Races of Evernor, Part III

John Cooper

Explorer
Races of Evernor, Part III
By Ian Johnston, with contributing authors Risa Johnston and Chris Sims
Silverthorne Games product number STG1007
69-page PDF, $6.00

The third and final PDF in the Races of Evernor series (besides another, upcoming free one detailing another 5 races), Races of Evernor, Part III continues on the excellent trend of its two predecessors. This PDF offers 12 new fantasy races (or 14, depending upon how you look at it, as one insectoid race has three separate castes) suitable for use as PCs or NPCs in any fantasy campaign.

The cover is similar to the other two in the series, although I like the color scheme used here best of the three. Yellow lettering and a yellow Evernor emblem are superimposed upon a red textured background, giving it a very "regal" look.

The interior artwork consists of 14 black-and-white illustrations by three different artists: Lance W. Card, Stephen Cook, and Cara Mitten. It's easy to differentiate between the three, as Lance uses an Ace of Spades as his signature and Stephen signs his with an "SC" made with straight lines; anything else is obviously then by Cara. I've remarked how I've enjoyed Lance's work in previous entries in this series, and he does a great job here as well (although I have to admit I didn't really like his quolmaryn, as it really came across looking like a man in a costume - the ears looked sewn on and the eyes looked like they were looking out of holes in a mask), but I have to say I was very impressed with Cara's work here as well: she has a nice, flowing style, a good grasp on shading and textures, and her proportions seem very natural and realistic, even when illustrating a creature that could only exist in a fantasy setting (like the xorn-like baturgahlas on page 12). Stephen doesn't do bad work, but he always seems to draw his characters either straight on or (most often) exactly from the side, making them rather like a mug-shot. I appreciate the fact that he's chosen to do his illustrations to look like sketches in a notebook, just as Frilf the gnome (the "narrator" of the Evernor series, and I gather the guy in the same role as Elminster is to the Forgotten Realms, only not quite so omnipotent) is said to have done. It's a clever idea, but his handwritten notes - while accurately done as "handwritten" - could stand to be a bit more legible. Also, he's not as accurate as the others as far as depictions of the creatures go: his sloorgol, for example, is not hunchbacked, which is one of their distinguishing features.

I should point out that two of the pieces of artwork - the first two, as a matter of fact - are close-ups of faces that appear elsewhere in the PDF, so there's really only 12 pieces of art, one for each of the new races provided.

Races of Evernor, Part III is laid out as follows:
  • Introduction: A quick overview on the Lands of Evernor (the default campaign world for the creatures in this PDF) and the format of each of the race entries that follow
  • Ammidar: an aquatic humanoid race that dwells in freshwater lakes and inland seas
  • Baturgahla: a xorn-like race with two legs, four arms, four eyes ringing the mouth on top of its head, and a penchant for eating rocks and minerals
  • Dreth: an evil serpent race, basically a giant snake with a humanoid torso (including two arms)
  • Ilzari: featureless, asexual humanoids capable of using alter self at will to appear as a member of another race
  • Quolmaryn: a Small, humanoid lemur race
  • Selûth: an aquatic humanoid race that dwells in the oceans
  • Sloorgol: an evil, aquatic (monstrous) humanoid race with hunched backs and froglike features that dwells in the oceans
  • Urstak: barbaric dwarves from the rugged lands of Fjurn
  • Vorathi: troll-kin
  • Wilmandren: humanoid shapechangers capable of assuming a fixed number of alternate humanoid forms (one form per level, normally)
  • Xixitha: lawful insectoids that come in three distinct castes
  • Zamrul: humanoid griffons
  • Appendix I - Other Races: a quick description of other Evernor races (from Parts I and II of this series, and the "Five Free Races" supplements)
  • Appendix II - Age, Height, & Weight Charts: details on all Evernor races from the various sources, organized by alphabetical race name, by age, and by average height
  • Appendix III - Licenses & Legal : the OGL required to be part of any d20 product
  • QuikList - New Feats: an electronic shortcut to the new feats scattered through several of the race entries
  • QuikList - New Spells: an electronic shortcut to the new spells scattered through several of the race entries
  • QuikList - A Prime Example: an electronic shortcut to the sample NPC stats for each race
The first thing that struck me reading through Races of Evernor, Part III was the excellent job at both proofreading and editing. (Okay, so I'm not like most people.) There are a few typos here and there, but they are remarkably few in number for a work of this size. Kudos to editor Chris Sims for a fantastic job!

