Races of Evernor, Part I

A PDF compendium featuring 12 of the unique races of the Realms of Evernor, Silverthorne Games new campaign setting. Included are full descriptions and background details for using each PC race in your game, as well as information on racial traits, societies, customs, unique weaponry, spells, and other goodies!
 

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I imagine it is likely that many readers will not have heard of Silverthorne Games but they've been around for over a year. In this time a number of free downloads have been made available from their website and their first product, "The Races of Evernor - Part 1", a PDF download, has just now been published. Silverthorne could have rushed the Races of Evernor out in much less time but I'm glad they didn't. A look at their release schedule shows that they've a range of products, both PDF and paper, planned over a sensible publisher's timetable. That's the best way to manage releases in my opinion, ensure that you've enough ideas, enough to write about and then carefully pace your schedule.

You can tell that "The Races of Evernor" are Silverthorne’s first product but that’s not a tragically hopeless flaw. The phrase "shows promise" isn’t an adequate term for the download because it has come to imply that the actual product has no merit other than the suggestion of better things to come. "The Races of Evernor" has plenty of merit. There’s an average of four pages per race and I don’t think there are many other publications out there that do. The introduction is one of the giveaway clues that this is the first Evernor product; it quickly summarises the basics of the setting, pointing out the seven contents and the theology that form the world of Evernor. Another telltale clue I had that Silverthorne was new was the size of my initial copy of the PDF. It was huge. It was unnaturally huge. I said so in the first draft of this review and in less than twenty-four hours Silverthorne Games had cut the size down by about 300% and they hadn’t snipped any content from the document. That’s impressive. You can’t really judge someone or some company on only one or two mistakes but you can judge them on how, why and when they fix them. The download currently weighs in, in a zipped up form, at just over 4MB. That’s perfectly respectable.

In general I do like my PDF supplements to be technically as suave and sophisticated as possible, I feel it’s the best way for the medium to promote itself as an equal alternative to paper. "The Races of Evenor" is a simple beast but it does have bookmarks so you're able to jump straight to what interests you and the lack of any bells and whistles does not detract from the quality of writing and the imagination contained in it.


The main goal of "The Races of Evenor" is to present the twelve sentient races unique to Evenor and which the local human popular knows about. The term "race" is used in the classic RPG sense in that it applies to the race of a character or NPC; it's not used to describe monsters or animals. The supplement does well in achieving this goal and for most people that is all which matters.

Some of the races have rather fanciful names but in every case there's a guide to how to pronounce them. Celedhriel is pronounced "sehl-ED-ree-ehl" for example. Each race has a frequency expressed in both descriptive and numeric terms. The Kefgrald are fairly common and that rates 5/7 on the frequency scale. Each race includes a brief background that is basically a very quick overview of the race. There's a section on the race's personality too. The personality profile scores bonus points with me because it admits, unlike many other similar products, that races are composed of individuals with differing personalities and that this personality section is there to provide a glimpse at the wider picture. There is a note on what each race eats, where "standard" matches the omnivorous diet of humans. Each of the twelve races has noted relations to the other races, how well they get along or how badly they squabble and their common alignments are noted too. The lands in which you'll find the current race, along with their religion and languages along with common names for them are also included. In addition, there's text under the title "adventurers" that describes the common character class choices that members of the race are likely to pick, the "In the Realms of Evernor" provides titbits of information, history and rumour which relates to Evernor. This latter section is presently separately from the background section so that it's easier to use these races in your own campaign setting rather than Evernor. Some of the races presented are notably more powerful than the races in the core rules and so some of them have a level adjustment score and this helps you use these races in your usual campaign world as well. Further sections for each race provide additional support for roleplaying in the "Role Play Tips" and "Adventure Seeds" sections. As you would expect, every race has its unique racial traits and as a bonus you'll find new feats, new weapons and new spells as well. There's also an example, called a "Prime Example", of a typical member of the race. The section I've missed out is Frilf's Notes. Frilf is a Gnome explorer who offers up his opinions of each race - this is a good way to get across the in-game view of each race, the stereotypical image, understanding or lack of understanding that comes with it. I like this idea but I think I would have cheated a little and ensured that Frilf had met an individual of each race in the supplement so he didn't have rely on what he's heard about some of the rare ones. This cheat is supported by the fact that there aren't any extremely rare (frequency 1/7) or very rare (frequency 2/7) races mentioned.

The Baelstrith are a rare race of subterranean fey. They're covered in fur, have dexterous feet with opposable "thumbs". They have two little horns, a friendly temperament and they look cute. I suspect they'll prove a popular choice as player characters. Their "three handed fighting" feat is rather cute too.

Cabaran are an evolution of desert elf. I think the picture of the Cabaran with the newly introduced Rinja (hooked staff) weapon is one of best illustrations in the download. They're a harder bunch and turn the usual elven racial traits stereotype about face and score a bonus on their constitution and a penalty on their wisdom.

The Celedhriel are an Outsider race. If it wasn't for their natural charisma they'd be aptly described as arrogant angels, instead they come across as self-confident and they're still rather angelic. The Celedhriel really are rather powerful, they carry a serious level adjustment and despite that I suspect many GMs will rule them out as acceptable character races for mixed groups.

The Elyrian are a tall and intelligent humanoid race which suffer from the predictable lack of strength. They're very common in Evernor and are the natural opposite of the savage goblinoids.

Fezroki are 8-foot tall, savage, beastmen. The vast majority of them are neutral in alignment though. They've also got a huge circumstance bonus to their hide checks made in mountainous or icy areas due to their off-white coloured fur.

