ) are a general location of Enclaves. Cities and towns are marked with a black dot, the large the dot the bigger the city/town. The Star symbol near the town of Hadrian is the Hamring Enclave which is in-game and the setting.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Local Region&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Shown here is a closer look at the local region for the server.&lt;br /&gt;
&lt;br /&gt;
[[File:MYTjetK_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Conch'''&lt;br /&gt;
&lt;br /&gt;
Poised at the border of the Netherese Empire, Conch was settled as a forward expansion to secure the mountain-pass through the columns of the sky to facilitate trade with the western nations and begin mining operations by order of Archmage Marigax. Now a town independent settlement with links to the Empire via the West Netheril Trade Company but not under any enclave control to the current day.&lt;br /&gt;
&lt;br /&gt;
'''Hadrian'''&lt;br /&gt;
&lt;br /&gt;
Once a fishing village grew into a trading post gathering materials and resources for the Valstiir Enclave. Now that the enclave has gone, it is an important trading city with its location on the Netheril River with its large ports and caravans trade that comes from the Eastern Forest and Patrician Plains.&lt;br /&gt;
&lt;br /&gt;
'''Sullivan's Port'''&lt;br /&gt;
&lt;br /&gt;
Know for its Black Market trade, this trading post has grown into a large city after a recent volcanic disaster that covered the trading post in ash. It has literally dug its way out to where it is today, adding a large mine to its resource trade. The current Sullivan is a tiefling who replaced the aging Minotaur predecessor after the volcanic disaster. Sullivan's trading port has a mixture of monster races that come to sell and buy wares for there clans ... so it can be a dangerous place.&lt;br /&gt;
&lt;br /&gt;
'''Nualla'n'''&lt;br /&gt;
&lt;br /&gt;
A large elven settlement that sits on the border of the Netheril River and the Eastern Forest. It has of late built an outpost on the river and a trail that leads to the town deeper into the forest.&lt;br /&gt;
&lt;br /&gt;
'''Hilltop'''&lt;br /&gt;
&lt;br /&gt;
A small settlement of Halflings, that has protected itself from attack with a magical shield after it was almost destroyed by fallen rocks from a newly created enclave.&lt;br /&gt;
&lt;br /&gt;
'''Giantsbane'''&lt;br /&gt;
&lt;br /&gt;
The Giantsbane dwarf clan reclaimed their ancestral caves from orcs over a century ago.  The reborn settlement attracted many dwarf colonists and expanded in the ensuing decades.  Near Hadrian's south bank, it has retained friendly ties with that city due to past aid from its adventurers and the dwarfish Southern Ore Trading Company.  &lt;br /&gt;
&lt;br /&gt;
'''Hamring Enclave'''&lt;br /&gt;
&lt;br /&gt;
A small but prosperous enclave of which little else is known.  Local folklore advises against visiting it, warning &amp;quot;Hamring has a strange effect on people&amp;quot; whatever that means.  &lt;br /&gt;
&lt;br /&gt;
'''Szithaelar'''&lt;br /&gt;
&lt;br /&gt;
A bustling Drow settlement in the Middledark with a thriving trade in slaves, and an extremely dangerous place to be for above-grounders.  &lt;br /&gt;
&lt;br /&gt;
'''Dhorn Durahl'''&lt;br /&gt;
&lt;br /&gt;
A duergar fortress which is locked in sporadic conflict with the Drow of Szithaelar.  Many people blame pollution in the region's groundwater on Dhorn Durahl's indiscriminate mining practices.  &lt;br /&gt;
&lt;br /&gt;
'''Valstiir Enclave Crash Site'''&lt;br /&gt;
&lt;br /&gt;
Once known as one of the greatest enclaves around, repelling attacks from other enclaves ... the Valstiir Enclave once moved around the region of Hadrian and the Eastern Forest to its east. It now forms a desert area at the base of the Patrician Peak after crashing into the ground and splitting into many pieces. What happened has been a mystery, with adventurers and others head to the crash site to recover items and lore.  &lt;br /&gt;
&lt;br /&gt;
'''Necropolis Ruins'''&lt;br /&gt;
&lt;br /&gt;
Destroyed by Lady Valstiir, the remains of the Necropolis hit the ground to the southwest of the Gillian River. Over the years adventurers have come and gone seeking riches ... but they must always beware of the horrors that can be found in and around the ruins of the crash site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Conch Map&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
Finally, this map displays a detailed look at the area around Conch and names some of the important landmarks.  These are explained further below.  &lt;br /&gt;
&lt;br /&gt;
[[File:6WL1JzL_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Columns of the Sky'''&lt;br /&gt;
&lt;br /&gt;
These were some of the tallest mountain peaks of Lower Netheril, stretching thousands of feet into the sky and creating a landmark that could be seen for hundreds of miles in every direction. To the ground-based cities, these mountains were near-impassable gouts of rock that added days to any travel through the area. To the Rengarth, however, the slender peaks were the home of the gods.&lt;br /&gt;
All throughout Netheril’s history, the Rengarth made a practice of executing anyone they found near the peaks, especially if they were found with animal skins or gems taken from “the hearts of their gods.”&lt;br /&gt;
&lt;br /&gt;
'''Caves, Fang Peak'''&lt;br /&gt;
&lt;br /&gt;
This set of natural caves twists and turns through the bowels of the Columns of the Sky and is a maze for those who do not spend much time in such environments.  At its center, under the mountain known as Fang Peak by the Netherese, is the mysterious Cave of Lost Souls, a large chamber in the Columns of the Sky that holds a variety of gemstones and other treasures.&lt;br /&gt;
&lt;br /&gt;
'''Rengarth Sacred Site'''&lt;br /&gt;
&lt;br /&gt;
Though all of the Columns of the Sky are sacred to the Barbarians of this land, this one, in particular, is guarded well. The savages themselves will never speak of it and only a few know of its secrets preferring to bite out their own tongue than speak of it. Some theorize it has something to do with the Cave of Lost Souls, but such is only guessed at.&lt;br /&gt;
&lt;br /&gt;
'''The Devils Peak'''&lt;br /&gt;
&lt;br /&gt;
This massive mountain looms over Conch and is the highest peak in the immediate area of the town. Many have tried to climb it, but none have been able to yet, even with the aid of magic. It gets its name from the vague shape of the mountain, like a devil perched, wings folded back and looking down on its victims below.&lt;br /&gt;
&lt;br /&gt;
'''The Mines'''&lt;br /&gt;
&lt;br /&gt;
These are the mines of Conch and produce all sorts of valuable metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''Farms'''&lt;br /&gt;
&lt;br /&gt;
About 5 miles from the main settlement are some fertile farmlands. They produce wheat and corn and other vegetables for Conch. No livestock other then a few chickens and cows are produced as goblins are a constant threat to large herds of animals.&lt;br /&gt;
&lt;br /&gt;
'''Crystal Stream'''&lt;br /&gt;
&lt;br /&gt;
Pure spring water from the Howling Hills forms this beautiful stream and the fine sand that covers the bottom makes the water as clear and as beautiful as crystal.&lt;br /&gt;
&lt;br /&gt;
'''Howling Hills'''&lt;br /&gt;
&lt;br /&gt;
These lightly wooded hills are home to all sorts of wild animals that provide meat and furs to Conch. It gets its name from the savage packs of wolves that also hunt this area.&lt;br /&gt;
&lt;br /&gt;
'''Forest of Tusks'''&lt;br /&gt;
&lt;br /&gt;
Named for the high concentration of wild pigs that live here. The meat, pets, and massive tusks that can be gotten here make it a valuable place for the town, though the wereboars that stalk the area make it a very dangerous place to hunt.&lt;br /&gt;
&lt;br /&gt;
'''Island of Death'''&lt;br /&gt;
&lt;br /&gt;
Discovered by the explorer Denvar Sable the island has a terrible history. Originally set up as a prison and forced labor camp, the head of the guards who had been given wardenship of the colony had more sinister plans for it. The prisoners here were given little in the way of tools, clothing, shelter or food and those that complained were tortured and killed for the entertainment of the Warden and to feed his dark desires. Through this cruelty and the inhuman treatment of the prisoners, it led to widespread disease, abuse of power, violence, and even cannibalism.&lt;br /&gt;
The warden used this suffering to gain the attention of the Demon Lord Orcus and through it founded a cult that remains to this day on the island. All manner of undead roams this island, the remnants of those that were sent here to be punished. The island is always covered in a dense mist and sunlight never seems to penetrate it.&lt;br /&gt;
&lt;br /&gt;
'''Sable's Swamp'''&lt;br /&gt;
&lt;br /&gt;
A dank swamp of stagnant water and overgrown trees. Many horrors lurk in here and only the bravest would be willing to enter. Many hags from the Wood of Witches come here to hunt for trolls and other abominations to use as pets or guardians.&lt;br /&gt;
&lt;br /&gt;
'''Wood of Witches'''&lt;br /&gt;
&lt;br /&gt;
A thick and unnatural woodland grows here and is home to many covens of hags and other ghastly monsters like spirit naga and evil fey.&lt;br /&gt;
&lt;br /&gt;
'''Conch River'''&lt;br /&gt;
&lt;br /&gt;
Called the Sky Path River by the Rengarth barbarians, this mighty river started at the Columns of the Sky and flowed south into the watercourse, eventually emptying into Heip Lake. The Rengarth considered the waters of the Conch sacred, its flow the lifeblood of the gods that walked in the Columns of the Sky.&lt;br /&gt;
&lt;br /&gt;
'''Myconid Forest'''&lt;br /&gt;
&lt;br /&gt;
This forest was named for the indigenous fungusmen who inhabited its depths. No animosity existed between this race and the Netherese, since the forest was not logged too severely and new trees were planted. The myconids knew the forest relied on its borders to maintain the humidity of its interior, which in turn the myconids relied on for their continued survival. Rengarth raiding parties roam the southern Myconid Forest, slaying all not of their lineage they encountered. They would pay particular attention to the Last Hope Road and attack all that used it.&lt;br /&gt;
&lt;br /&gt;
'''Blood Flow'''&lt;br /&gt;
&lt;br /&gt;
The red sand that formed the bed of this river gave it its common name. The sand here could be used to make colored glass and was sort after, but hard to obtain in the wild part of the land.&lt;br /&gt;
&lt;br /&gt;
'''Lake of Tears'''&lt;br /&gt;
&lt;br /&gt;
Said to be formed of the tears of those who have lost loved ones in the battles with the brutal Ogres that call this area home.&lt;br /&gt;
&lt;br /&gt;
'''Ogre Tribal Land'''&lt;br /&gt;
&lt;br /&gt;
This area is home to many clans of ogre and other lesser giants. Despite all attempts by the Rengarth the giants have never been driven from this land and seem to come from a never-ending font. Stories say that they come here from the Underdark and that somewhere in the area is an access point to the dreaded underworld of the Drow.&lt;br /&gt;
&lt;br /&gt;
'''Denvar's Bridge'''&lt;br /&gt;
&lt;br /&gt;
Named after the explorer Denvar Sable this bridge was once site of a battle where a small band of militia held off a massive horde of raiding orcs sweeping towards Conch.&lt;br /&gt;
&lt;br /&gt;
'''Last Hope Road'''&lt;br /&gt;
&lt;br /&gt;
The only road that connects Conch to the rest of the Empire. It is an unsafe and long trip from Conch to Sullivan's Port.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Geography&amp;diff=868</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Geography&amp;diff=868"/>
		<updated>2021-03-22T10:38:07Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you will find maps and other useful information about the geography in Netheril: Age of Magic&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Empire of Netheril&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
This map displays the greater area of Lower Netheril that our server is set in.&lt;br /&gt;
&lt;br /&gt;
[[File:Jq9Md5R_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Those with a Star symbol ( Army style ) are a general location of Enclaves. Cities and towns are marked with a black dot, the large the dot the bigger the city/town. The Star symbol near the town of Hadrian is the Hamring Enclave which is in-game and the setting.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Local Region&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Shown here is a closer look at the local region for the server.&lt;br /&gt;
&lt;br /&gt;
[[File:MYTjetK_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Conch'''&lt;br /&gt;
&lt;br /&gt;
Poised at the border of the Netherese Empire, Conch was settled as a forward expansion to secure the mountain-pass through the columns of the sky to facilitate trade with the western nations and begin mining operations by order of Archmage Marigax. Now a town independent settlement with links to the Empire via the West Netheril Trade Company but not under any enclave control to the current day.&lt;br /&gt;
&lt;br /&gt;
'''Hadrian'''&lt;br /&gt;
&lt;br /&gt;