Okay, now let's get to the meat of the review: the creatures themselves. Two "negatives" initially jumped out at me with this PDF, although in further consideration neither "negative" was as bad as I had originally thought. The first: of the 12 races presented, a full fourth of them are aquatic. Of these, two of them (the freshwater ammidar and the saltwater selûth) are very similar in nature, save that one dislikes being in saltwater and one dislikes being in freshwater. Each has similarly-worded feats (freshwater tolerance, saltwater tolerance), racial traits (saltwater sensitivity, freshwater sensitivity), and water requirements to stay healthy. It really seems like after writing up the one race, most of the work was already done with the other. To diminish this "negative," though, the author gave the races very different cultures and each race has some uniqueness about it that keeps them from being simple mirror images of each other. (I was particularly impressed with the fact that ammidars have no lungs, breathing through their skin instead. Ian came up with some very logical and consistent consequences of such a unique physical ability, such as being difficult to smother and having an extra vulnerability to contact poisons, smoke, and cloudlike spell effects.)

The other "negative" I saw was that many of the races provided here are simply humanoid (or more human than normal) versions of creatures from the Monster Manual. The zamrul is nothing but a humanoid griffon, right down to which half is lionlike and which half is like an eagle. The baturgahla is very obviously patterned after the xorn, right down to the number of limbs and the odd mouth placement. There's little doubt that the ilzari shares many similarities with the doppelganger (as, indeed, does the wilmandren, although to a much lesser extent). The vorathi is pretty much just a half-human, half-troll. Similarly, while not a more-human Monster Manual monster, the urstak is a barbaric Fjurnian dwarf, which I thought was a bit too similar to the barbaric Fjurnian gnome from the first PDF. (I did, however, like the fact that urstaks live in the branches of enormous trees - talk about turning the dwarf stereotype on its head!) Each of these creatures was well fleshed-out, though, so despite my initial feelings of "hmm, not a whole lot of thought went into the design of this creature," while the design might have been simplistic, the follow-on detail work was superb. Again, each of these creatures ends up as a unique race with some odds and ends traits that have nothing to do with the Monster Manual inspiration.

In fact, I'd say my favorite race overall in this dozen is the baturgahla. After having read through the entry fully and digesting it a bit, it only makes perfect sense that a humanoid race might have evolved from the ancestors of the trilaterally-symmetrical xorn. I actually like the fact that it has six limbs, although I applaud the fact that the baturgahla uses only two of them for legs and four for arms. The oddball, non-xorn-based trait that really makes this creature unique is the fact that all of its joints are reversible: it can be walking north to south (and thus "facing" south), then immediately switch directions and start walking south to north without turning around. Its knees just bend the other way, as do its elbows, and even fingers! That's a really imaginative spin on things, and one that I find intriguing enough to want to use baturgahlas in my own campaign at once. (I also like their unusual naming conventions: baturgahlas can pick just about anything for a personal name, including common nouns. Some of the sample names include Buckler, Orb, Spindle, Tower, and Waterskin!)

I also noticed that this time around several of the sample NPCs are of higher than 1st level. There's a baturgahla Ranger 1/Rogue 1, dreth and xixitha 3rd-level fighters, an ilzari Wizard 2, even an 8th-level wilmandren monk. Also, each sample NPC has a short piece of fiction (as did the other PDFs in this series), and I liked the fact that two of them - the selûth and the sloorgol - showed a battle between the two NPCs from the points of view of each.

As usual, the QuikLists are a handy way to find all of the odds and ends goodies scattered all over the place. I did have a couple of problems with some of them, though, as the Limited Regeneration feat and the Vorathi NPC links didn't work, and both the Ammidar and Baturgahla NPCs linked to the Zamrul NPC instead. Furthermore, the "New Spells" QuikList only links to two of the new spells, ignoring aquatic sheath, deepwater ward, and water bolt. Hopefully these small problems can be fixed up.