Glimjara are a common race of goblinoids and their fairly unique in that they're civilized and pretty much accepted by the other civil races. I was already imagining them as ideal shopkeepers and traders when Silverthorne took them that way. They even have access to haggling enhancing feats.

The Fjurnian Gnome is one that has long given up the race's usual fascination with magic or, perhaps, never developed it in the first place. The Fjurnians are barbarians. The idea of raging hordes of gnomes is a slightly funny one but I suppose its entirely possible if you want to apply a bit of Darwinian theory to fantasy evolution in the wild planes on which the Fjurnian live.

On that Darwinian note we encounter the Kefgrald. The Kefgrald originated as human-dwarf crossbreeds and have become a sub-race of dwarf over centuries. The men can grow up to five feet in height.

Kroy are a fairly common race of three eyed humanoids. They're uncompromising in their search for the truth and unwilling to accept any compromise in their search for it. They're strongly biased in favour of law rather than chaos and although they're equally likely to be good rather than evil I think race is a strong candidate to become the player's favourite enemy.

Violent, brutal and up to eleven feet tall, the Lissks are just scary. As the name suggests, they're a lizard race. I assume they're cold blooded, it's never explicitly stated although their cold susceptibility is and I would be surprised if they're not. Mind you, to discover that this brutal race tends to be lawful.

The Myrrond are a nimble race of humanoid felines. They're common in Evernor and popular with female gamer everywhere. They're a good if - predicable - choice for an extra race and fortunately Silverthorne Games presents a professional quality write up of the race.

The Orusk are quick witted and cunning orclike race. Their racial traits also offer them a nice bonus to dexterity. The illustration of the Orusk in the download puts my mind firmly in a pirate frame of reference but Orusks would make ideal "street orcs" too.

After the Orusk, Appendix I offers a list of other races in Evernor, other races that will be covered in future publications. This isn't a hook (or isn't just) to line you up ready to buy the next one but serves to ensure you that you can use this supplement without buying any other while still allowing it to reference other Evernor races. After all, you'd be pretty annoyed if you though there were should be important relationships between a race in "The Races of Evernor - Part 1" and one in "The Races of Evernor - Part 2" but the two downloads didn't even recognise the existence of the other. On the other hand, you'd expect each one to be able to standalone. The appendix neatly solves this dilemma by very briefly summarising any reference to other races. So when you read that the Lissks' dislike the Fllitterings you're able to check the down the 59 pages and discover (as you might have guessed) that Flitterings are tiny, mischievous spell casting fey.

As a first offering from Silverthorne Games "The Races of Evernor" presents some unquestionably high quality content. You can expect that as time goes on and a bit more spit and polish (which inevitably cost money and are therefore rather elusive for younger companies) are applied to their supplements that the overall look and feel will climb to match. I thought some of the bonus where rather high but then I'm conservative in that field and the powerful races do have their level adjustments.

This GameWyrd review can be found here.
 

Races of Evernor Part I
A Compendium of Legendary Races
Writen by Ian Johnston
Published By Silverthorne Games
60 b & w pages

Races don’t get to get the same treatment that prestige classes, magic and monsters do. Oh sure, we’ve got Monsters from AEG and Mythic Races from Fantasy Flight Games, but you can’t swing a dead cat without hitting a Monster Manual style book. Well, Silverthorne games looks to be hitting two birds with one stone. First, they’ve made a supplement for their setting, Evernor. Second, they’ve made it a book on the races of Evernor that can be used in almost any setting without too much hassle on the GMs part.

The book starts off with a brief introduction to the Lands of Evernor. It provides the reader with a quick break down of the number of continents, what’s open game content, and the gods of the setting, like Ahlorn, the god of truth, justice and the American Way (oops, I meant Valor), and Thoss, the god of death, evil and other bad stuff among other deities. It’s not an extensive section, taking up roughly four pages, not counting the section devoted to using the book. Those worried that it’s focus is too heavy on the setting of Evernor can rest easy that it’s not.

The book then jumps right into the races. Races are listed in alphabetical order with this stat block: Type, Pronounced, Singular/Adjectival form, Plural Form, Frequency, Frilf’s Notes, Background, Personality, Physical Description, Diet, Relations, Alignment, Lands, Religion, Language, Names, Adventurers, In the Realms of Evernor, Role Play Tips, Adventure Seeds, Racial Traits, New Feats, New Spells, and A Prime Example.

Most of this stuff is pretty self-explanatory. For those worried about the space involved with In The Realms of Evernor, rest easy. It’s a few paragraphs and most of that can be used to situate the race into another setting based on geography. The parts most players will find useful are the names and role-playing tips as it’s often difficult to get inside the head of a new race. The Prime Example is a good idea, a first level character of the race with a full stat block and some background information. I would’ve preferred a little more variety in the Prime Examples like some high level chiefs or leaders but it does make the book good to go for those wishing to use one of these races right away.

One of the things I enjoyed about this book is that the publisher didn’t feel the need to reinvent the wheel. While there are some new races here, a lot of them are variants of existing races. This makes it much easier to inject then something brand new. You can always explain the Cabaran, desert dwelling elves, as being exiles from the standard high and gray elf clans. The variants are usually way off from the original as the Fjurnian gnome, a barbaric subtype of gnome, proves. These hardy warriors are more barbarian than illusionist and can be quite the potent warrior. Those looking for variants of evil races will enjoy the Glimjara, a merchant based caste of goblins that thirst only for more money and prestige. Those looking for a civilized orc get a race that’s almost civilized. The Orusk are ork in origin, but tend to ply the water waves. Makes ‘em a perfect fit for a place like Freeport.