Once a fishing village grew into a trading post gathering materials and resources for the Valstiir Enclave. Now that the enclave has gone, it is an important trading city with its location on the Netheril River with its large ports and caravans trade that comes from the Eastern Forest and Patrician Plains.&lt;br /&gt;
&lt;br /&gt;
'''Sullivan's Port'''&lt;br /&gt;
&lt;br /&gt;
Know for its Black Market trade, this trading post has grown into a large city after a recent volcanic disaster that covered the trading post in ash. It has literally dug its way out to where it is today, adding a large mine to its resource trade. The current Sullivan is an old pirate, who removed the aging Minotaur not long after the volcanic disaster. It must be said that Sullivan's trading port is a mixture of monster races that come to sell and buy wears for there clans ... it can be a dangerous place.&lt;br /&gt;
&lt;br /&gt;
'''Nualla'n'''&lt;br /&gt;
&lt;br /&gt;
A large elven settlement that sits on the border of the Netheril River and the Eastern Forest. It has of late built an outpost on the river and a trail that leads to the town deeper into the forest.&lt;br /&gt;
&lt;br /&gt;
'''Hilltop'''&lt;br /&gt;
&lt;br /&gt;
A small settlement of Halflings, that has protected itself from attack with a magical shield after it was almost destroyed by fallen rocks from a newly created enclave.&lt;br /&gt;
&lt;br /&gt;
'''Giantsbane'''&lt;br /&gt;
&lt;br /&gt;
( writeup to follow )&lt;br /&gt;
&lt;br /&gt;
'''Hamring Enclave'''&lt;br /&gt;
&lt;br /&gt;
A small but prosperous enclave of which little else is known.  Local folklore advises against visiting it, warning &amp;quot;Hamring has a strange effect on people&amp;quot; whatever that means.  &lt;br /&gt;
&lt;br /&gt;
'''Szithaelar'''&lt;br /&gt;
&lt;br /&gt;
A bustling Drow settlement in the Middledark with a thriving trade in slaves, and an extremely dangerous to be for above-grounders.  &lt;br /&gt;
&lt;br /&gt;
'''Dhorn Durahl'''&lt;br /&gt;
&lt;br /&gt;
A duergar fortress which is locked in sporadic conflict with the Drow of Szithaelar.  Many people blame pollution in the region's groundwater on Dhorn Durahl's indiscriminate mining practices.  &lt;br /&gt;
&lt;br /&gt;
'''Valstiir Enclave Crash Site'''&lt;br /&gt;
&lt;br /&gt;
Once known as one of the greatest enclaves around, repelling attacks from other enclaves ... the Valstiir Enclave once moved around the region of Hadrian and the Eastern Forest to its east. It now forms a desert area at the base of the Patrician Peak after crashing into the ground and splitting into many pieces. What happened has been a mystery, with adventurers and others head to the crash site to recover items and lore.  &lt;br /&gt;
&lt;br /&gt;
'''Necropolis Ruins'''&lt;br /&gt;
&lt;br /&gt;
Destroyed by Lady Valstiir, the remains of the Necropolis hit the ground to the southwest of the Gillian River. Over the years adventures have come and gone seeking riches ... but always aware of the horrors that can be found in and around the ruins of the crash site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Conch Map&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
Finally, this map displays a detailed look at the area around Conch and names some of the important landmarks.  These are explained further below.  &lt;br /&gt;
&lt;br /&gt;
[[File:6WL1JzL_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Columns of the Sky'''&lt;br /&gt;
&lt;br /&gt;
These were some of the tallest mountain peaks of Lower Netheril, stretching thousands of feet into the sky and creating a landmark that could be seen for hundreds of miles in every direction. To the ground-based cities, these mountains were near-impassable gouts of rock that added days to any travel through the area. To the Rengarth, however, the slender peaks were the home of the gods.&lt;br /&gt;
All throughout Netheril’s history, the Rengarth made a practice of executing anyone they found near the peaks, especially if they were found with animal skins or gems taken from “the hearts of their gods.”&lt;br /&gt;
&lt;br /&gt;
'''Caves, Fang Peak'''&lt;br /&gt;
&lt;br /&gt;
This set of natural caves twists and turns through the bowels of the Columns of the Sky and is a maze for those who do not spend much time in such environments.  At its center, under the mountain known as Fang Peak by the Netherese, is the mysterious Cave of Lost Souls, a large chamber in the Columns of the Sky that holds a variety of gemstones and other treasures.&lt;br /&gt;
&lt;br /&gt;
'''Rengarth Sacred Site'''&lt;br /&gt;
&lt;br /&gt;
Though all of the Columns of the Sky are sacred to the Barbarians of this land, this one, in particular, is guarded well. The savages themselves will never speak of it and only a few know of its secrets preferring to bite out their own tongue than speak of it. Some theorize it has something to do with the Cave of Lost Souls, but such is only guessed at.&lt;br /&gt;
&lt;br /&gt;
'''The Devils Peak'''&lt;br /&gt;
&lt;br /&gt;
This massive mountain looms over Conch and is the highest peak in the immediate area of the town. Many have tried to climb it, but none have been able to yet, even with the aid of magic. It gets its name from the vague shape of the mountain, like a devil perched, wings folded back and looking down on its victims below.&lt;br /&gt;
&lt;br /&gt;
'''The Mines'''&lt;br /&gt;
&lt;br /&gt;
These are the mines of Conch and produce all sorts of valuable metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''Farms'''&lt;br /&gt;
&lt;br /&gt;
About 5 miles from the main settlement are some fertile farmlands. They produce wheat and corn and other vegetables for Conch. No livestock other then a few chickens and cows are produced as goblins are a constant threat to large herds of animals.&lt;br /&gt;
&lt;br /&gt;
'''Crystal Stream'''&lt;br /&gt;
&lt;br /&gt;
Pure spring water from the Howling Hills forms this beautiful stream and the fine sand that covers the bottom makes the water as clear and as beautiful as crystal.&lt;br /&gt;
&lt;br /&gt;
'''Howling Hills'''&lt;br /&gt;
&lt;br /&gt;
These lightly wooded hills are home to all sorts of wild animals that provide meat and furs to Conch. It gets its name from the savage packs of wolves that also hunt this area.&lt;br /&gt;
&lt;br /&gt;
'''Forest of Tusks'''&lt;br /&gt;
&lt;br /&gt;
Named for the high concentration of wild pigs that live here. The meat, pets, and massive tusks that can be gotten here make it a valuable place for the town, though the wereboars that stalk the area make it a very dangerous place to hunt.&lt;br /&gt;
&lt;br /&gt;
'''Island of Death'''&lt;br /&gt;
&lt;br /&gt;
Discovered by the explorer Denvar Sable the island has a terrible history. Originally set up as a prison and forced labor camp, the head of the guards who had been given wardenship of the colony had more sinister plans for it. The prisoners here were given little in the way of tools, clothing, shelter or food and those that complained were tortured and killed for the entertainment of the Warden and to feed his dark desires. Through this cruelty and the inhuman treatment of the prisoners, it led to widespread disease, abuse of power, violence, and even cannibalism.&lt;br /&gt;
The warden used this suffering to gain the attention of the Demon Lord Orcus and through it founded a cult that remains to this day on the island. All manner of undead roams this island, the remnants of those that were sent here to be punished. The island is always covered in a dense mist and sunlight never seems to penetrate it.&lt;br /&gt;
&lt;br /&gt;
'''Sable's Swamp'''&lt;br /&gt;
&lt;br /&gt;
A dank swamp of stagnant water and overgrown trees. Many horrors lurk in here and only the bravest would be willing to enter. Many hags from the Wood of Witches come here to hunt for trolls and other abominations to use as pets or guardians.&lt;br /&gt;
&lt;br /&gt;
'''Wood of Witches'''&lt;br /&gt;
&lt;br /&gt;
A thick and unnatural woodland grows here and is home to many covens of hags and other ghastly monsters like spirit naga and evil fey.&lt;br /&gt;
&lt;br /&gt;
'''Conch River'''&lt;br /&gt;
&lt;br /&gt;
Called the Sky Path River by the Rengarth barbarians, this mighty river started at the Columns of the Sky and flowed south into the watercourse, eventually emptying into Heip Lake. The Rengarth considered the waters of the Conch sacred, its flow the lifeblood of the gods that walked in the Columns of the Sky.&lt;br /&gt;
&lt;br /&gt;
'''Myconid Forest'''&lt;br /&gt;
&lt;br /&gt;
This forest was named for the indigenous fungusmen who inhabited its depths. No animosity existed between this race and the Netherese, since the forest was not logged too severely and new trees were planted. The myconids knew the forest relied on its borders to maintain the humidity of its interior, which in turn the myconids relied on for their continued survival. Rengarth raiding parties roam the southern Myconid Forest, slaying all not of their lineage they encountered. They would pay particular attention to the Last Hope Road and attack all that used it.&lt;br /&gt;
&lt;br /&gt;
'''Blood Flow'''&lt;br /&gt;
&lt;br /&gt;
The red sand that formed the bed of this river gave it its common name. The sand here could be used to make colored glass and was sort after, but hard to obtain in the wild part of the land.&lt;br /&gt;
&lt;br /&gt;
'''Lake of Tears'''&lt;br /&gt;
&lt;br /&gt;
Said to be formed of the tears of those who have lost loved ones in the battles with the brutal Ogres that call this area home.&lt;br /&gt;
&lt;br /&gt;
'''Ogre Tribal Land'''&lt;br /&gt;
&lt;br /&gt;
This area is home to many clans of ogre and other lesser giants. Despite all attempts by the Rengarth the giants have never been driven from this land and seem to come from a never-ending font. Stories say that they come here from the Underdark and that somewhere in the area is an access point to the dreaded underworld of the Drow.&lt;br /&gt;
&lt;br /&gt;
'''Denvar's Bridge'''&lt;br /&gt;
&lt;br /&gt;
Named after the explorer Denvar Sable this bridge was once the battle site where a small band of militia held off a massive horde of raiding orcs sweeping towards Conch.&lt;br /&gt;
&lt;br /&gt;
'''Last Hope Road'''&lt;br /&gt;
&lt;br /&gt;
The only road that connects Conch to the rest of the Empire. It is an unsafe and long trip from Conch to Sullivan's Port.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=735</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=735"/>
		<updated>2020-12-14T06:47:07Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The Lame, Oppressed, Impoverished, Peasants, Monks, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Loviatar]] || LE || Finnish || Death, Evil, Strength|| Torturers, Bullies, Beguilers, Sadists, Masochists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=734</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=734"/>
		<updated>2020-12-14T06:42:09Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The Lame, Oppressed, Impoverished, Peasants, Monks, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Loviatar]] || LE || Finnish || Death, Evil|| Torturers, Bullies, Sadists, Masochists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=733</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=733"/>
		<updated>2020-12-14T05:22:08Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The Lame, Oppressed, Impoverished, Peasants, Monks, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=732</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=732"/>
		<updated>2020-11-07T00:45:08Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Coramshite  || Good, Healing, Strength|| The lame, oppressed, impoverished, peasants, slaves, monks, paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Deities&amp;diff=731</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Deities&amp;diff=731"/>
		<updated>2020-11-06T23:53:45Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Intermediate Deity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:50px; width:1500px; text-align:center;&amp;quot; | Deities are the powerful beings who embody a certain factor of life, they are revered and worshiped by various religions across the world. Deities are often grouped into a pantheon, which is a cultural grouping often symbolizing the main body of the deity's followers as well as the other deities they are most commonly in association with.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greater Deities ==&lt;br /&gt;
