By Fantasy Flight Games, Various
A few have lived on the planet for millennia. a few have conquered continents. a few have won nice repute in magic, sacrifice or heroism of a while prior. a few have lived in obscurity through the a while. a few wait in hatred among darkish caverns for his or her time to ravage and rule the lands. a few live in peace deep in hidden valleys and on forgotten plateaus. a few stroll brazenly one of the identified humans, and a few stroll hidden. they're races of delusion and lore. they're tribes, civilizations, outcasts, and abberants. Their time is now. FFG is proud to provide the second one middle booklet within the Legends & Lairs line of d20 approach fabric. Mythic Races offers payers with 30 new specific cultures for personality construction. each one race is fantastically illustrated and information their historical past, gods, specified abilities, feats, gear, and new status periods. those races diversity from the ordinary to the alien, and all could be simply brought into any crusade, utilising point modifiers to take care of online game stability.
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Additional info for Legends & Lairs: Mythic Races - Character Race Compendium (Dungeons & Dragons d20)
BANDIT ATTACK Bandits of an unknown race set ambushes on the way to the city. One of Drahk‘Suhl’s wealthiest merchants recently lost a significant shipment of food and trade goods on its way in, and offers a substantial reward for anyone who can return his trade goods. The bandits are troglodytes taking advantage of the vulnerability of goods traveling to the city. If this interception of the food supply continues, bigger problems can arise. BLOOD FEUD A feud is building between the good workers and evil workers, one which even the Black Nails are hard-pressed to stop once bloodshed begins.
Maimed workers encounter a similar fate. THEOGRECITY OF DRAHK’SUHL HISTORY A hundred years ago, the only things who called the caverns of DrahkSuhl home were ogres living in squalor. When Jin’Zil, a powerful ogre mage, discovered it, he recognized its potential -highly defensible and at the midpoint between the surface world and the Lower Earth. Jin’Zil seized control of the ogres and used them to send slaving forays into the territory of the Svirfneblin. The ogres captured many of the deep gnomes and forced them to enlarge the existing cavern.
This idea could be tailored to the PCs in whatever devious manner the DM desires. A TEARFUL PLEA The PCs meet a dwarven girl named Durassa, who has recently arrived in the city in search of her father. Her father was captured months before, and she believes he may be here, sold into servitude. She is a 1st-level dwarf commoner. The fact she made it this far is a bit of a miracle. She is alone, exhausted from her journey, temfied of everything around her, with very little money, in a city where dwarves are regarded as property.