Among my favorite new races is the Celedhriel. These outsiders are very similar to the Luminous from Mythic Races in appearance in that they’re beings of light. These bad boys are a bit more powerful though with some innate spell powers and access to some feats that augment their light based abilities. The Elyrian, a race of studious humanoids, are another one of my favorite races. Here, the reason is because they’re easy to slip into a campaign world without upsetting the balance. They generally tend to not be great warriors or master spellcasters but stick with their books and research. Makes them great patrons for parties looking for funding to explore that latest discovery (or dungeon!).

The races seem fairly well balanced in relation to normal characters. Most of them are ECL of 0, which makes them perfect for starting campaigns. Some of the higher-powered races though, might’ve benefited from a Monster Write up as well as a character write up. I have a hard time with the physically powerful Lissk lizard folk being a ECL of +3. Sure, they get some nice bonuses, but they’re not going to have as many skills points and their armor class bonus for natural armor is partially cancelled out by their size penalty. In part, I think that because of the feat they can take, Vorpal Blow, that they might’ve put that ECL up a little higher than would normally be the case.

The publishers did a real good job with the PDF interface. Each page has a thumbnail so you can move from page to page if you see an illustration that blows your socks off. More importantly though, is the use of the bookmarks. Here, the standards are done, i.e. one bookmark for each race, but they’ve went a little further. Click on the Elyrian and you’ll have the option to go to any of the stat block information. Want to see the Role Playing Notes? Click on it. New Feats? Click on it. Prime Example? Click on it. This makes moving around very easy. The fact that they added Quick Lists for feats, spells and weapons only sweetens the deal making moving around very easy.

The book’s layout follows the standard two columns common to most publications. Art ranges from good to great. Some of the illustrations by Lance W. Card for example, are top notch and the best I’ve seen from any publisher recently. The artist who did the Fjurnian gnomes and Kefgrald dwarves, among others, is also top notch. More than makes up for the 'merely okay' art gracing the feline Myrrond and the strange artic dwelling Fezroki.

One of the things I didn’t like was that there is no table of contents. Now that’s perfectly okay if you’re running this off your computer because the bookmarks on the Adobe file do an excellent job of getting you around to very specific parts but if you’re like me and don’t like reading off you’re PC, well, it needs a toc. In addition, there were a few minor editing errors that crept into the book. The author has assured me thought that since it’s an electronic publication, it’ll be taken care of shortly. Ah, if only ever product could have such a nice turnaround. “Hey Wizards, can I turn this Sword & Fist in for a new printing? No? Damn…”
Lastly, some of the writing is choppy. Take for example this piece of text from the Fjurnian Gnome. “Typically, a Fjurnian gnome values survival.” Well, I would hope so. Keep me anyway from those untypical gnomes who hate survival eh? “Must end life! Must be untypical!”

Not a fault of the sourcebook itself, but I would’ve loved to see some Prestige Classes for these unique races. The new weapons, feats and spells go a long way in making each race unique and I feel that some PrCs would further that goal a bit.

Those are all minor complaints though and this book serves as an excellent example in using standard layout without any borders to save on ink. Using excellent art to augment the subject instead of just being eye-candy and providing enough detail without overwhelming the reader, all make this a top notch product worthy of anyone’s time whose interested in adding new and variant races to their campaign.

RESOURCES
http://www.silverthornegames.com/free_stuff.htm Download two new races not included in this book and see for yourself if you enjoy the style and substance of Evernor.
 

I would just like to add four things. One, this book, unlike Mythic Races, does include a table which breaks down all of the races by ECL. I'm still waiting for FFG to do that. Second, the book does include tables for random height, weight, and age, along with aging effects. Third, said table is a little scrunched and needs to be a little better spaced.
 

Review of Races of Evernore by Silverthorne Games

This product I did receive as a review copy.

The Races of Evernore is a book all about races. Personally, I was not that thrilled when I heard about this product. There are plenty of races written up in other products and many of those are not that well done. Races are all about stats and never about the personality or abilities that sets the races apart. I’m very happy to say that Races of Evernore is everything but that. Each race is given a full write up in much better detail then any other race I’ve seen. Even though there are only twelve races described, it is done over sixty pages in this pdf. And while these are geared towards a fantasy game, I can easily see using many of them in a Star Wars or Dragon Star game. Now to do that someone is going to have to make a few cultural changes, but the level of detail in descriptions on these races is so great I think it’d be really easy to do, and probably even fun.

The text is presented in two columns in an easy to read font. The art is mostly of black and white with a few color pieces. There are not many pictures; mostly the art is a single picture of each race. Some of the pictures have writing on them like notes to point out certain traits of the different races. The art is adequate, but not that impressive. While I did not print this out, it does not look like there will be any problems with doing so. There are now borders or other items like them that have a tendency to consume large amounts of ink.

The books starts out with a basic overview of Evernore, the campaign world these creatures are created for. However, it will be easy for anyone to take these races and insert them into their own game. The lands of Evernore sound very interesting and give a good amount of information over for a small write summary. There are three primary gods in Evernore: Ahlorn (lawful good), Valdara (Neutral), Thoss (chaotic evil). Each race is given a religious description and these gods are mentioned. However it will be easy to use that info to figure out which god of another world the race would worship.

