
Nethermen
Race
Not a true species but human-goblin crossbreeds, most descended from hybrids bred by First Age Atlantean sorcerers. They look human but more muscular, with goblin skin tones and black eyes with white pupils. Most are sterile, so the race is shrinking. Nomadic warrior clans, often violent and cunning, they are tolerated in human lands; few have any talent for magic.
Also called Netherfolk, Nether folk
From the book
Nethermen are less a race in their own right than a blend of human and goblin. Their small population is kept up by occasional crossbreeding between those two peoples, but the majority trace their descent to hybrids that Atlantean sorcerers bred during the First Age.
In build they resemble humans, though they are usually brawnier and less agile. Their skin comes in goblin hues, tan through yellow-green, brown or black, but the patchy mottling so often seen on goblins seldom appears on them. Their eyes are sunk deep like those of their goblin forebears and share the same reversed coloring, black with white pupils. Some 95% of them have infravision.
Nethermen have rather short lifespans, and since they are no true species, 60% of males and females alike are sterile. Much like the Andaman, they appear to be fading slowly toward extinction. Still, a number of wandering clans continue to range across parts of the known world. Every clan is warlike, yet not every one is hostile to humans, and so most civilized lands put up with Nethermen.
Unfortunately the race has generally received the worst traits of both its parent stocks. Apart from some exceptions, Nethermen lean toward cruelty, violence and cunning, and they care little for other humanoid peoples. That feeling is mostly mutual: plenty of humans dislike them, dwarves are deeply wary of their goblin ancestry, elves resent them as relatives of the sidhe's ancient foes, and even the Andaman complain about their smell.
Magic does not come easily to them as a people; most become warriors, rogues or spies, and a handful turn assassin. Certain tribes maintain shamans of their own, whose power animal is invariably the wolf. In game terms they have infravision (95% chance) and +1 on saves vs STR, and carry 10 lb for each point of STR.
At a glance
- Attribute maximums
- STR 18, SPD 18, DEX 16, CON 18, INT 15, WILL 15, CHA 14, PER 18
- Racial abilities
- Infravision (95% of Nethermen have it); +1 saves vs STR
- Professions open
- Assassin, Bounty Hunter, Corsair, Gladiator, Hunter, Necromancer, Rogue, Shaman, Spy, Warrior, Witchdoctor
- Size
- Male 5'10"-6'2", 150-225 lbs; Female 5'6"-5'10", 120-145 lbs
- Age brackets (years)
- young adult 14-28, mature 29-40, middle-aged 41-55, venerable 56-65+2d6
- Encumbrance
- 10 lb times STR, the most the character can carry
- Fertility
- 60% of males and females are sterile
- Shamans
- Nethermen shamans' power animals are always wolves
- Languages
- The book lists no Nethermen tongue among non-human languages
- Coloration
- Skin tan to yellow-green, brown or black (rarely mottled); deep-set black eyes with white pupils