The greater deities were the most powerful and prestigious deities of the divine hierarchy, with an immense following and a greatly revered influence on the world.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Achanatyr]] || LN || Jhaamdath || Good, Knowledge, War, Protection || Paladins, Lawmakers, Judges, Magistrates, The Oppressed, Police&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Amaunator]] || LN || Netherese || Fire, Knowledge, Strength, Sun, Protection || Paladins, Farmers, Travelers, Lawmakers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Annam All-Father]] || TN || Giant || Earth, Sun, Plant, Magic || Giants, Giant-kin&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Corellon Larethian]] || CG || Elven || Good, Magic, Protection, War || Elves, Half-Elves, Eladrin, Bards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garl Glittergold]] || LG || Gnomish  || Earth, Good, Trickery, Protection || Adventurers, Bards, Soldiers, Gemcutters, Gnomes, Illusionists, Miners, Rogues, Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gruumsh]] || CE || Orcish || Destruction, Evil, Strength, War || Orcs, Half-Orcs&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Inanna]] || LE || Untheric || War, Sun, Strength, Magic || Warriors, Vengeful Lovers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ishtar]] || TN || Untheric || Magic, Strength, War, Water  || Warriors, Protective Lovers, Guards&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jannath]] || NG || Netherese || Animal, Earth, Good, Plant, Protection, Water || Peasants, Indentured servants, Druids, Farmers, and Gardeners&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Jergal]] || LE || Netherese || Death, Destruction, Evil, Heal, Travel || Monks, Necromancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ki]] || TN || Untheric || Earth, Air, Plant, Water || Druids, Rangers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Kozah]] || CE || Netherese || Air, Destruction, Evil, Fire, Water || Barbarians, Druids, Fighters, Half-orcs, Sailors, Pirates&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Lolth]] || CE || Drow || Strength, Darkness, Destruction, Evil, Trickery|| Drow, Depraved Elves, Sentient Spiders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Marduk]] || LN || Untheric || Air, Travel, Destruction, Water || Knights, Paladins, Dutiful-Leaders, Metallic Dragons&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moradin]] || LE || Dwarven || Destruction, Evil, Strength, War || Dwarves, Dwarven Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mystryl]] || CN || Netherese || Air, Knowledge, Magic, Trickery || Wizards, Bards, Sorcerers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Selune]] || CG || Netherese || Good, Healing, Protection, Travel || Female Spellcasters, Good/Neutral Lycanthropes, Navigators, Sun Soul Monks, Sailors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Shar]] || NE || Netherese || Evil, Knowledge, Magic, Trickery || Anarchists, Assassins, Avengers, Monks, Nihilists, Rogues, Shadow Adepts, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Targus]] || CN || Netherese || Destruction, Strength, Travel, War || Barbarians, Fighters, Rangers, Soldiers, Spies&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Utu]] || CG || Untheric || Fire, Good, Destruction || Farmers, Freedom Fighters, Vigilantis&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Yondalla]] || LG || Halfling || Good, Healing, Protection, Trickery || Halflings, Leaders, Paladins, Parents&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate Deity ==&lt;br /&gt;
The second highest tier of a deities prominence, within the divine hierarchies. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Abbathor]] || NE || Gnomish || Evil, Earth, Trickery, Protection || Dwarves, Treasure Hoarders, Greedy Leaders, Rogues, Shadowdancers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Laduguer]] || LE || Duergar || Evil, Magic, Strength, Earth, Protection || Duergar, Dwarves, Fighters, Loremasters, Soldiers, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gilgeam]] || LE || Untheric || War, Evil, Air, Strength, War || Tyrants, Despots&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gond]] || TN || Gnomish || Earth, Fire, Knowledge|| Gnomish Smiths&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ilmater]] || LG || Faerûnian  || Good, Healing, Strength|| The lame, oppressed, impoverished, peasants, slaves, monks, paladins&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Urdlen]] || CE || Gnomish || Earth, Evil, Destruction || Assassins, Blackguards, Gnomes, Rogues, Spriggans&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lesser Deities ==&lt;br /&gt;
The third tier within the divine hierachy, these deities, while strong, retain the least prominence of the divine hierarchy, save for demigods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Enlil]] || NG || Untheric || Good, Air, Protection, Strength, War || Leaders, Fathers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Garyx]] || CE || Dragon || Fire, Destruction, Death, War || Dragons, Sorcerers, Warlords, Druids&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Girru]] || LG || Untheric || Fire, Good, Magic|| Smiths, Warriors, Guards, Soldier&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Moander]] || CE || Netherese || Animal, Death, Destruction, Evil, Plant || Druids, Nihilists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nanna-Sin]] || CG || Untheric || Air, Good, Strength || Warriors, Night-workers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Nergal]] || NE || Untheric || Evil, Death, Earth || Necromancers, Elderly&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Ramman]] || LN || Untheric || War, Protection, Strength Destruction || Champions, Guards, Soldiers, Duelists, Commanders&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tiamat]] || LE || Untheric || Fire, Evil, War, Destruction || Chromatic Dragons, Evil Dragons, Evil Reptiles, Fighters, Sorcerers, Thieves, Vandals&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Tyche]] || TN || Netherese || Evil, Good, Protection, Travel, Trickery || Adventurers, Gamblers, Explorers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Vhaerun]] || CE || Drow || Evil, Travel, Trickery || Assassins, Male Drow and Half-drow, Poisoners, Rogues, Shadowdancers, Thieves&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demipowers or demigods are immortal beings who are capable of granting spells to their followers. They are considered to be the first, most junior, rank on the tier of the divine hierarchy.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Alignment&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pantheon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Domains&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Worshippers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Anthraxus]] || NE || Daemonic || War, Death, Evil, Trickery || Mercenaries, Wizards, Sorcerers, Warlocks&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Assuran]] || LN || Untheric || War, Travel, Death, Knowledge || Assassins, Fighters, Rogues, Seekers of Retribution, Bounty Hunters, Jailers, Headsmen&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baalzebul]] || LE || Infernal || Trickery, Strength, War, Evil|| Liars, Manipulators, Schemers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Baphomet]] || CE || Abyssal || War, Strength, Destruction, Evil, Animal || Minotaurs, Ogres, Giants, Monstrous Beasts&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Bel]] || LE || Infernal || War, Strength, Fire, Destruction|| Evil Commanders, Evil Soldiers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Belial]] || LE || Infernal || Fire, Strength, Evil, Trickery|| Power's behind the throne, Spies, Manipulators&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Demogorgon]] || CE || Abyssal || Destruction, Evil, Magic, Trickery || Strategists, Inventors &lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Dispater]] || LE || Infernal || Destruction, Evil, War || Hobgoblins, goblins, Commanders, Strategists&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fierna]] || LE || Infernal || Evil, Fire, Trickery || Outcasts, Malcontents, Exiles&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fraz-Urb'luu]] || CE || Abyssal || Trickery, Evil, War, Air|| Illusionists, Sorcerers, Clerics, Bards, Warlocks, Rakshasas, Charlatans, Deceivers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Gargauth]] || LE || Infernal || Trickery, Evil, Travel|| Corrupt Leaders, Corrupt Politicians, Sorcerers, Traitors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Glasya]] || LE || Infernal || Evil, Trickery, Air || Female Leaders, Evil Tyrants&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Graz'zt]] || CE || Abyssal || Strength, Destruction, Evil|| Corrupt Leaders, Soldiers, Martial Champions&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Levistus]] || LE || Infernal || Water, War, Trickery, Evil || Assassins, Militant Bards, Rakish Fighters, Rangers, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mammon]] || LE || Infernal || Trickery, Evil, Fire || Beholders, Duergar, Evil Dragons, Greedy Individuals, Mind Flayers&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Mephistopheles]] || LE || Infernal || Water, Strength, Destruction, Evil || Tyrants, Despots, Cruel Inventors&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pazuzu]] || CE || Abyssal ||Air, Trickery, Destruction, Evil || Aerial Monstrocities, Corrupters&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Sylansia]] || CN || Monster ||Death, Healing, Knowledge, Evil || Monsters, Monstrous Adventures, Monstrous Outcasts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Quests&amp;diff=699</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Quests&amp;diff=699"/>
		<updated>2020-10-13T02:25:16Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are numerous quests available in Netheril: Age of Magic with a range of tasks, difficulty, and teamwork requirements.  Any NPC whose floating name is written in purple is a quest giver and if you fall within the level and party size range simply speaking to them will allow you to obtain the details of the task you must perform.  Then when complete, you return to this same NPC to receive your reward of experience points and/or gold.  &lt;br /&gt;
&lt;br /&gt;
The easiest quests are scattered around Conch, particularly in the starting docks area where new (non-faction) PCs arrive.  Almost any class or build of PC should be able to complete these alone without too much difficulty.  The more difficult quests tend to have their quest givers in more remote places and a few may take a fair degree of exploration to find for the first time.  Most of the quests for lower level characters can be played solo, but many of the harder quests have a party size requirement.  It is acceptable (and encouraged) to use the in-game messaging service (proclaimers) to send an in-character message if you are seeking party members to play one of the quests which require more than one character.&lt;br /&gt;
&lt;br /&gt;
Quests in Netheril fall in to a few different types:&lt;br /&gt;
# '''Dungeon'''.  Each quest will have its own quirks, but all follow the traditional formula of 'find the monsters, clear them out, grab the loot, go back and get paid'.  Quests of this type fall across the whole range of level and party size requirements.&lt;br /&gt;
# '''Bounty'''.  Bounty quests require the PCs to obtain several items of the same type either by slaying monsters for them or simply finding them, then take them back to the quest giver.  Quests of this type tend to be aimed at low and mid level PCs.  &lt;br /&gt;
# '''Errand'''.  There are plenty of NPCs around Conch with simple tasks that need doing, but are too busy or lazy to do themselves.  These are almost always aimed at low level PCs and often give them the opportunity to see some of the world by delivering messages, items or letters etc.  &lt;br /&gt;
&lt;br /&gt;
The level ranges used to create quests in Netheril are roughly grouped in this manner:&lt;br /&gt;
* Low 2-6&lt;br /&gt;
* Mid 6-10&lt;br /&gt;
* Mid/High 11-15&lt;br /&gt;
* High 15+&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Quests&amp;diff=698</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Quests&amp;diff=698"/>
		<updated>2020-10-13T02:22:51Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are numerous quests available in Netheril: Age of Magic with a range of tasks, difficulty, and teamwork requirements.  Any NPC whose floating name is written in purple is a quest giver and if you fall within the level and party size range simply speaking to them will allow you to obtain the details of the task you must perform.  Then when complete, you return to this same NPC to receive your reward of experience points and/or gold.  &lt;br /&gt;
&lt;br /&gt;
The easiest quests are scattered around Conch, particularly in the starting docks area where new (non-faction) PCs arrive.  Almost any class or build of PC should be able to complete these alone without too much difficulty.  The more difficult quests tend to have their quest givers in more remote places and a few may take a fair degree of exploration to find for the first time.  Most of the quests for lower level characters can be played solo, but many of the harder quests have a party size requirement.  It is acceptable (and encouraged) to use the in-game messaging service (proclaimers) to send an in-character message if you are seeking party members to play one of the quests which require more than one character.&lt;br /&gt;
&lt;br /&gt;
Quests in Netheril fall in to a few different types:&lt;br /&gt;
