“So, you want to buy a horse?” the grizzled Catfolk horse-master said.
“Yes. I'd like to buy a battlesteed and I'll pay whatever you ask,” the human replied.
“No. We never sell the Little Brothers of the Clan. Find a regular horse instead.”
“But my Lord wants a battlesteed and ...”
Displaced natives, the alien Kebah-Di'i have taken to the new ways of their adoptive society with surprising gusto.
The Hill Folk are friendly, as well known for their crafts as their crops.
Brutish masters of the Highlands, the grey-skinned, wolf-riding men of the Flinthill Clan are famed for their ferocity and their savagery.
They are the menace of the borderlands, travelling with their herds paths they used for millenia, and razing any signs of civilization in the process. When the winter is especially harsh or the summer unusually dry, they descend upon the heartlands of kingdoms like a plague, more a natural disaster than an enemy.
Towering giants that stand well above 15 feet,these inhabitants of the great grasslands that border the most remote boundaries of the nation of Xhiklus,are an intimidating cross between humanoid and rhino. Their massive heads resemble those of a rhino,but they possess the hunched,hulking lower bodies of a humanoid being,and are endowed with the ability to fashion and use tools with their huge,three fingered hands. Often called ‘‘the Grey Monsters’’ by most people of the Hundreds,they are a force to be reckoned with.
When looking for an Orc substitute in a campaign, one should think about just a violent ethnic group of people. Huns, Goths, Visigoths, Franks, and Mongols, have all the same campaign effect of Orcs and other “monster races” that fight in large groups/ hordes. And it has the added bonus of people not being able take the moral high ground when they kill an intelligent being… because it is a people… not just a worthless Orc.
THE GNOMES OF UDNALOR: Part II
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.