Atlantean Trilogy Archive
Finned tritons with tridents, a serpent-tailed naga, two bearded dwarves and a winged Zephyr man meet on a harbor quay by ships.The Humanoid Races, painted for this archive

Nethermen

Creature, The Humanoid Races

Human-goblin crossbreeds, mostly descended from hybrids made by First Age Atlantean sorcerers, with goblin-like reversed eyes and infra-vision. Short-lived and largely sterile, they are warlike nomads often hired as mercenaries.

Also called Nether folk, Netherman

From the book

Nethermen are not a true race but a cross between humans and goblins. Now and then the two species still interbreed, helping keep their small numbers up, but most Nethermen come from hybrid stock bred by Atlantean sorcerers in the First Age. They are about human-sized but tend to be more muscular and less nimble, with tan, yellow-green, brown or black skin, usually without the mottling common in goblins. They have their goblin forebears' deep-set eyes with the same reversed coloring, black with white pupils, and about 95% have infra-vision.

They live fairly short lives, and because they are hybrids more than half of both sexes are sterile, so, like the Andaman, the race seems to be slowly dying out. Even so, nomadic clans still roam many regions. All are warlike, but not all are hostile to humans, and many human lands tolerate them. Sadly, the race has largely inherited the worst of both parents: with exceptions, most are violent, cruel and cunning and care little for other humanoids.

Nethermen have little gift for magic, and most become warriors, spies, rogues or assassins, though some tribes have shamans or witch doctors. A few clans build permanent settlements in the wilds, small and roughly made and usually ringed with a stockade or earthen wall. Those who live among humans most often work as mercenaries, caravan guards and the like. All Nethermen gain +1 on saves vs STR. By the appendix they may be Assassins, Bounty Hunters, Corsairs, Gladiators, Hunters, Rogues, Shamans, Spies or Warriors.

At a glance

Origin
Cross between humans and goblins; most descend from hybrid stock created by First Age Atlantean sorcerers; occasional interbreeding sustains them
Build
Human stature but more muscular and less agile
Appearance
Skin tan to yellow/green, brown or black; mottling rare; deep-set goblin eyes with reversed coloration (black with white pupils)
Infra-vision
About 95% of the species
Lifespan
Fairly short
Fertility
Over half of both sexes sterile; race slowly heading toward extinction, like the Andaman
Society
Nomadic clans, some small crude villages with stockade or earthwork walls
Temperament
Warlike; mostly violent, cruel and cunning; dislike other humanoid races; not all hostile to humans and tolerated in many human lands
Magic
Little talent; some tribes have shamans or witch doctors
Occupations
Warriors, spies, rogues, assassins; among humans often mercenaries and caravan guards
Height/Length
5½-6½ ft.
Weight
150-250 lbs.
STR
10-18
SPD
6-18
DEX
6-16
CON
10-18
INT
5-15
WILL
5-15
CHA
4-14
PER
8-18
Level
Any
Alignment
Variable; most are Neutral or Evil
Damage
As per weapon employed
Special Attributes
Infra-vision (95% chance of possessing this ability); + 1 saves vs STR
Armor
Unarmored
Hit Points
As per human characters
Found in
Gondwana, Eria/Anostos, Mediterranea, North Sea Region
Comments
Possible professions: Assassin, Bounty Hunter, Corsair, Gladiator, Hunter, Rogue, Shaman, Spy, Warrior

The chapter (p.30) mentions shamans and witch doctors among Nethermen; the appendix (p.102) lists Assassin, Bounty Hunter, Corsair, Gladiator, Hunter, Rogue, Shaman, Spy and Warrior, with no Witch Doctor.