All the races are written up using the same information. They all start with the name type of creature, how it’s pronounced, and any usual spellings for the name being plural or other odd changes. Each race is given a frequency rating to show how common or rare the creature is. All the ratings are fully explained in the beginning of the book. After that are Frilf’s notes. Frilf is a very famous Bard in the lands of Evernore and he has something to say on just about everything it seems. Next, the book will discuss the background and personality of each race, which includes the age limit, and average birth rates of the race. Both of these sections offer a good amount of detail and one can keep the basic information here and just change what one needs to allow the race to fit into any campaign even those campaigns that are not fantasy. Diet is a topic covered for each race and one that is rarely seen in many race write-ups. Then, the relationship this race has with other races is mentioned. Mostly it is with other races presented here, however it will be a snap to use this info to determine how the race reacts with any other. Next the general alignment tendency of the race is covered and where in Evernore the race can usually be found along with its homeland if it has one. Again, the information is Evernore specific, but enough information is given to accurately place them in any world. Religion and languages are covered next followed by common names and what reasons the race would have to adventure. Then it gives some specific information on the race in relationship to Evernore, some great role-playing tips, and then adventure seeds for how to use the race presented. Then the book gets to the actual game mechanics of the race, presents some new feat or spells related to the race, followed by the sample NPC. The NPC is given a full background as well as stat block, so will be really easy to use in any game. The amount of information on each race is impressive and the writing is interesting and entertaining.

Baelstrith: They are a race of Fey that originated underground. They have opposable thumbs on their feet and are able to take advantage of that with ease. They make very good bards and are well known for their musical ability.

Cabaran: These are a race of nomadic elves that live in the desert. They have been exiled by the other elves centuries ago and living in the harsh environment has greatly made them a less happy peoples.

Celedhriel: This is a race of outsiders that have been trapped here by their deity. They came here thousands of years ago to stop an invasion of demons. However, during that time many of their number where corrupted and turned to evil. Now, none of them may return to their home until all the corrupted ones have been dealt with. They are creatures of light in a humanoid shape.

Elyrian: They are a race with a thirst for knowledge that can never be quenched. They are tall with a slight build.

Fezroki: They are a race of bear like humanoids that live in the great north. They have great horns on their head, claws on their hands, and a mouth full of sharp teeth.

Glimjara: They are a race of goblins that have worked long and hard to become not like the average run of the mill goblin. They are intelligent and great with numbers. They are known to be great merchants and accountants.

Fjurnian Gnome: These are a race of wild gnomes. They have little to do with their other gnome cousins.

Kefgrald: This is a race of half dwarves and half humans. They are commonly called Tall Beards.

Kroy: The Kroy are one of the oldest races around and feel that they are better then all others. They posses three eyes and a ability to detect good and evil.

Lissk: This is a large race of lizardfolk. It is the only race that I found to have an ecl that seems off. I think it is a little on the high side.

Myrrond: They are a race of curious feline humanoids. They are a friendly race willing to talk to anyone and enjoy experiencing new things.

Orusk: This is a race of civilized orcs. They down play their orcish relationship and yearn to be known for their own abilities.

Lastly, there is a preview of the next Races of Evernore. It lists the twelve new races that will be presented there and gives a short description of each one.

I was most impressed with the level of detail. The races themselves were a little more hit and miss with my personal tastes. The descriptions, though, were really good and I cannot say that enough. Personally, I’m looking forward to the next installment of Races of Evernore just because I know the races will be described in a way that paints a vivid picture of exactly who these people are.
 

(For the first time, I have had two of my reviewers turn a review of the same product in at the same time. In the interest of letting you see the differences between the styles of two different reviewers, I am posting both of them. -Steve)

By John Grigsby, Staff Reviewer d20 Magazine Rack

Welcome to The Critic's Corner. Races of Evernor, Part I is the first of a two-part d20 System supplement from Silverthorne Games. This 60-page PDF is written by Ian Johnston and can be downloaded from the Silverthorne Games website for $7.00.

Like most Silverthorne Games releases, and as the title implies, Races of Evernor is a sourcebook designed for use with Silverthorne Games’ Realms of Evernor modular campaign setting. That said, their works are versatile enough to fit into nearly any campaign setting with little or no extra effort. This particular product describes some of the strange and exotic peoples that populate the world of Evernor.

The introduction serves to provide the reader with some basic information about Evernor, as well as a few suggestions on utilizing the races in this book both within that campaign setting and in other campaigns. A brief history, a paragraph on each of the deities, and a very brief geography lesson are enough to get a feel for the campaign. Since very little information about Evernor has yet been released, this provides GMs with some essential background data and a valuable point of reference.

Each race is given its own entry of three to four pages in length. The name of the race is followed by a phonetic pronunciation, as well as singular, adjectival, and plural forms. The racial type is also given (monstrous humanoid, fey, etc.). Each entry is accompanied by a picture of a typical individual.

Frequency is a new addition to this sourcebook and is used to define how common a particular race is within Evernor. A race with a Frequency of 7 (extremely common), for example, if known within almost every human community within the campaign, while a race with a frequency of 1 (extremely rare) have never been encountered by humans. This is a nice touch and I can see where it could be very useful in other campaigns.

Following this, every race is presented in glorious detail, including background, personality, physical description, diet, relations to other races, alignment, religion, language, notes about the race’s homeland, naming conventions, favored classes, information specific to Evernor, tips on role-playing the race, adventure seeds, racial traits (in the format of the Player’s Handbook), feats, spells, or weapons specific to the race, and finally, an NPC example of the race. That’s a whole lot of information and that’s what makes the book so darned valuable. Too often, when someone creates a new race for a fantasy game, the race seems to exist in a void, lacking anything other than game mechanics. It’s a refreshing change to see someone produce a race that is so very detailed that you feel as though you’ve been living next to them for years, and that’s what Silverthorne has done here.