# '''Dungeon'''.  Each quest will have its own quirks, but all follow the traditional formula of 'find the monsters, clear them out, grab the loot, go back and get paid'.  Quests of this type fall across the whole range of level and party size requirements.&lt;br /&gt;
# '''Bounty'''.  Bounty quests require the PCs to obtain several items of the same type either by slaying monsters for them or simply finding them, then take them back to the quest giver.  Quests of this type tend to be aimed at low and mid level PCs.  &lt;br /&gt;
# '''Errand'''.  There are plenty of NPCs around Conch with simple tasks that need doing, but are too busy or lazy to do themselves.  These are almost always aimed at low level PCs and often give them the opportunity to see some of the world by delivering messages, items or letters etc.  &lt;br /&gt;
&lt;br /&gt;
The level ranges used to create quests in Netheril are roughly grouped in this manner:&lt;br /&gt;
Low 2-6&lt;br /&gt;
Mid 6-10&lt;br /&gt;
Mid/High 11-15&lt;br /&gt;
High 15+&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Quests&amp;diff=697</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Quests&amp;diff=697"/>
		<updated>2020-10-13T02:21:11Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: Created page with &amp;quot;There are numerous quests available in Netheril: Age of Magic with a range of tasks, difficulty, and teamwork requirements.  Any NPC whose floating name is written in purple i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are numerous quests available in Netheril: Age of Magic with a range of tasks, difficulty, and teamwork requirements.  Any NPC whose floating name is written in purple is a quest giver and if you fall within the level and party size range simply speaking to them will allow you to obtain the details of the task you must perform.  Then when complete, you return to this same NPC to receive your reward of experience points and/or gold.  &lt;br /&gt;
&lt;br /&gt;
The easiest quests are scattered around Conch, particularly in the starting docks area where new (non-faction) PCs arrive.  Almost any class or build of PC should be able to complete these alone without too much difficulty.  The more difficult quests tend to have their quest giver NPCs in more remote places and few may take a fair degree of exploration to find for the first time.  Most of the quests for lower level characters can be played solo, but many of the harder quests have a party size requirement.  &lt;br /&gt;
&lt;br /&gt;
Quests in Netheril fall in to a few different types:&lt;br /&gt;
# '''Dungeon'''.  Each quest will have its own quirks, but all follow the traditional formula of 'find the monsters, clear them out, grab the loot, go back and get paid'.  Quests of this type fall across the whole range of level and party size requirements.&lt;br /&gt;
# '''Bounty'''.  Bounty quests require the PCs to obtain several items of the same type either by slaying monsters for them or simply finding them, then take them back to the quest giver.  Quests of this type tend to be aimed at low and mid level PCs.  &lt;br /&gt;
# '''Errand'''.  There are plenty of NPCs around Conch with simple tasks that need doing, but are too busy or lazy to do themselves.  These are almost always aimed at low level PCs and often give them the opportunity to see some of the world by delivering messages, items or letters etc.  &lt;br /&gt;
&lt;br /&gt;
The level ranges used to create quests in Netheril are roughly grouped in this manner:&lt;br /&gt;
Low 2-6&lt;br /&gt;
Mid 6-10&lt;br /&gt;
Mid/High 11-15&lt;br /&gt;
High 15+&lt;br /&gt;
&lt;br /&gt;
It is acceptable (and encouraged) to use the in-game messaging service (proclaimers) to send an in-character message if you are seeking party members to play one of the quests which require more than one character.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=680</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=680"/>
		<updated>2020-10-02T03:51:22Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Tiefling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are avian humanoids with human-like arms and talons in place of feet.  It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.  Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids.  Kenku are also capable of mimicking sounds and voices they have heard.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.  All aasimar bear some form of physical indicator of their heritage, such as glowing eyes, skin or hair, celestial runes upon their skin, or even wings.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.  Their personalities tend to be grim, paranoid and cynical.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside. All tieflings possess some form of physical sign of their heritage, such as horns, unusual skin colour or even a tail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=679</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=679"/>
		<updated>2020-10-02T03:45:58Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Duergar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are avian humanoids with human-like arms and talons in place of feet.  It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.  Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids.  Kenku are also capable of mimicking sounds and voices they have heard.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.  All aasimar bear some form of physical indicator of their heritage, such as glowing eyes, skin or hair, celestial runes upon their skin, or even wings.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.  Their personalities tend to be grim, paranoid and cynical.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=678</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=678"/>
		<updated>2020-10-02T03:42:34Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Aasimar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are avian humanoids with human-like arms and talons in place of feet.  It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.  Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids.  Kenku are also capable of mimicking sounds and voices they have heard.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.  All aasimar bear some form of physical indicator of their heritage, such as glowing eyes, skin or hair, celestial runes upon their skin, or even wings.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=677</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=677"/>
		<updated>2020-10-02T03:39:01Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Kenku */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are avian humanoids with human-like arms and talons in place of feet.  It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.  Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids.  Kenku are also capable of mimicking sounds and voices they have heard.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=676</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=676"/>
		<updated>2020-10-02T03:25:54Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Lizard Folk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=675</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=675"/>
		<updated>2020-10-02T03:19:15Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Gnoll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=674</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=674"/>
		<updated>2020-10-02T03:03:43Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Hobgoblin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are every bit like the hyena they resemble, cruel and vicious.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=673</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=673"/>
		<updated>2020-10-02T02:45:33Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Kobold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. They are organised, aggressive and they delight in warring with other humanoid races.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are every bit like the hyena they resemble, cruel and vicious.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=672</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=672"/>
		<updated>2020-10-02T02:35:44Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Goblin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small humanoids, dangerous only in great numbers.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. They are organised, aggressive and they delight in warring with other humanoid races.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are every bit like the hyena they resemble, cruel and vicious.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=671</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=671"/>
		<updated>2020-10-02T02:25:50Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Non-Netherese Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
While goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small humanoids, dangerous only in great numbers.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. They are organised, aggressive and they delight in warring with other humanoid races.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are every bit like the hyena they resemble, cruel and vicious.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=670</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=670"/>
		<updated>2020-10-02T02:21:35Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Non-Netherese Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. The numerous Barbarians were an exception to the Humans of the Netherese Empire, many residing within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Monstrous Races =&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
While goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfing&lt;br /&gt;
*Keyword: goblin&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Charisma, +2 Dexterity, small size.&lt;br /&gt;
*Skill Adjustments: +4 hide/move silently&lt;br /&gt;
*Feat Adjustments:&lt;br /&gt;
*Saves Adjustments: -2 vs Fear, +3 vs Disease&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small humanoids, dangerous only in great numbers.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Halfling&lt;br /&gt;
*Keyword: kobold&lt;br /&gt;
*Stat Adjustments: -2 Strength, -2 Constitution, +2 Dex, small size&lt;br /&gt;
*Skill Adjustments: +2 Spellcraft, 4 Hide/MS, +2 spot/search&lt;br /&gt;
*Feat Adjustments: Courteous Magocracy, Darkvision, Lucky, Good Aim, Fearless, Skill Affinity, Listen and Skill Affinity Move silently&lt;br /&gt;
Misc Adjustments: +1 Natural AC&lt;br /&gt;
*Level Adjustment: 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. They are organised, aggressive and they delight in warring with other humanoid races.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: hobgoblin&lt;br /&gt;
*Stat Adjustments: +2 Dexterity, +2 Constitution,&lt;br /&gt;
*Skill Adjustments: +4 Hide/MS&lt;br /&gt;
*Feat Adjustments: Strong Soul, Darkvision.&lt;br /&gt;
Saves Adjustments: +2 vs Poison, +2 vs Disease.&lt;br /&gt;
*Level Adjustment: +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are every bit like the hyena they resemble, cruel and vicious.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: gnoll&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma&lt;br /&gt;
*Skill Adjustments: +4 Intimidate, +2 Discipline, +2 Spot, +2 Listen&lt;br /&gt;
*Feat Adjustments: Add Stealthy, Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Fortitude&lt;br /&gt;
*AC: +1&lt;br /&gt;
*Favoured Class: Ranger&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: lizardfolk&lt;br /&gt;
*Stat Adjustments: +2 Strength, +2 Constitution, -2 Intelligence&lt;br /&gt;
*Skill Adjustments: -2 Persuade/Bluff, -3 Lore&lt;br /&gt;
*Feat Adjustments: Add Darkvision&lt;br /&gt;
*Saves Adjustments: +3 Reflex&lt;br /&gt;
*Misc Adjustments: +5 Natural AC, Immunity to Poison&lt;br /&gt;
*Favoured Class: Druid&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: orc&lt;br /&gt;
*Stat Adjustments:+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
*Skill Adjustments:+2 heal, taunt, intimidate and discipline&lt;br /&gt;
*Feat Adjustments: All Weapon Proficiencies and Knockdown Dark Vision&lt;br /&gt;
*Saves Adjustments: +4 vs poison&lt;br /&gt;
*Level Adjustment:1&lt;br /&gt;
*Favoured Class: Barbarian&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Kenku are depicted as hawk or crow like humanoids with human like arms and talons in place of feet. Kenku once had wings as well, but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.&lt;br /&gt;
&lt;br /&gt;
*Base Race: Half-Elf&lt;br /&gt;
*Keyword: kenku&lt;br /&gt;
*Stat Adjustments: -2 strength, +2 intelligence, +2 dexterity&lt;br /&gt;
*Skill Adjustments:+4 bluff&lt;br /&gt;
*Feat Adjustments: Low-light vision&lt;br /&gt;
*Saves Adjustments: -1 Fort, +2 Reflex&lt;br /&gt;
*Favoured Class: Rogue&lt;br /&gt;
*ECL: 1&lt;br /&gt;
&lt;br /&gt;
= Application Races =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)                &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Dex, +2 Int, +2 Cha, -2 Con&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the sleep subtype.&lt;br /&gt;
* Hardiness vs. enchantments: +2 racial bonus on saving throws against mind-affecting spells.&lt;br /&gt;
* Iron will: affinity bonus on will saving throws.&lt;br /&gt;
* Skill affinity (listen): +2 racial bonus to listen checks.&lt;br /&gt;
* Skill affinity (search): +2 racial bonus to search checks&lt;br /&gt;
* Skill affinity (spot): +2 racial bonus to spot checks.&lt;br /&gt;
* Keen senses&lt;br /&gt;