All in all, I found Races of Evernor, Part III to be a pleasurable read, bursting full of interesting races (despite some rather transparent inspirations) suitable for use in any fantasy campaign, not just Evernor. I could see most of these races fitting in just fine among the standard races of the Forgotten Realms, Greyhawk, or Eberron. I give Races of Evernor, Part III a high "4 (Good)."
 

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The final installment of the Races of Evernor PC race supplements is here! This third collection features another twelve PC races guaranteed to add spice and interest to any campaign setting, including aquatic races, evil races, and even an evil aquatic race! Plus, it includes new feats and spells for use with any campaign setting! You can find it available exclusively on RPGNow.
 

John,

Thanks for the great review. I will set about fixing the links at once (I knew some of those little rascals must have slipped by me!) Glad you liked the product! :)

Ian
 

Thanks John. I liked the baturgahla best myself. Don't tell Frilf. Oh, and could ya send me a list of those typo escapees.... (kidding) ;)

Chris Sims
 


Races of Evernor III

Race books are always an interesting collection. Most race books have a theme or really focus on just one race or type like elves or dwarves. And there are plenty of race books out there. Most blend together and do not separate themselves from the pack. Races of Evernor II is another race book and while it does have some good ideas and interesting races it does not seem to separate itself from the others enough.

This is the third race book in the Evernor series. Each book has presented twelve new races. All of which are native to the setting they present, but none of them are tied to it so firmly that it can not be easily removed.

Silverthorne Games is the company who has put out this PDF. They are probably best known for their great PDF the Complete Book of Templates Deluxe Edition. The Evernor race books they have been putting out for quite a while. I felt the first two were good but this third one is only average. It still has the strengths of the first two with the details each race is described in. However the races area little bit out there at time and can be hard to use.

The PDF comes in a zip file a bit over six and half megs. The PDF itself is a little over ten megs. There is only the one version of the PDF but it has no border and is black and white. There for printing of this seventy-four page book should not be too much of a problem. The PDF is well book marked with links to nearly everything. When this is being used at the gaming table it will be very easy to locate and navigate items in the book. The art I found to be sub par. Maybe I’m now used to the great works of Udon and other well known professionals. The art does serve to illustrate the races.

The races are the focus of the book. As has been noted there are twelve new ones presented here. The races have good detail. Each has the name, pronunciation, creature type, singular and plural versions, the rarity of the creature, some note by Frilf (the traveling gnome bard of the setting), personality, description, diet, background, relations, religion, lands, alignment, role playing tips, etc. Silverthorne Games truly gives one enough if not more then enough to fully use the race.

The Ammidar are a friendly aquatic race that lives in lakes and inland seas. They have a LA of +1 which seems high especially for a race that has high water requirement.

The Baturgahla are an odd Xorn like race. They are small, have multiple limbs, and also a level adjustment.

The Dreth are an evil race of serpent like creatures. They also have a level adjustment as well.

The Ilzari are a race of chameleons. They can magically alter their bode to appear as other races. And they have a level adjustment.

The Quolmaryn are a race of small lemur like creatures. While they do not have a level adjustment they might need one for they get +4 to dexterity and that really means a lot for a small creature.

The Seluth are a race of beautiful aquatic creatures with a great passion for music and art.

The Sloorgol area patient race of aquatic conquers that live in the deep canyons of the oceans.

The Urstak are a race of barbaric dwarves, although not as pleasant as normal dwarves.

The Vorathi are a sub race of trolls

The Wilmandren are a race of shape changers though the forms they can assume is limited.

The Xixitha are an insectiod race that is extremely lawful. They also use a caste system.
Lastly are the Zamrul a race of humanoid griffons.

There are a nice variety of races but little to different from the normal races to be easy to use. The PDF also includes a brief description of all the other races presented in their race books. It also has the age, height, and weight tables for all the races along with the aging effect chart. Lastly, there is a list of the races by rarity organized both alphabetically and by rarity.

Overall, this book of races provides twelve new races that are different from what one usually sees in race books. The races are well detailed, but I found them to be a little too strange to be of much use.
 

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