From the moment you open this file and begin perusing it, you find yourself immersed in the culture that is Evernor. The races are brought to life so vividly through the descriptions and artwork that you come to know them, not as an imaginary fantasy race, but as distant neighbors of some far-off land. Trust me, this is a good thing.

The races themselves are well thought-out and actually make sense. The fezroki, for example, inhabitants of arctic wilderness, have thick hides that provide extra armor and a bonus to Hide checks. Where some creators would be tempted to balance a race by tacking on a few ECLs, Johnston has tried to avoid overusing this technique, working to balance the race through other means where possible. Thus the fezroki, who could easily have an ECL rating of +6 or +7, instead have only a +2, meaning that they are still viable as a player character race in a campaign with characters as low as 3rd level.

The work covers a dozen of the more unusual races of Evernor. Future books are promised and if they are anything like this one, I look forward to them gladly. Even if you don’t have room for all of these races in your campaign world, you’re bound to find something in here that you can use. With over two dozen new feats, spells, and equipment in addition to the races themselves, how can you go wrong?

Open Game Content is respectable, limited to the game mechanics for the races, feats, spells, and weapons. The races seem to be well-balanced and none of the feats or spells struck me as overpowering. I award high marks for originality. You won’t find anything typical in this book!

Playability is high, as both GMs and players will no doubt make considerable use of this volume. There really is something here for everyone but not every DM will be willing to make room for everything in here. At $7.00, the price is right, so don’t miss the opportunity to add this one to your gaming library. I recommend springing for the cost to print it out and have it bound. You’ll likely find yourself referencing in that much.


To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.

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By Chris Sims, Staff Editor and Reviewer, d20 Magazine Rack

Races of Evernor is the freshman e-book effort for the team at Silverthorne Games. Evernor itself is a world in which Silverthorne's products are set, and this collection of beings from that imaginary place is not short on creativity. The execution is another matter.

While I think Races of Evernor's cover is a waste of bandwidth, despite the nicely stylized fairy design (which gets better exposure on the title page), the art in the book is virtually unparalleled in the small PDF press community. I don't just mean that it's exceptional for a PDF publisher, for some of the work is competitive with high-caliber entities in the d20 market. The real kudos must go to Chris Pepper's art; his renditions of several of the races really brought them to life, my favorite being the Fjurnian Gnome. The only thing that bothered me was, despite his fine work, Lance Card's method of signing each piece (using an ace of spades) leaves a lot to be desired. Still, I hope to see more of these artists in future products.

Many of the races are as colorful as the art, and Ian Johnston, the book's author, definitely made some good choices about what to include with each entry. I like the frequency rating, which lets the DM know how often to use such a creature. Every race has something to add to the campaign, such as new feats, spells, or even a weapon. This is definitely excellent scheme, making each one all the more unique—distinct in a world. Moreover, each creature has an iconic character included, which is what many other race products leave out. The character example allows a DM or player to see an adventurer from the people in question, and thus gain more insight to the race itself.

Yet, the entries themselves fail to deliver much insight, revealing the poor choices made about the design of Races of Evernor. Contrary to the advertised "complete details", I felt there simply wasn't enough in each entry to clearly show what the culture of the race in question was like. What do Baelstrith's like to wear? What did the Glimjarans do that caused others to accept them, despite their goblinoid ancestry? Did the god of goodness strip the outsider Celedhriels of some power, thus allowing one to start as a 1st-level character? What's distinctive about Fjurnian gnomes as barbarians that separates them from the plethora of other generic barbarian groups in publication? None of these questions are really answered in Races, and I for one would like to know the author's vision.

History and culture is a starting point for racial abilities, and essential to play. For example, one adventure hook in the race Cabaran suggests that a nomad tells the heroes about his people. Unfortunately, the text within the race did little to enlighten me as to what the Cabarans were exactly like, besides desert nomads that eschew magic and comfort because it makes them soft. (Note also that similar people on Earth, like the Bedouin, don't eschew comfort.) The work also includes strange statements like a reference to eye color being a basis for choosing leaders among Orusks, since it's a sign from "their deity". The religion section of the same race indicates the Orusks have no preferred deity. In these cases, I'd have to make up the details I wanted my players to know. (Perhaps I'm such a stickler for cultural details because I was weaned on GURPS race books.)

Lack of rigidly defined culture is a virtue, if one wants to add one of the races to another campaign. Unfortunately, some of the crunchy bits may make this a little difficult to do without working at it. I wondered, at times, if the author made this world for 2e D&D, since the text occasionally refers to things that seem to come from that edition. For example, Intelligence is consistently referred to as "academic learning", when the PHB describes that ability as "reasoning power and ability to learn". The character for the feline Myrrond has strange "Rogue Abilities" that don't come from her race, or the rogue class. Other mechanics problems are strictly design specific and 3e.

The racial trait entries are inconsistent at times, and leave some questions unanswered. A primary problem here is that Races doesn't define "level adjustment" for those who may not get it from the "Monsters as Races" section of the DMG. The level adjustments themselves, when compared to things like the Forgotten Realms Campaign Setting, seem low, or absent when a race should have one. The latter tome devotes an entire page to explaining level adjustments. I recommend the DM scrutinize the races for the power level of his or her own campaign.