* Spell resistance: Innate spell resistance of 11 plus 1 per level.&lt;br /&gt;
* Light blindness: Abrupt exposure to light blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty to attack rolls, saves and checks while operating in bright light.&lt;br /&gt;
* Spell ability - darkness: Can cast darkness once per day at third level.&lt;br /&gt;
&lt;br /&gt;
=== Half-Drow ===&lt;br /&gt;
&lt;br /&gt;
[[File:L0SLvB4_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
A half-drow is the offspring of the union between a human a dark elf. A half-drow generally had dusky skin, silver or white hair, and human eye colors. They had a limited form of darkvision extending to about 60 feet (18 m), but otherwise had no other known drow traits or abilities. Generally viewed as inferior creatures by Drow society they were poorly treated though often still found some precarious place within it if they chose to remain. Those who chose to flee to the surface or were cast out by their society in the Underdark rarely found much more acceptance, with suspicion and threats following them wherever they went.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.            &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc (other) ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrXKQDU_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;  &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* ? &amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Half-Elf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Mechanical Base Race:''' Human&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Geography&amp;diff=669</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Geography&amp;diff=669"/>
		<updated>2020-10-02T02:18:37Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find maps and other useful information about the geography in Netheril: Age of Magic&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Empire of Netheril&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
This map displays the greater area of Lower Netheril that our server is set in.&lt;br /&gt;
[[File:Jq9Md5R_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Local Region&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Shown here is a closer look at the local region for the server.&lt;br /&gt;
&lt;br /&gt;
[[File:MYTjetK_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Conch'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hadrian'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sullivan's Port'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nualla'n'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hilltop'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Valstiir Enclave Crash Site'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis Ruins'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Conch Map&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Finally, this map displays a detailed look at the area around Conch and names some of the important landmarks.  These are explained further below.  &lt;br /&gt;
&lt;br /&gt;
[[File:6WL1JzL_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Columns of the Sky'''&lt;br /&gt;
&lt;br /&gt;
These were some of the tallest mountain peaks of Lower Netheril, stretching thousands of feet into the sky and creating a landmark that could be seen for hundreds of miles in every direction. To the ground-based cities, these mountains were near-impassable gouts of rock that added days to any travel through the area. To the Rengarth, however, the slender peaks were the home of the gods.&lt;br /&gt;
All throughout Netheril’s history, the Rengarth made a practice of executing anyone they found near the peaks, especially if they were found with animal skins or gems taken from “the hearts of their gods.”&lt;br /&gt;
&lt;br /&gt;
'''Caves, Fang Peak'''&lt;br /&gt;
&lt;br /&gt;
This set of natural caves twists and turns through the bowels of the Columns of the Sky and is a maze for those who do not spend much time in such environments.  At its center, under the mountain known as Fang Peak by the Netherese, is the mysterious Cave of Lost Souls, a large chamber in the Columns of the Sky that holds a variety of gemstones and other treasures.&lt;br /&gt;
&lt;br /&gt;
'''Rengarth Sacred Site'''&lt;br /&gt;
&lt;br /&gt;
Though all of the Columns of the Sky are sacred to the Barbarians of this land, this one, in particular, is guarded well. The savages themselves will never speak of it and only a few know of its secrets preferring to bite out their own tongue than speak of it. Some theorize it has something to do with the Cave of Lost Souls, but such is only guessed at.&lt;br /&gt;
&lt;br /&gt;
'''The Devils Peak'''&lt;br /&gt;
&lt;br /&gt;
This massive mountain looms over Conch and is the highest peak in the immediate area of the town. Many have tried to climb it, but none have been able to yet, even with the aid of magic. It gets its name from the vague shape of the mountain, like a devil perched, wings folded back and looking down on its victims below.&lt;br /&gt;
&lt;br /&gt;
'''The Mines'''&lt;br /&gt;
&lt;br /&gt;
These are the mines of Conch and produce all sorts of valuable metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''Farms'''&lt;br /&gt;
&lt;br /&gt;
About 5 miles from the main settlement are some fertile farmlands. They produce wheat and corn and other vegetables for Conch. No livestock other then a few chickens and cows are produced as goblins are a constant threat to large herds of animals.&lt;br /&gt;
&lt;br /&gt;
'''Crystal Stream'''&lt;br /&gt;
&lt;br /&gt;
Pure spring water from the Howling Hills forms this beautiful stream and the fine sand that covers the bottom makes the water as clear and as beautiful as crystal.&lt;br /&gt;
&lt;br /&gt;
'''Howling Hills'''&lt;br /&gt;
&lt;br /&gt;
These lightly wooded hills are home to all sorts of wild animals that provide meat and furs to Conch. It gets its name from the savage packs of wolves that also hunt this area.&lt;br /&gt;
&lt;br /&gt;
'''Forest of Tusks'''&lt;br /&gt;
&lt;br /&gt;
Named for the high concentration of wild pigs that live here. The meat, pets and massive tusks that can be gotten here make it a valuable place for the town, though the wereboars that stalk the area make it a very dangerous place to hunt.&lt;br /&gt;
&lt;br /&gt;
'''Island of Death'''&lt;br /&gt;
&lt;br /&gt;
Discovered by the explorer Denvar Sable the island has a terrible history. Originally set up as a prison and forced labor camp, the head of the guards who had been given wardenship of the colony had more sinister plans for it. The prisoners here were given little in the way of tools, clothing, shelter or food and those that complained were tortured and killed for the entertainment of the Warden and to feed his dark desires. Through this cruelty and the inhuman treatment of the prisoners, it led to widespread disease, abuse of power, violence, and even cannibalism.&lt;br /&gt;
The warden used this suffering to gain the attention of the Demon Lord Orcus and through it founded a cult that remains to this day on the island. All manner of undead roams this island, the remnants of those that were sent here to be punished. The island is always covered in a dense mist and sunlight never seems to penetrate it.&lt;br /&gt;
&lt;br /&gt;
'''Sable's Swamp'''&lt;br /&gt;
&lt;br /&gt;
A dank swamp of stagnant water and overgrown trees. Many horrors lurk in here and only the bravest would be willing to enter. Many hags from the Wood of Witches come here to hunt for trolls and other abominations to use as pets or guardians.&lt;br /&gt;
&lt;br /&gt;
'''Wood of Witches'''&lt;br /&gt;
&lt;br /&gt;
A thick and unnatural woodland grows here and is home to many covens of hags and other ghastly monsters like spirit naga and evil fey.&lt;br /&gt;
&lt;br /&gt;
'''Conch River'''&lt;br /&gt;
&lt;br /&gt;
Called the Sky Path River by the Rengarth barbarians, this mighty river started at the Columns of the Sky and flowed south into the watercourse, eventually emptying into Heip Lake. The Rengarth considered the waters of the Conch sacred, its flow the lifeblood of the gods that walked in the Columns of the Sky.&lt;br /&gt;
&lt;br /&gt;
'''Myconid Forest'''&lt;br /&gt;
&lt;br /&gt;
This forest was named for the indigenous fungusmen who inhabited its depths. No animosity existed between this race and the Netherese, since the forest was not logged too severely and new trees were planted. The myconids knew the forest relied on its borders to maintain the humidity of its interior, which in turn the myconids relied on for their continued survival. Rengarth raiding parties roam the southern Myconid Forest, slaying all not of their lineage they encountered. They would pay particular attention to the Last Hope Road and attack all that used it.&lt;br /&gt;
&lt;br /&gt;
'''Blood Flow'''&lt;br /&gt;
&lt;br /&gt;
The red sand that formed the bed of this river gave it its common name. The sand here could be used to make colored glass and was sort after, but hard to obtain in the wild part of the land.&lt;br /&gt;
&lt;br /&gt;
'''Lake of Tears'''&lt;br /&gt;
&lt;br /&gt;
Said to be formed of the tears of those who have lost loved ones in the battles with the brutal Ogres that call this area home.&lt;br /&gt;
&lt;br /&gt;
'''Ogre Tribal Land'''&lt;br /&gt;
&lt;br /&gt;
This area is home to many clans of ogre and other lesser giants. Despite all attempts by the Rengarth the giants have never been driven from this land and seem to come from a never-ending font. Stories say that they come here from the Underdark and that somewhere in the area is an access point to the dreaded underworld of the Drow.&lt;br /&gt;
&lt;br /&gt;
'''Denvar's Bridge'''&lt;br /&gt;
&lt;br /&gt;
Named after the explorer Denvar Sable this bridge was once the battle site where a small band of militia held off a massive horde of raiding orcs sweeping towards Conch.&lt;br /&gt;
&lt;br /&gt;
'''Last Hope Road'''&lt;br /&gt;
&lt;br /&gt;
The only road that connects Conch to the rest of the Empire. It is an unsafe and long trip from Conch to Sullivan's Port.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Geography&amp;diff=668</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Geography&amp;diff=668"/>
		<updated>2020-10-02T02:09:35Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find maps and other useful information about the geography in Netheril: Age of Magic&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Empire of Netheril&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
This map displays the greater area of Lower Netheril that our server is set in.&lt;br /&gt;
[[File:Jq9Md5R_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Local Region&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Shown here is a closer look at the local region for the server.&lt;br /&gt;
&lt;br /&gt;
[[File:MYTjetK_-_Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Conch'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hadrian'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sullivan's Port'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nualla'n'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hilltop'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Valstiir Enclave Crash Site'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Necropolis Ruins'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;big&amp;gt;Conch Map&amp;lt;/big&amp;gt;'''''&lt;br /&gt;
Finally, this map displays a detailed look at the area around Conch and names some of the important landmarks.  These are explained further below.  &lt;br /&gt;
&lt;br /&gt;
[[File:6WL1JzL_-_Imgur.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''Landmarks'''''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Columns of the Sky'''&lt;br /&gt;
&lt;br /&gt;
These were some of the tallest mountain peaks of Netheril, stretching thousands of feet into the sky and creating a landmark that could be seen for hundreds of miles in every direction. To the ground-based cities, these mountains were near-impassable gouts of rock that added days to any travel through the area. To the Rengarth, however, the slender peaks were the home of the gods.&lt;br /&gt;
All throughout Netheril’s history, the Rengarth made a practice of executing anyone they found near the peaks, especially if they were found with animal skins or gems taken from “the hearts of their gods.”&lt;br /&gt;
&lt;br /&gt;
'''Caves, Fang Peak'''&lt;br /&gt;
&lt;br /&gt;
This set of natural caves twits and turns through the bowels of the Columns of the Sky and is a maze for those who do not spend much time in such environments.  At its center, under the mountain known as Fang Peak by the Netherise, is the mysterious Cave of Lost Souls, a large chamber in the Columns of the Sky that holds a variety of gemstones and other treasures.&lt;br /&gt;
&lt;br /&gt;
'''Rengarth Sacred Site'''&lt;br /&gt;
&lt;br /&gt;
Though all of the Columns of the Sky are sacred to the Barbarians of this land, this one, in particular, is guarded well. The savages themselves will never speak of it and only a few know of its secrets preferring to bite out their own tongue than speak of it. Some theorize it has something to do with the Cave of Lost Souls, but such is only guessed at.&lt;br /&gt;
&lt;br /&gt;
'''The Devils Peak'''&lt;br /&gt;
&lt;br /&gt;
