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<blockquote data-quote="kengar" data-source="post: 270384" data-attributes="member: 3230"><p>Humans - broken into two main political groups:</p><p></p><p><strong>Covemen</strong>- coastal dwellers in the continent's one walled city. Used to be the penal colony all humans lived in (were exiled from western continent). Since then, colony has lost touch with empire and many exiles have "escaped." City of Deepcove still has the only professional human soldiers (remnants of the imperial garrison).</p><p></p><p><strong>Greensmen</strong>- the "exiles" who fled Deepcove and built towns in the forests. Think frontier living, wooden walls, humanoid barbarian tribes attacking from time to time. Some trade with city, but some mistrust too. (No human barbarians.)</p><p></p><p><strong>Elves</strong>- all elves IMC are Wild Elves. Barbarian tribes. The grey elves were destroyed by orcs over five centuries ago. Wild elves not evil, but territorial and mistrustful of humans. (NPC only)</p><p></p><p><strong>Half-Elves</strong> - All sorcerers are half-elves (PCs permitted. No Wizards IMC) </p><p></p><p><strong>Orcs</strong> - Wild barbarian tribes. Raiding and hunting. (NPC only)</p><p></p><p><strong>Half-Orcs</strong>- as per PHB, (PCs permitted)</p><p></p><p><strong>Dwarfs</strong> - (PCs permitted) Live in the "Holds'; underground keeps and mines. Main source of steel and masterwork metal goods for humans. Healthy trade just recently established between humans & dwarves.</p><p></p><p><strong>"Ghashik"</strong> - Aquatic lizard-man raiders. Slavers and plunderers. Appear at Deepcove and nearby coastal settlements from time to time to burn, capture slaves (or food?) & loot. Little is known about them. Rumored to have semi-submerged city on an island off the Northern Coast. (Think Kua-toa/Troglodyte).</p><p></p><p>Gnomes & Halflings are unknown.</p><p></p><p>Other humanoids; goblins, gnolls, etc. are pretty much per MM. Though the kobolds and goblins give the dwarves a lot of grief (much trickier & nastier than straight out of MM) in the tunnels & mines.</p></blockquote><p></p>
[QUOTE="kengar, post: 270384, member: 3230"] Humans - broken into two main political groups: [B]Covemen[/B]- coastal dwellers in the continent's one walled city. Used to be the penal colony all humans lived in (were exiled from western continent). Since then, colony has lost touch with empire and many exiles have "escaped." City of Deepcove still has the only professional human soldiers (remnants of the imperial garrison). [B]Greensmen[/B]- the "exiles" who fled Deepcove and built towns in the forests. Think frontier living, wooden walls, humanoid barbarian tribes attacking from time to time. Some trade with city, but some mistrust too. (No human barbarians.) [B]Elves[/B]- all elves IMC are Wild Elves. Barbarian tribes. The grey elves were destroyed by orcs over five centuries ago. Wild elves not evil, but territorial and mistrustful of humans. (NPC only) [B]Half-Elves[/B] - All sorcerers are half-elves (PCs permitted. No Wizards IMC) [B]Orcs[/B] - Wild barbarian tribes. Raiding and hunting. (NPC only) [B]Half-Orcs[/B]- as per PHB, (PCs permitted) [B]Dwarfs[/B] - (PCs permitted) Live in the "Holds'; underground keeps and mines. Main source of steel and masterwork metal goods for humans. Healthy trade just recently established between humans & dwarves. [B]"Ghashik"[/B] - Aquatic lizard-man raiders. Slavers and plunderers. Appear at Deepcove and nearby coastal settlements from time to time to burn, capture slaves (or food?) & loot. Little is known about them. Rumored to have semi-submerged city on an island off the Northern Coast. (Think Kua-toa/Troglodyte). Gnomes & Halflings are unknown. Other humanoids; goblins, gnolls, etc. are pretty much per MM. Though the kobolds and goblins give the dwarves a lot of grief (much trickier & nastier than straight out of MM) in the tunnels & mines. [/QUOTE]
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