Other problems with the races include the likes of the fact that Baelstriths speak Common in their description, but automatically get Sylvan and Common in the racial traits section. Some of the alignment passages seemed to directly contradict themselves in a matter of a few words. ("Kroy can be of any alignment along the good-evil spectrum. They are never a neutral alignment....") The iconic characters are interesting, but most of their backgrounds would seem to place them well beyond their indicated 1st level (one has been an adventurer for years). The value added materials in the racial entries have some glitches as well.

For one thing, many of the spells introduced are not well thought out. The spell falgell's harmonium, as written, grants +1 to save DCs of bard spells, but a +2 to save against "hostile" bard magic to everyone within the spell's area. This can be interpreted to mean the spell more than negates itself against enemy creatures within the spell's effect. While I liked the idea behind the kroy spell shatterwill, I didn't understand why divine spellcasters have a harder time saving against it. The rule seems arbitrary. The lack of solid mechanics limits the usefulness of these spells, and most of the feats are no different.

In Races, the author changed the Exotic Weapon Proficiency feat for specific weapons. The feat already requires one have a +1 base attack bonus, which precludes all but 1st-level fighter-type classes before 3rd level. Other feats are just plain strange, like Craft Fezroki Armor that states one cannot craft specialized armor for the large, horned critters without the feat. I'd understand a higher Craft DC, but a whole feat without which one can't make the armor at all? Come on! Breaking the trend, however, the Orusk feat, Improved Dodge, is quite interesting. Why such a feat would be limited to Orusks is another question. I'd use it in my campaign in general, but maybe Evernor is more restrictive.

As for the world of Evernor, the primer in the Races book isn't necessarily needed for the other contents to be useful. It spends a great deal of space talking about the gods, which is fine, even though Evernor's cosmology doesn't impress me. However, over half of the presented races don't worship one of the gods; they're animistic, which the primer describes as ancestor worship. In our world animism is the belief that all aspects of nature are imbued with living spirits, kind of like the garou religion of White Wolf's Werewolf the Apocolypse. Further, the book makes reference to things that are not described in the primer, like thossmurgs. (Though I can guess these are nasty servants of the divinity of evil and chaos, Thoss.)

Now that I've picked Races apart (and, yes, I'm very picky), let me put it in perspective for you. Despite everything I've said is wrong with races, I think you'll be pleased with it if you buy it nonetheless. Why?

The ideas are good. The races are fun, and might have a place in many campaigns. The vagaries of the culture then, as I said before, become a virtue as the DM can make the race wholly his or her own. I can even see a world in which the oppressive Kroy rule as decadent overlords over the other races. The Fjurnian Gnomes, Fezroki, and Cabarans are rebels and outcasts in that world, while the greedy Glimjarans are servile sycophants the lazy and hidebound Kroy. The monstrous Lissk are the overlords' shock troops. Any piece of work that can spark this kind of imagination has to be good enough to be worth a look.

I really like the thought behind barbarian gnomes. Feringi-like goblins suit me too (I even use a similar type of thing in my world). Lizard men the size of small trees are scary, especially coupled with their infant tendency to imprint on their first caretaker. All this and more you'll find inside Races of Evernor, Part I.

Further, even though some of the mechanics don't work so well as written, some tweaking will give you what you want with minimal time investment. Other things can simply be eliminated in favor of already existing rules, like Exotic Weapon Proficiency. I also recommend taking the background you're given with each prime example character, and raising that character's level to match the story.

There's enough Open Game Content in Races of Evernor, Part I to make your own work with the races possible. I can’t decide, reading the license and the Open Game Content Section in the primer, whether spell names are OGC, but the racial traits certainly are. Silverthorne even made the racial names OGC, which is unusual, but very welcome. Hopefully, they'll read this review, and comment on the spell names for us.

The fact that most of the review points out a fairly comprehensive list of what I saw as flaws not withstanding, Races of Evernor, Part I is an impressive work for a first-showing. The campaign setting shows some promise, even if it should have, perhaps, come first. The art is great, the writing serves even if it is a bit repetitive at times, and the ideas in the book are innovative. I think you'll find something you can use, regardless of your preferred setting. Every world is big enough for a little something new.

To see the graded evaluation of this product (and Chris' comments regarding those scores), go to The Critic's Corner at www.d20zines.com.
 

Races of Evernor, Part I, is a fantastic piece of work. Having created d20 races myself, I know how much work and creative thought goes into the process. This book presents DM's and players with twelve, richly detailed character races that can be introduced into any campaign world... not just Evernor.

Races of Evernor, Part I, is actually the first PDF release from Silverthorne Games. As such, the introductory chapter outlines several important details about the land of Evernor that a player or DM might find useful when implementing one of the races included in this book. The information is concise, interesting, and well-written. Also, at just seven pages (out of the 60 page total), the introduction to Evernor does not overshadow the fact that this is, in fact, a source book of races... not a complete campaign setting.

The races themselves are diverse, creative, and richly detailed, if a little bit on the powerful side. Conservative DM's may wish to add an ECL +1 to some of these races, but for the most part, they are instantly campaign ready. There are also several notable features in this book, which readers just won't find in other d20 supplements:

First of all, each race's entry contains a few brief words from the famous gnomish bard, Frilf, in a paragraph entitled "Frilf's Notes". Far from being a waste of space, this flavor text manages to give a "real-world" feel to each new race that is being introduced, and it is a welcome addition. Following Frilf's Notes, readers will find a familiar d20 layout which includes racial information such as personality, physical appearance, inter-racial relations, stats, etc. The illustrations are crisp and inspiring, yet conservative enough to keep this book printer-friendly. Silverthorne Games also throws in a few added bonuses, which I found particularly intriguing... in addition to the standard information, each race also includes clever role-playing tips, adventure hooks, and specific historical or cultural information pertaining to the land of Evernor. Even better, every entry also includes applicable new feats, spells or weapons, and a fully fleshed-out NPC "prime example" of each race.