This massive mountain looms over Conch and is the highest peak in the immediate area of the town. Many have tried to climb it, but none have been able to yet, even with the aid of magic. It gets its name from the vague shape of the mountain, like a devil perched, wings folded back and looking down on its victims below.&lt;br /&gt;
&lt;br /&gt;
'''The Mines'''&lt;br /&gt;
&lt;br /&gt;
These are the mines of Conch and produce all sorts of valuable metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''Farms'''&lt;br /&gt;
&lt;br /&gt;
About 5 miles from the main settlement are some fertile farmlands. They produce wheat and corn and other vegetables for Conch. No livestock other then a few chickens and cows are produced as goblins are a constant threat to large herds of animals.&lt;br /&gt;
&lt;br /&gt;
'''Crystal Stream'''&lt;br /&gt;
&lt;br /&gt;
Pure spring water from the Howling Hills forms this beautiful stream and the fine sand that covers the bottom makes the water as clear and as beautiful as crystal.&lt;br /&gt;
&lt;br /&gt;
'''Howling Hills'''&lt;br /&gt;
&lt;br /&gt;
These lightly wooded hills are home to all sorts of wild animals that provide meat and furs to Conch. It gets its name from the savage packs of wolves that also hunt this area.&lt;br /&gt;
&lt;br /&gt;
'''Forest of Tusks'''&lt;br /&gt;
&lt;br /&gt;
Named for the high concentration of wild pigs that live here. The meat, pets and massive tusks that can be gotten here make it a valuable place for the town, though the Wereboars that stalk the area make it a very dangerous place to hunt.&lt;br /&gt;
&lt;br /&gt;
'''Island of Death'''&lt;br /&gt;
&lt;br /&gt;
Discovered by the explorer Denvar Sable the island has a terrible history. Originally set up as a prison and forced labor camp, the head of the guards who had been given wardenship of the colony had more sinister plans for it. The prisoners here were given little in the way of tools, clothing, shelter or food and those that complained were tortured and killed for the entertainment of the Warden and to feed his dark desires. Through this cruelty and the inhuman treatment of the prisoners, it led to widespread disease, abuse of power, violence, and even cannibalism.&lt;br /&gt;
The warden used this suffering to gain the attention of the Demon Lord Orcus and through it founded a cult that remains to this day on the island. All manner of undead roams this island, the remnants of those that were sent here to be punished. The island is always covered in a dense mist and sunlight never seems to penetrate it.&lt;br /&gt;
&lt;br /&gt;
'''Sable's Swamp'''&lt;br /&gt;
&lt;br /&gt;
A dank swamp of stagnant water and overgrown trees. Many horrors lurk in here and only the bravest would be willing to enter. Many hags from the Wood of Witches come here to hunt for trolls and other abominations to use as pets or guardians.&lt;br /&gt;
&lt;br /&gt;
'''Wood of Witches'''&lt;br /&gt;
&lt;br /&gt;
A thick and unnatural woodland grows here and is home to many covens of hags and other ghastly monsters like spirit Naga and evil fey.&lt;br /&gt;
&lt;br /&gt;
'''Conch River'''&lt;br /&gt;
&lt;br /&gt;
Called the Sky Path River by the Rengarth barbarians, this mighty river started at the Columns of the Sky and flowed south into the Watercourse, eventually emptying into Heip Lake. The Rengarth considered the waters of the Conch sacred, its flow the lifeblood of the gods that walked in the Columns of the Sky.&lt;br /&gt;
&lt;br /&gt;
'''Myconid Forest'''&lt;br /&gt;
&lt;br /&gt;
This forest was named for the indigenous fungusmen who inhabited its depths. No animosity existed between this race and the Netherese, since the forest was not logged too severely and new trees were planted. The myconids knew the forest relied on its borders to maintain the humidity of its interior, which in turn the myconids relied on for their continued survival. Rengarth raiding parties roam the southern Myconid Forest, slaying all not of their lineage they encountered. They would pay particular attention to the Last Hope Road and attack all that used it.&lt;br /&gt;
&lt;br /&gt;
'''Blood Flow'''&lt;br /&gt;
&lt;br /&gt;
The red sand that formed the bed of this river gave it its common name. The sand here could be used to make colored glass and was sort after, but hard to obtain in the wild part of the land.&lt;br /&gt;
&lt;br /&gt;
'''Lake of Tears'''&lt;br /&gt;
&lt;br /&gt;
Said to be formed of the tears of those who have lost loved ones in the battles with the brutal Ogres that call this area home.&lt;br /&gt;
&lt;br /&gt;
'''Ogre Tribal Land'''&lt;br /&gt;
&lt;br /&gt;
This area is home to many clans of ogre and other lesser giants. Despite all attempts by the Rengath the giants have never been driven from this land and seem to come from a never-ending font. Stories say that they come here from the Underdark and that somewhere in the area is an access point to the dreaded underworld of the Drow.&lt;br /&gt;
&lt;br /&gt;
'''Denvar's Bridge'''&lt;br /&gt;
&lt;br /&gt;
Named after the explorer Denvar Sable this bridge was once the battle site where a small band of militia held off a massive hoard of raiding orcs as the swept towards Conch.&lt;br /&gt;
&lt;br /&gt;
'''Last Hope Road'''&lt;br /&gt;
&lt;br /&gt;
The only road that connects Conch to the rest of the Empire. It is an unsafe and long trip from Conch to Sullivan's Port.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Conch&amp;diff=553</id>
		<title>Conch</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Conch&amp;diff=553"/>
		<updated>2020-09-14T02:14:02Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* The War of Liberation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Settlement&lt;br /&gt;
|quote=''&amp;quot;Rioters, rebels and rejects. What was once a blossoming bastion of industry has eroded into a cesspool of delinquents deluding themselves by 'playing king'. Some day I shall have to remind them to whom their little town truly belongs.&amp;quot;''&lt;br /&gt;
|quote_author=[[Archmage Marigax]]&lt;br /&gt;
|summary=Located at the foot of the Channel Mountains, Conch is home to a variety of curious characters; some more dubious than others. Since its successful revolt against the [[Netheril|Netherese]] [[Magocracy of Ambrose]] in 1801 NY Conch has maintained its independence and presented itself as a safe-haven to all, a situation which has leads to it becoming a budding cross-roads of commerical activity. In addition to commerce, and the myriad of individuals who flock to enjoy its isolation from external affairs, Conch's location has sported a profitable mining operation which has unveiled a number of interesting finds, some mineral - some not.&lt;br /&gt;
|title=Conch&lt;br /&gt;
|image=[[File:Conch Street Atmospheric.jpg|frameless|450px]]&lt;br /&gt;
|description=The eerie streets of Conch's slums at night.&lt;br /&gt;
|type=City&lt;br /&gt;
|region=Anauroch, Columns of the Sky&lt;br /&gt;
|demonym=Free-Men&lt;br /&gt;
|population=18,000&lt;br /&gt;
|races=- 90% Human&amp;lt;br&amp;gt;- 3% Dwarf&amp;lt;br&amp;gt;- 2% Gnome&amp;lt;br&amp;gt;- 2 % Elf&amp;lt;br&amp;gt;- 3% Other&lt;br /&gt;
|languages=- 100% Netherese&amp;lt;br&amp;gt;- 25% Loross&amp;lt;br&amp;gt;- 3% Imaskari&amp;lt;br&amp;gt;- 3% Dwarven&amp;lt;br&amp;gt;- 2% Elf&amp;lt;br&amp;gt;-2% Gnome&amp;lt;br&amp;gt;- 15% Other&lt;br /&gt;
|religions=- 15% Tynche&amp;lt;br&amp;gt;- 15% Kozah&amp;lt;br&amp;gt;- 10% Amaunator&amp;lt;br&amp;gt;- 10% Jergal&amp;lt;br&amp;gt;- 10% Mystryl&amp;lt;br&amp;gt;- 10% Selune&amp;lt;br&amp;gt;- 10% Targus&amp;lt;br&amp;gt;- 5% Jannath&amp;lt;br&amp;gt;- 15% Other &lt;br /&gt;
|alignment=Chaotic Neutral&lt;br /&gt;
|leadership=[[#Government|Democratic]]&lt;br /&gt;
|leader=[[#Government|Conch Ruling Council]]}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== The War of Liberation ===&lt;br /&gt;
{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Date (NY)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1796&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Conch Settled&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Poised at the border of the Netherese Empire, Conch was settled as a forward expansion to secure the mountain-pass through the columns of the sky to facilitate trade with the western nations and begin mining operations by order of Archmage [[Marigax]].&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Overseer Issued&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Overseer Zarimar was issued to oversee the development of Conch under a low budget. Under Zarimar's tyrannical rule, the operations on securing the trade routes and developing the mines made good progress. Owing to a lack of funds, the work was under payed and this form of motivation was substituted with brutal intimidation and the threats of harsh reprisals against those refusing to work.&amp;lt;br&amp;gt;- Disorderly citizens were either thrown in prison or were sold off into slavery. Murmurings of discontent and corruption festered through the population for the following years.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1798&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The First Demonstration&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - The first official demonstration of mass refusal to work spread across the settlement of Conch. Netherese enforcers were issued to round up all protesters. &amp;lt;br&amp;gt;- The ensuing clashes resulted in wide-spread injuries with the leaders of the demonstrations being rounded up and hung. Lesser members of the leadership were, for the most part, sold off to various slavery cartels.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1799&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The First Revolt&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Following a number of disappearance of Netherese governing-ministers within Conch, Netherese enforcers were issued to apprehend one of the suspected culprits for questioning. The arrest erupted into a fight that soon broke into a riot across the Slums district. &amp;lt;br&amp;gt;- The conflict soon bled over into the other districts, resulting in the full deployment of the Netherese enforcement garrison to detain the agitators and try to arrest any involved. Within the confusion, the individual wanted for questioning, alongside a number of others, escaped.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Absconding Abroad&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - After the defeat in the first revolt, a number of the leadership of the uprising fled south to foreign soil to escape the dogged hunt of Netherese enforcers. Their activities upon crossing over into foreign soil are largely unknown, however it is rumored they conducted a series of missions/adventures on behalf of a number of the leading figures throughout the lands neighbouring Conch, garnering the favour of those they proffered their work to.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1801&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The Final Revolt&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - During the early hours of morning a number of fires erupted simultaneously around the city of Conch. Many of the nearby Netherese patrols moved off to investigate the outbursts of flame and were swiftly ambushed by well organised, and well-supplied rioters. These initial killings were the first step in a well organised and well orchestrated attack on the main Netherese garrison which held the city. Lead by the prior figures who escaped some two years prior, assisted by the aid of some new allies, the fighting was fierce, but with the element of surprise and a good deal of luck the rioters slew resistance.&amp;lt;br&amp;gt;- By the day's end the rioting citizenship had captured the Overseer and a number of his high-ranking officials, all of whom were summarily paraded through the city and then executed.&amp;lt;br&amp;gt;- What remained of the prior administration hastily collected their belongings and fled back to their masters in the east. The Netherese involved highly suspect, and claim, that foreign interference by external nations was responsible for the uprisings instigation and success.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Independence&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - With the Netherese influence cast down, the leading figures of Conch declared independence from the Netherese and the Archmage who they had previously owed fealty to. This proclamation was poorly received, by the powers to the east however due to pressure from elsewhere the task of reconquering Conch was neglected for that current moment. The Archmage Marigax still claimed ownership of the city of Conch, despite having no official authority there. Official running of the city was passed to a council, composed of one member from each of the three districts which composed the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
=== Conch River ===&lt;br /&gt;
The main source of water that runs through the region of Conch. Approximately a mile in breadth, this river provides an avenue for a small amount of traffic in goods transported by small trade galleys.&lt;br /&gt;
&lt;br /&gt;
=== Channel Mountains ===&lt;br /&gt;
