Races of Evernor, Part II - A Compendium of Legendary Races
By Ian Johnston
Silverthorne Games product number STG 1003
64 pages (PDF), $6.00
As might be expected,
Races of Evernor, Part II is very similar to
Races of Evernor, Part I: each has a dozen new player character races available for use in Silverthorne's Evernor campaign setting or plunked down into just about any other fantasy campaign. However, while the product is still a good one, it isn't quite as good as the original, for a variety of reasons.
The cover is just as uninspired as the original, consisting of the Evernor logo on a colored background; while the first book had a blue and white background, this one is purple. Unfortunately, the logo is still in red. Red and purple does not a pleasing cover make. Moving on...
The interior artwork consists of 15 black-and-white illustrations by four different artists, and the quality is just as high as in the previous book - not surprising, as many of the artists are the same: Lance W. Card, Stephen Cook, Jeremy D. Mohler, and Chris Pepper. Each of the 12 new races gets an illustration, plus there are two generic human close-ups in the first few pages and an extra illustration of the genie-like jinoor race. For the most part, each of the racial drawings stays very close to the description of the creature in question; in that aspect, the illustrations are better even than those that appear in the
Monster Manual.
This time around, there's a 2-page Table of Contents immediately following the credits page, which I found unusual in a PDF. (There's also an electronic Bookmarks section, which I'm more accustomed to.) This might help explain the fact that this PDF is three pages bigger than its predecessor when they hold about the same amount of information. Following that is several pages of introduction, both to the world of Evernor and the layout of the material on the different races. (If you've read
Races of Evernor, Part I you can skip this introductory chapter, as the information is virtually word-for-word the same as in the previous book.) After that comes the details on the 12 new races, followed by the three Appendices. Here's how it's broken down:
- Introduction:
- Aavali: a winged, birdlike race, very similar to the aarakocra
- Damorlinn: gnome/gazelle centaurlike creatures, very similar to the hybsil
- Flitterling: a practical joker fey race, very similar to the sprite
- Hrulian-Tensu: a desert-dwelling reptilian race, rather like a humanoid horned lizard
- Jinoor: a desert-dwelling genie race, very similar to the janni
- Magnar: a humanoid elemental race with magnetic powers, very similar to the X-Men's foe, Magneto
- Nephogg: a Tiny, predominantly evil race, very similar to an even shorter halfling or kender
- Pofferil: what can only be described as a humanoid raccoon from the Outer Planes
- Raellorian: a winged elf, very similar to an avariel
- Raziran: a feathered serpent-man that can fly without wings
- Vorl: an intelligent, four-eyed towel (no, I'm not kidding!)
- Yaal-Tensu: a desert-dwelling humanoid race, very similar to a...human
- Appendix I - Other Races: a brief description of other races mentioned (but not detailed) in this PDF (some of whom appeared in Races of Evernor, Part I)
- Appendix II - Age, Height, and Weight Charts: similar to those in the Player's Handbook, so you can randomly roll up those aspects of a given character
- Appendix III - Licenses and Open Game Content: the fine-print legal stuff
- QuikList - Feats: an electronic link to all of the new feats scattered throughout the racial descriptions
- QuikList - New Exotic Weapons: an electronic link to all of the new weapons featured in the racial descriptions
- QuikList - New Material (Cloudsteel): not much of a "list," as there's just the one new material (a lightweight metal)
- QuikList - A Prime Example: an electronic link to all of the sample 1st-level characters, one from each new race
The layout of each new race is in the exact same format as in
Races of Evernor, Part I, which was an excellent choice as I really don't think much could have been improved upon: you get the race's background, physical description, personality, languages, alignment, diet, relationships with other races, lands, religion, typical names, adventurers, place in Evernor (if you're running a campaign there), racial traits, roleplaying tips, adventure seeds (granted, those are mainly for the DM), and a "Frilf's Notes" section where the famed gnomish bard jots down his opinions on the race in question. Each race thus gets three or four pages devoted to it, which is much more than you'd get in similar products from some other companies. Plus, like I mentioned earlier, each race gets its own illustration.
However, as pleased as I am with the layout and amount of information devoted to each race, overall I was a bit disappointed with the races that appear in
Races of Evernor, Part II. As you might have gathered from the brief descriptions I wrote in the bulleted chapter list above, I found quite a few of them to be very similar to other creatures that already exist in D&D. The aavali makes a perfectly fine bird-humanoid PC, and I can't deny that the description is well done, the creature well thought out, and the race perfectly suitable for PCs. However, I'm less able to explain how an aavali PC is better than, or even much different from, an aarakocra PC. (Aarakocras have been around since the 1st Edition of AD&D, and were reintroduced to the 3E rules with
Monsters of Faerûn.) I also find it difficult to believe that the author was unaware of the aarakocra's existence, unless the fact that each humanoid bird race begins with a double-a is just a complete coincidence. The same follows with the damorlinn, a gnome/gazelle of centaurian build, which isn't all that different from the deer-centaurian hybsil of previous editions of the game, or the flitterling, which is little more than a renamed sprite. Again, the author did a fine job writing up these races and making them eminently playable; I was just disappointed in the overall lack of originality.