Word-for-word, Races of Evernor, Part I, breathes far more life into each entry than even the PHB. From the angelic Celedhriel to the beastly Fezroki, the three-eyed Kroy, and the catlike Myrrond... it won't be long before the diverse races of Evernor will be found roaming Faerun, Greyhawk, Krynn, or your campaign world.
 

Races of Evernor, Part I: A Compendium of Legendary Races
By Ian Johnston, with contributing authors Risa Johnston and Bruce Tillotson
Silverthorne Games product number STG 1001
61 pages (PDF), $6.00

Races of Evernor, Part I is not only the first product in this line of PDFs, it's also apparently the first product ever by Silverthorne Games. When I found that out, I was even more impressed than I was merely by the quality of the product alone: if they did this well on their first try, then I expect to see some really great things from this company!

Disclaimer: having come out in 2002, Races of Evernor I, Part I was written under 3.0 rules. Fortunately, as the product is concerned with player character races and is not a standard Monster Manual-type book, there is very little that needs to be tweaked to bump it up to the 3.5 rules.

The "cover" isn't really much to look at, merely consisting of the Evernor logo superimposed on a blue and white background. If I were to print the PDF out, I don't think I'd even bother printing out this page at all. Moving on...

The interior artwork, however, is surprisingly good, consisting of 17 black-and-white (or sometimes monochromatic) illustrations by Lance W. Card, Stephen Cook, and Chris Pepper. Most of these are illustrations of the PC race in question (I was pleased to see that each race gets its own illustration, and that nobody was left out), plus a couple generic (human, by the looks of them) faces up front, and a few instances where a detail from a full-piece work was blown up to fill up some otherwise white space. I gather from the fact that this product (and the few other PDFs I've seen) have several pages that are more than half filled with white space (that is, the writing/pictures take up less than half of a standard sized page) that this is pretty much standard practice for PDFs. (If I'm wrong about this assumption, I'm sure someone will let me know.) In any case, while I found it odd to see so much white space on those pages, I can see the reasoning behind the preference for starting a new race on a fresh page, so I'm not particularly complaining about this, merely observing. In any case, getting back to the artwork itself, I was overall pleased with the quality, although some of the pictures didn't quite match the descriptions of the race in question: the desert-dwelling cabaran picture doesn't look particularly "muscular and stout," for instance - I'd bet the artist keyed in to the fact that the cabaran are an elvish offshoot a bit too much. Still, I'd rate Lance Card in particular as able to hold his own against many of the "big names" in the fantasy RPG industry.

Races of Evernor, Part I is laid out as follows:
  • Introduction - The Lands of Evernor: a brief (4 page) primer on the geography and history of the world of Evernor, plus details on the layouts of the entries of the PC races that follow
  • Baelstrith: a wingless fey race that originated in underground caverns, noted for the handlike structure of their feet (a baelstrith can use its feet to do just about anything its hands can do; in fact, the accompanying artwork has a female baelstrith playing the harp with her feet while standing on her hands)
  • Cabaran: desert-dwelling elves, surprisingly hardy (+2 Con) for an elven offshoot
  • Celedhriel: a virtually weightless race of celestial outsiders composed of solid light, banished as a race to the Prime Material Plane until those celedhriels who have fallen to evil are either returned to the fold or destroyed
  • Elyrian: a tall, hairless, humanoid race that covets knowledge
  • Fezroki: best described as ram-horned, humanoid grizzly bears that dwell in arctic regions
  • Glimjara: a goblinoid race, yet one respected by most humanoids for their business dealings; rather like a (Star Trek) Ferengi mind in a slightly goblinish body, although they also remind me a bit of the goblin bankers from "Harry Potter"
  • Gnome, Fjurnian: a gnomish racial variant living in the wilderness and much more savage and barbaric than other gnome subtypes
  • Kefgrald: a half-human, half-dwarf offshoot, whose dwarvish "stonecunning" has been lost and replaced with "woodcunning" (they spend a lot of time in forests)
  • Kroy: a tall, thin, three-eyed humanoid race known for their racial arrogance
  • Lissk: a Large reptilian race, much like a stronger, bigger lizardfolk
  • Myrrond: a Small felinoid race, straight out of an anime cartoon or a "furry" convention
  • Orusk: an offshoot of the orc race
  • Appendix I - Other Races: a quick synopsis of other races mentioned (but not otherwise detailed) in this product; presumably they'll be featured in further PDFs in this series
  • Appendix II - Height, Weight, and Age Charts: random starting ages, height, and weight for any given PC of the races from this product, just like those in the Player's Handbook
  • Appendix III - Licenses and Open Game Content: as required by the OGL
  • Quicklist - Feats: not really a chapter per se, but rather a series of links to all of the new racial feats scattered throughout the entries in the PDF
  • Quicklist - Spells: likewise, a series of links to the new spells found elsewhere in the PDF
  • Quicklist - Weapons: a series of links to the new weapons in this PDF
  • Quicklist - Prime Examples: a series of links to the sample 1st-level characters of each new PC race
I was very impressed with the layout of this PDF. The introduction was long enough to cover the very bare-bones basics of the lands of Evernor (for those who intend to run a campaign in that setting), yet short enough to be ignorable for those who just want to steal these new races for their own campaigns without feeling ripped off. I really like the standardized layout of each PC race: besides the basics like the race's physical description and racial traits, I found the addition of a pronunciation guide and any odd pluralization rules to be a brilliant addition (one I would love to be the new d20 standard). The example names are also a good idea, not only giving the player a few good names from which to choose for his or her own character, but also to add a personalized "feel'" to each race. (I should mention here that I was overall very impressed with the names used in this PDF, not only the racial names but also the sample given names. A good feel for names is something you either have or you don't; I was pleased to see that Ian, Risa, and Bruce all have it. Almost all of the names they've used flow off the tongue and don't feel "forced" - I hate seeing names that you have to stop and work your way through with difficulty.) The "Frilf's Notes" section - notes from a famed gnomish bard as he meets each race in question - is a nice touch as well. Finally, having a 1st-level NPC example for each new race was a stroke of genius; not only does this give a good idea of the "typical" member of that race (in each case, the NPC is a member of that race's favored class), but it also gives the DM some ready-to-use stats.