Flanking Conch is the sharp rise of the Channel mountain range, home to barbaric tribes, monstrous giants and other horrors deeper into its rocky canyons. Few venture far into the mountain range without a reliable guide, and even fewer ever return at all.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Conch's society involves a myriad of individuals thanks to its seclusive location tailoring to both those after a more daring adventure as well as those trying to avoid being found. By means of this reputation it has gathered more than a few distinct personalities. To house all of these visitors the city is divided into three districts: '''Slums''', '''Market''' and the '''Noble'''.   &lt;br /&gt;
&lt;br /&gt;
=== Districts ===&lt;br /&gt;
==== Slums ====&lt;br /&gt;
The shadier section of the city, the slums district's inhabitants are made up of a number of sources: those down on their luck, unable to afford the higher prices of the other districts to those actively trying to hide from other groups of the richer districts, outcast from the grander society. These outcasts can vary from individuals who's reputation is poorly received to the more monstrous races, like orcs and the rare fiend-blood, who are viewed on with suspicion by any but the most desperate of company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Market District ====&lt;br /&gt;
The Market District is both a suburb of Conch in its own right as well as the most neutral place for all citizens to meet and trade.  With so much money exchanging hands control over rights of trade and taxation are highly coveted and in constant flux.  The current preeminent power is the West Netheril Trading Company.  All are welcome to trade in the Market District providing they pay all due trade fees and do not disrupt business.  A blind eye may be turned to a few independent stall owners squabbling over choice market space, but only the most desperate or foolish traders dare to cross West Netheril Trading Company and its members.  The permanent residents of the Market District are largely merchants and other professionals, along with their staff and families.  Some are barely above paupers and a few wealthy beyond a noble’s dreams, with the majority falling between the extremes.&lt;br /&gt;
&lt;br /&gt;
==== Upper District ====&lt;br /&gt;
Uptown is the area of Conch that the most prosperous and educated citizens tend to congregate in.  It is populated by a diverse mixture of students, landowners, petty nobility, performers and supporting occupations.  The theatre is the largest artistic structure in Conch, but it is Nebular, the University of the Arcane Arts which is the dominant power in this district.  Fine dining and music are popular pastimes in Uptown.  The population is mostly human and elvish, with social-class playing a high role in how an individual is judged.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Conch is lead by a council who's members are drawn from each of the city's districts. Each district nominates a representative who sits on the council and votes on behalf of their district on decisions to be made.&lt;br /&gt;
&lt;br /&gt;
=== Internal- DM Factions ===&lt;br /&gt;
&lt;br /&gt;
==== Nebular University ====&lt;br /&gt;
The origins of Nebular began in Hadrian over a century ago as a joint project between a sorcerer Sherina Tsirak Master Arcanist Cashand Joriin, both from Hadrian. Unfortunately their ambition of a school where sorcerers and wizards could study together roughly as equals was an idea well ahead of the times, and the Arcanist Guild and other Netherese institutions refused to support it. Even beginning construction in Conch rather than Hadrian could not appease the Guild so the two abandoned the project. But the later loss of the Valstiir Enclave abruptly changed the cultural status quo.&lt;br /&gt;
&lt;br /&gt;
The disaster that befell Valstiir reduced the prestige of the wizardly class and the populace of Conch became suspicious of unfettered magical experimentation and research. Some of this thinking also filtered into the spellcasting community and some senior magicians decided to complete the construction of the university. Wizards and sorcerers alike pooled their resources and influence for the project. They were granted a charter from the city of Conch to educate citizens with magical potential in a responsible manner, research subjects of a magical nature safely and openly, and provide expertise on arcane matters when hired or requested. A key part of the University mission statement was to never seek power for its own sake and to apply their collective knowledge in constructive rather than destructive ways. Bards have recently started being accepted as students.&lt;br /&gt;
&lt;br /&gt;
==== West Netherese Trading Company ====&lt;br /&gt;
The West Netherese Trading Company is a conglomeration of various Netherese merchant groups who united following the official independence of Conch being announced and the sudden shifting of legal, and social, opportunities.  Seeking to monopolize on the power instability following the revolution, they entered into dialogue early with the leading figures of Conch's new government and arranged an exclusive agreement for trade in the Conch region. &lt;br /&gt;
&lt;br /&gt;
Seeking to act as a middle-man between Conch and many of the external [[Netheril|Netherese]] commercial sectors, the West Netherese Trading Company experienced a spectacular and cyclical rise and fall in luck and wealth throughout its history in Conch due to fractious relations with other factions within the city. In-spite of some prior dabbling in diplomatic and political matters, the trading company has in recent years attempted to foster the image of a trading house, detached from matters outside of the commercial sphere. &lt;br /&gt;
&lt;br /&gt;
The West Netherese Trading Company has brought with its exploits a great amount of wealth to Conch, not only in the commodities it can draw in externally but also in its frequent use of sellswords. The hiring of mercenaries serves a multitude of purposes with the prime two being the location and exploitation of new trade commodities and routes by which to transport them, as well the role of escorts for shipments; both those by land and river.&lt;br /&gt;
&lt;br /&gt;
==== Diiri’s Boys Gang ====&lt;br /&gt;
One of the main criminal gangs lurking in Conch's Slums district, Diiri's Boys is a collection of neirdowells under the banner of a crazed [[Derro]], a man by the name of [[Grymtol]]. They do not function like others would- the group is practically ritualistic in their dealings. Whether from the various killings to the simple sale of a [[Soulgem]], each step taken must follow exact specifications, sometimes bordering on the inane. Yet under the guidance of Grymtol, the group has flourished into a full-blown gang. Their grip fiercely tight upon their recipe to make [[Soulgem|Soulgems]], their earnings have solidified them as a force to be reckoned with. Those that earn their place within this prestigious group are the most cruel, foul, and vile cutthroats. They are completely loyal to Grymtol and their cause and have cornered the markets on drugs and other illegal goods.&lt;br /&gt;
 &lt;br /&gt;
Diiri’s Boys has a fully structured hierarchy. Underneath Grymtol are his Three Eternals- the true leaders of the gang. They keep it functioning and bring in all the various profits, running plentiful amounts of business with those in the market for under the table goods. Each Eternal keeps their own Scars, their errand boys, handpicked from the basic followers named the Rabble.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
=== [[Magocracy of Ambrose]] ===&lt;br /&gt;
The original power who masterminded Conch's founding, the Ambrosian's retain the view that Conch is a rebelling state under their governance. Efforts have been made over the years to re-affirm the Ambrosian grip on the city, some more subtle than others, however as of yet to no avail. In reply, Conch's reaction has been, for the most part, hostile to Ambrosian interference with a few select pockets showing silent sympathy for the isolation of Conch's current situation from Ambrose. Whether these sympathizers are genuine patriots or simply Ambrosian agents is unknown.&lt;br /&gt;
&lt;br /&gt;
=== Barbarians of the Channel Mountains ===&lt;br /&gt;
The relationships between the inhabitants of Conch and the barbaric tribes of the [[Channel Mountains]] has varied in intensity and temper. Throughout the years, certain tribes have descended down from their mountains homes to pillage and raid the surrounding lands of Conch while others have wandered down in trading-parties for commercial enterprises. One of the most profitable avenues of sale for the mountain-folk is as mercenaries and guides, with their natural brawn and well-honed knowledge of the mountainous layout making them effective in both occupations.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Conch&amp;diff=552</id>
		<title>Conch</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Conch&amp;diff=552"/>
		<updated>2020-09-08T23:51:19Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: /* Diiri’s Boys Gang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Settlement&lt;br /&gt;
|quote=''&amp;quot;Rioters, rebels and rejects. What was once a blossoming bastion of industry has eroded into a cesspool of delinquents deluding themselves by 'playing king'. Some day I shall have to remind them to whom their little town truly belongs.&amp;quot;''&lt;br /&gt;
|quote_author=[[Archmage Marigax]]&lt;br /&gt;
|summary=Located at the foot of the Channel Mountains, Conch is home to a variety of curious characters; some more dubious than others. Since its successful revolt against the [[Netheril|Netherese]] [[Magocracy of Ambrose]] in 1801 NY Conch has maintained its independence and presented itself as a safe-haven to all, a situation which has leads to it becoming a budding cross-roads of commerical activity. In addition to commerce, and the myriad of individuals who flock to enjoy its isolation from external affairs, Conch's location has sported a profitable mining operation which has unveiled a number of interesting finds, some mineral - some not.&lt;br /&gt;
|title=Conch&lt;br /&gt;
|image=[[File:Conch Street Atmospheric.jpg|frameless|450px]]&lt;br /&gt;
|description=The eerie streets of Conch's slums at night.&lt;br /&gt;
|type=City&lt;br /&gt;
|region=Anauroch, Columns of the Sky&lt;br /&gt;
|demonym=Free-Men&lt;br /&gt;
|population=18,000&lt;br /&gt;
|races=- 90% Human&amp;lt;br&amp;gt;- 3% Dwarf&amp;lt;br&amp;gt;- 2% Gnome&amp;lt;br&amp;gt;- 2 % Elf&amp;lt;br&amp;gt;- 3% Other&lt;br /&gt;
|languages=- 100% Netherese&amp;lt;br&amp;gt;- 25% Loross&amp;lt;br&amp;gt;- 3% Imaskari&amp;lt;br&amp;gt;- 3% Dwarven&amp;lt;br&amp;gt;- 2% Elf&amp;lt;br&amp;gt;-2% Gnome&amp;lt;br&amp;gt;- 15% Other&lt;br /&gt;
|religions=- 15% Tynche&amp;lt;br&amp;gt;- 15% Kozah&amp;lt;br&amp;gt;- 10% Amaunator&amp;lt;br&amp;gt;- 10% Jergal&amp;lt;br&amp;gt;- 10% Mystryl&amp;lt;br&amp;gt;- 10% Selune&amp;lt;br&amp;gt;- 10% Targus&amp;lt;br&amp;gt;- 5% Jannath&amp;lt;br&amp;gt;- 15% Other &lt;br /&gt;
|alignment=Chaotic Neutral&lt;br /&gt;
|leadership=[[#Government|Democratic]]&lt;br /&gt;
|leader=[[#Government|Conch Ruling Council]]}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== The War of Liberation ===&lt;br /&gt;
{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Date (NY)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1796&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Conch Settled&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Poised at the border of the Netherese Empire, Conch was settled as a forward expansion to secure the mountain-pass through the columns of the sky to facilitate trade with the western nations and begin mining operations by order of Archmage [[Marigax]].&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Overseer Issued&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Overseer Zarimar was issued to oversee the development of Conch under a low budget. Under Zarimar's tyrannical rule, the operations on securing the trade routes and developing the mines made good progress. Owing to a lack of funds, the work was under payed and this form of motivation was substituted with brutal intimidation and the threats of harsh reprisals against those refusing to work.&amp;lt;br&amp;gt;- Disorderly citizens were either thrown in prison or were sold off into slavery. Murmurings of discontent and corruption festered through the population for the following years.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1798&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The First Demonstration&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - The first official demonstration of mass refusal to work spread across the settlement of Conch. Netherese enforcers were issued to round up all protesters. &amp;lt;br&amp;gt;- The ensuing clashes resulted in wide-spread injuries with the leaders of the demonstrations being rounded up and hung. Lesser members of the leadership were, for the most part, sold off to various slavery cartels.