Of course, there is one exception to the above complaint, for one of the races in
Races of Evernor, Part II is just about the most original I've ever seen. Let me just state that if you were ever put off about playing D&D because you didn't have the option of playing a four-eyed, intelligent towel with a hand/foot at each corner of its rectangular body, then this PDF is for you! Yes, if you've been kind of bummed up until now because you really wanted to play a character based on
South Park's "Towlie," then let me reiterate:
this PDF is for you! Okay, enough of that, I'll just say that I really have to scratch my head in puzzlement as to why Ian thought an intelligent towel would make a good PC race. I suppose there's a limited similarity between the vorl race and the cloakers of D&D, but even so I think that's kind of stretching it.
I was also puzzled as to how
Races of Evernor, Part II, which has
two editors, could have nearly twice as many editorial and proofreading mistakes in it than its predecessor, which only had one editor. (Maybe each editor, Chris Sims and Bruce R. Tillotson, though the
other guy was going to fix the mistakes?) Punctuation misuse, spacing errors, improper capitalization, missing words, and typos abound in this PDF, much more so than in the first volume. (To their credit, though, there is one instance where "half-elves" is hyphenated!)
There are also a few unanswered questions about the races in this PDF:
- What exactly does the aavali's tcherka rite of passage consist of?
- Why would any aavali in his right mind take the Aavali Bowyer feat (which requires him to burn 5 ranks each in Craft (bowyer) and Craft (fletching), plus burn two other feats - Skill Focus (bowyer) and Skill Focus (fletching)) - just to get a lousy 50% reduction in the cost to make masterwork bows and arrows? It seems like an awful lot of prerequisites for such a measly payoff.
- Why do the jinoor have to burn feats to be able to cast Charisma-based cantrips and spell-like abilities, when other races gain that kind of bonus for free? (If I had to hazard a guess, I'd say it's probably because jinoor already have a +3 Level Adjustment and the author didn't want to have to bump it up any higher. Still, I dislike the inconsistency.)
- How can it be unknown how pofferils reproduce, even (apparently) by the pofferils themselves? Okay, I get that they're potentially immortal, but still. Don't any pofferils have any idea about their own reproduction?
- Why is "Ahlornaic" a language of its own? (Ahlorn is the primary good deity in the Evernor setting.) More importantly, why do you need a Wisdom score of 15 or more to be able to know the language?
- If the razirans are an offshoot of the dreth race, wouldn't it have made more sense to include the dreth in Races of Evernor, Part II, rather than waiting for Races of Evernor, Part III?
- With the vorl "Social Tactician" feat, do you get two or three Charisma-based skills switched over to Intelligence every time you take the feat? Both figures are used in the feat's description. (Or do you get to choose three Charisma-based skills the first time you take Social Tactician, and then two more skills each time from then on?)
- Why does the vorl "Prime Example" PC have spider climb listed as an extraordinary ability usable once per day, when there's nothing in the racial description allowing for this?
- How can the reptilian hrulian-tensus and the mammalian yaal-tensus be offshoots of the same race?
- If both the hrulian-tensus and the yaal-tensus worship the same goddess, and each race believes that the goddess will reward them if they unite the two races as one (and furthermore that this is the goddess' wish), why in the world haven't they done it yet?
- Why would yaal-tensus "distrust wizards and their kin, believing them to be devils" when their favored class is sorcerer?
Personally, I don't think as much thought and effort were put into this PDF as was put into the original.
Still, there were some things I did notice and approve of. I see that aavali and razirans have unusual body types, but rather than requiring a special feat to create armor for them, it just states that it takes more money to craft armor for them (one and a half times normal for aavali armor, and double the normal price for raziran armor). That was a good call, and fixes one of the problems I had with the first PDF in this series (which called for a separate Craft Fezroki Armor feat).
Overall, I enjoyed
Races of Evernor, Part II, but I didn't think it was as well thought out (or as original) as the previous PDF. I hope that when the third (and final, I believe) PDF in this series comes out, it can return to the higher level of quality of the first one. I give this PDF a high "3 (Average)" - it's still a good effort, just not quite high enough for a "4 (Good)."