The individual races themselves were a bit more hit-or-miss for me, though. Some of them I thought were very original, from the celedhriel being an Outer Planes entity composed of solid light (naturally, my first thought was of the holographic Arnold Rimmer from "Red Dwarf," but I quickly got over that) to the hands-for-feet baelstrith and all of the strangeness that would logically come into play with such a body makeup. Some of the best ones, though, I thought were the racial variants of the existing races: the orclike orusk, the desert elf cabaran (although I find the name to be too close to "caravan" - I keep wanting to call them "carabans"), the feral gnomish Fjurnians, the oversized lissk lizardfolk, and so on. My least favorites were the felinoid Myrronds (I keep picturing that female cat-woman from the Star Trek animated TV series, and the race is a bit to much of a "furry" for my tastes), the three-eyed kroy (I've always thought that slapping an extra eye onto a creature with binary vision was a silly shortcut to take to try to get a mysterious-looking race; the fact that the powers that stem from a kroy's third eye would work equally well if they came from his other two eyes instead make that third eye completely unnecessary), and the grizzly-bear-with-ram's-horns fezroki, another one from the "furry" category. Still, different strokes for different folks, and I'm sure there are people whose list of favorites are completely the opposite of mine. That's the best thing about a product like this; unless you're actually running an Evernor campaign, everything in the PDF is "pick and choose."

As far as proofreading and editing goes, overall it was a pretty good job, but there were a few things that got by the editor (Bruce Tillotson, one of the contributing authors). For some reason, "half-elves" is missing its hyphen in every instance, whereas "half-orcs" and "half-anything else" is always hyphenated. Must just be a blind spot, I guess. There are a few instances where a typo turns one word into a different word ("than" into "that," or my favorite, where Ahlorn - the good deity in Evernor - has a flaming long word as a holy symbol; how much do you want to bet that's supposed to be a flaming longsword?). Also, there were some areas where a bit more thought could have been used: two of the celedhriel's new feats (Burst of Radiance and Greater Burst of Radiance), for example, have prerequisites of "Race: celedhriel" and "Alignment: any good." This would be fine, except all celedhriels are lawful, so it's really a "lawful good" prerequisite, not "any good." Similarly, the Shield of Faith feat has prerequisites of "Race: celedhriel" and "Alignment: any non-neutral" - again, this really means any lawful good or lawful evil celedhriels, as celedhriels cannot be chaotic. I don't see why it would take a separate Craft Fezroki Armor feat to make armor for a built-like-a-grizzly-bear fezroki - why would it be that much harder than, say, making barding for a warhorse? Neither one has a standard humanoid build, but then I don't see a Craft Warhorse Barding feat anywhere. The Glimjara section states that "Their lack of charisma tends to negatively affect their abilities as a bard or sorcerer, and their limited strength precludes them from being adequate melee combatants," yet their racial traits are -2 Wis, +2 Cha. If that quoted sentence above is accurate, I'd expect to see a -2 Str, -2 Cha, perhaps balanced out with a +2 Wis, +2 Int or something.

Still, there's much more to like about Races of Evernor, Part I than there is to gripe about. I like the fact that each race has an extra little bit about it, whether it be a racial feat or two, or some new spells, or even a traditional new weapon that the race prefers to use. While I'm admittedly new to PDFs, I really liked the fact that these "extras" - which are scattered throughout the various racial write-ups - are all "electronically herded together" with the Quicklist feature in the "Bookmarks" section. I also liked the fact that not only is each race bookmarked, but each section of each race is bookmarked: if you want to find the section on Elyrian religion, it's there at the click of a button. One quibble, though: a few of the bookmarks go to the wrong place: I noticed that clicking on the "Gnome, Fjurnian" bookmark sends you to the page immediately before the start of the Fjurnian information, and for some reason clicking on the "Kroy" bookmark sends you to the Open Game License info in Appendix III. (Whereas there is no bookmark for Appendix III; clicking on that bookmark does nothing.) Still, as a PDF product, I'm fairly certain that these problems can be fixed on the spot once they've been brought to the attention of Silverthorne Games. (Or maybe that's just my PDF ignorance showing again.)

All in all, I rank Races of Evernor, Part I smack-dab in the middle of a "4 (Good)" rating. There's plenty of pilferable material in here for just about any campaign, and the "pick and choose" layout of the book makes ignoring what you don't like very easy to do. I'll be checking out Races of Evernor, Part II next, and I look forward to Part III coming out in the very near future.
 

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