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1799&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The First Revolt&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - Following a number of disappearance of Netherese governing-ministers within Conch, Netherese enforcers were issued to apprehend one of the suspected culprits for questioning. The arrest erupted into a fight that soon broke into a riot across the Slums district. &amp;lt;br&amp;gt;- The conflict soon bled over into the other districts, resulting in the full deployment of the Netherese enforcement garrison to detain the agitators and try to arrest any involved. Within the confusion, the individual wanted for questioning, alongside a number of others, escaped.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Absconding Abroad&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - After the defeat in the first revolt, a number of the leadership of the uprising fled south to foreign soil to escape the dogged hunt of Netherese enforcers. Their activities upon crossing over into foreign soil are largely unknown, however it is rumored they conducted a series of missions/adventures on behalf of a number of the leading figures throughout the lands neighbouring Conch, garnering the favour of those they proffered their work to.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; rowspan=2 style=&amp;quot;text-align:center; width: 7%&amp;quot;| 1801&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| The Final Revolt&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - During the early hours of morning a number of fires erupted simultaneously around the city of Conch. Many of the nearby Netherese patrols moved off to investigate the outbursts of flame and were swiftly ambushed by well organised, and well-supplied rioters. These initial killings were the first step in a well organised and well orchestrated attack on the main Netherese garrison which held the city. Lead by the prior figures who escaped some two years prior, assisted by the aid of some new allies, the fighting was fierce, but with the element of surprise and a good deal of luck the rioters slew resistance.&amp;lt;br&amp;gt;- By the day's end the rioting citizenship had captured the Overseer and a number of his high-ranking officials, all of whom were summarily paraded through the city and then executed.&amp;lt;br&amp;gt;- What remained of the prior administration hastily collected their belongings and fled back to their masters in the east. The Netherese involved highly suspect, and claim, that foreign interference by external nations was responsible for the uprisings instigation and success.&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 25%&amp;quot;| Independence&lt;br /&gt;
|scope=&amp;quot;row&amp;quot;; style=&amp;quot;text-align:center; width: 68%&amp;quot;| - With the Netherese influence cast down, the leading figures of Conch declared independence from the Netherese and the Archmage who they had previously owed fealty to. This proclamation was poorly received, by the powers to the east however due to pressure from elsewhere the task of reconquering Conch was neglected for that current moment. The Archmage Marigax still claimed ownership of the city of Conch, despite having no official authority there. Official running of the city was past to a council, composed of one member from each of the three districts which composed the city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
=== Conch River ===&lt;br /&gt;
The main source of water that runs through the region of Conch. Approximately a mile in breadth, this river provides an avenue for a small amount of traffic in goods transported by small trade galleys.&lt;br /&gt;
&lt;br /&gt;
=== Channel Mountains ===&lt;br /&gt;
Flanking Conch is the sharp rise of the Channel mountain range, home to barbaric tribes, monstrous giants and other horrors deeper into its rocky canyons. Few venture far into the mountain range without a reliable guide, and even fewer ever return at all.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Conch's society involves a myriad of individuals thanks to its seclusive location tailoring to both those after a more daring adventure as well as those trying to avoid being found. By means of this reputation it has gathered more than a few distinct personalities. To house all of these visitors the city is divided into three districts: '''Slums''', '''Market''' and the '''Noble'''.   &lt;br /&gt;
&lt;br /&gt;
=== Districts ===&lt;br /&gt;
==== Slums ====&lt;br /&gt;
The shadier section of the city, the slums district's inhabitants are made up of a number of sources: those down on their luck, unable to afford the higher prices of the other districts to those actively trying to hide from other groups of the richer districts, outcast from the grander society. These outcasts can vary from individuals who's reputation is poorly received to the more monstrous races, like orcs and the rare fiend-blood, who are viewed on with suspicion by any but the most desperate of company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Market District ====&lt;br /&gt;
The Market District is both a suburb of Conch in its own right as well as the most neutral place for all citizens to meet and trade.  With so much money exchanging hands control over rights of trade and taxation are highly coveted and in constant flux.  The current preeminent power is the West Netheril Trading Company.  All are welcome to trade in the Market District providing they pay all due trade fees and do not disrupt business.  A blind eye may be turned to a few independent stall owners squabbling over choice market space, but only the most desperate or foolish traders dare to cross West Netheril Trading Company and its members.  The permanent residents of the Market District are largely merchants and other professionals, along with their staff and families.  Some are barely above paupers and a few wealthy beyond a noble’s dreams, with the majority falling between the extremes.&lt;br /&gt;
&lt;br /&gt;
==== Upper District ====&lt;br /&gt;
Uptown is the area of Conch that the most prosperous and educated citizens tend to congregate in.  It is populated by a diverse mixture of students, landowners, petty nobility, performers and supporting occupations.  The theatre is the largest artistic structure in Conch, but it is Nebular, the University of the Arcane Arts which is the dominant power in this district.  Fine dining and music are popular pastimes in Uptown.  The population is mostly human and elvish, with social-class playing a high role in how an individual is judged.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Conch is lead by a council who's members are drawn from each of the city's districts. Each district nominates a representative who sits on the council and votes on behalf of their district on decisions to be made.&lt;br /&gt;
&lt;br /&gt;
=== Internal- DM Factions ===&lt;br /&gt;
&lt;br /&gt;
==== Nebular University ====&lt;br /&gt;
The origins of Nebular began in Hadrian over a century ago as a joint project between a sorcerer Sherina Tsirak Master Arcanist Cashand Joriin, both from Hadrian. Unfortunately their ambition of a school where sorcerers and wizards could study together roughly as equals was an idea well ahead of the times, and the Arcanist Guild and other Netherese institutions refused to support it. Even beginning construction in Conch rather than Hadrian could not appease the Guild so the two abandoned the project. But the later loss of the Valstiir Enclave abruptly changed the cultural status quo.&lt;br /&gt;
&lt;br /&gt;
The disaster that befell Valstiir reduced the prestige of the wizardly class and the populace of Conch became suspicious of unfettered magical experimentation and research. Some of this thinking also filtered into the spellcasting community and some senior magicians decided to complete the construction of the university. Wizards and sorcerers alike pooled their resources and influence for the project. They were granted a charter from the city of Conch to educate citizens with magical potential in a responsible manner, research subjects of a magical nature safely and openly, and provide expertise on arcane matters when hired or requested. A key part of the University mission statement was to never seek power for its own sake and to apply their collective knowledge in constructive rather than destructive ways. Bards have recently started being accepted as students.&lt;br /&gt;
&lt;br /&gt;
==== West Netherese Trading Company ====&lt;br /&gt;
The West Netherese Trading Company is a conglomeration of various Netherese merchant groups who united following the official independence of Conch being announced and the sudden shifting of legal, and social, opportunities.  Seeking to monopolize on the power instability following the revolution, they entered into dialogue early with the leading figures of Conch's new government and arranged an exclusive agreement for trade in the Conch region. &lt;br /&gt;
&lt;br /&gt;
Seeking to act as a middle-man between Conch and many of the external [[Netheril|Netherese]] commercial sectors, the West Netherese Trading Company experienced a spectacular and cyclical rise and fall in luck and wealth throughout its history in Conch due to fractious relations with other factions within the city. In-spite of some prior dabbling in diplomatic and political matters, the trading company has in recent years attempted to foster the image of a trading house, detached from matters outside of the commercial sphere. &lt;br /&gt;
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The West Netherese Trading Company has brought with its exploits a great amount of wealth to Conch, not only in the commodities it can draw in externally but also in its frequent use of sellswords. The hiring of mercenaries serves a multitude of purposes with the prime two being the location and exploitation of new trade commodities and routes by which to transport them, as well the role of escorts for shipments; both those by land and river.&lt;br /&gt;
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==== Diiri’s Boys Gang ====&lt;br /&gt;
One of the main criminal gangs lurking in Conch's Slums district, Diiri's Boys is a collection of neirdowells under the banner of a crazed [[Derro]], a man by the name of [[Grymtol]]. They do not function like others would- the group is practically ritualistic in their dealings. Whether from the various killings to the simple sale of a [[Soulgem]], each step taken must follow exact specifications, sometimes bordering on the inane. Yet under the guidance of Grymtol, the group has flourished into a full-blown gang. Their grip fiercely tight upon their recipe to make [[Soulgem|Soulgems]], their earnings have solidified them as a force to be reckoned with. Those that earn their place within this prestigious group are the most cruel, foul, and vile cutthroats. They are completely loyal to Grymtol and their cause and have cornered the markets on drugs and other illegal goods.&lt;br /&gt;
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Diiri’s Boys has a fully structured hierarchy. Underneath Grymtol are his Three Eternals- the true leaders of the gang. They keep it functioning and bring in all the various profits, running plentiful amounts of business with those in the market for under the table goods. Each Eternal keeps their own Scars, their errand boys, handpicked from the basic followers named the Rabble.&lt;br /&gt;
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== Foreign Relations ==&lt;br /&gt;
=== [[Magocracy of Ambrose]] ===&lt;br /&gt;
The original power who masterminded Conch's founding, the Ambrosian's retain the view that Conch is a rebelling state under their governance. Efforts have been made over the years to re-affirm the Ambrosian grip on the city, some more subtle than others, however as of yet to no avail. In reply, Conch's reaction has been, for the most part, hostile to Ambrosian interference with a few select pockets showing silent sympathy for the isolation of Conch's current situation from Ambrose. Whether these sympathizers are genuine patriots or simply Ambrosian agents is unknown.&lt;br /&gt;
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=== Barbarians of the Channel Mountains ===&lt;br /&gt;
The relationships between the inhabitants of Conch and the barbaric tribes of the [[Channel Mountains]] has varied in intensity and temper. Throughout the years, certain tribes have descended down from their mountains homes to pillage and raid the surrounding lands of Conch while others have wandered down in trading-parties for commercial enterprises. One of the most profitable avenues of sale for the mountain-folk is as mercenaries and guides, with their natural brawn and well-honed knowledge of the mountainous layout making them effective in both occupations.&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
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	<entry>
		<id>https://netheril.net/w/index.php?title=Geography&amp;diff=551</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Geography&amp;diff=551"/>
		<updated>2020-09-07T02:31:18Z</updated>

		<summary type="html">&lt;p&gt;Fiverine: Geography&lt;/p&gt;
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&lt;div&gt;On this page you will find maps and other useful information about the geography in Netheril: Age of Magic&lt;/div&gt;</summary>
		<author><name>Fiverine</name></author>
		
	</entry>
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