A summary of the Esgol Dwarves which make their home within Esgoloth, in Asydia
Banished from their foolish tree-hugger kin, the Plains Elves were forced into a semi-nomadic lifestyle.
Two cultures at war.
Halflings are a people without a home. They wander through the kingdoms of taller races, never staying to long in one location, always searching for a place to make their own.
Isolated from the known world by the seemingly endless watery wastes of the fabled Vaet Ocean, the Eshal rule the watery continent of Tarrod with an iron fist, ever ready to carry out plundering raids on the subject races at the slightest excuse. Proudly calling themselves the Brave People,the Eshal are a race of savage warriors and fanatics that are driven by the consuming need to find an ever larger number of victims to feed the monstrous thing known simply as the Matriarch .
The Ivanvil are the oldest race of men in Parna, the most defeated and the most dangerous
The Hanset are a sleeping giant of a race. Once the owners of an empire of Alexandrian proportions, they new reside in their hidden sub-tropical home, living the simple lives of tribesmen. Though bereft of metal tools, they have adapted to their forest home and it to them. Though their empire is long gone, they still hold onto the seed of its greatness.
"Men? They send men to repel us? Humans…"
Fearsome horsemen from the plains, they raid, trade, and run.
The Pegorans are an ancient culture of people that have left their unique marks upon the world.
‘‘We are the Lords Of The Straits, Rulers Of the Sea, and the very ocean acknowledges us as Her children! Men of Pan-Kor, nothing sails on the waters without acknowledging our might !’’
“Don’t be a Yak.” A common Ocadian saying.
Considered to be misshapen freaks or demonic menaces by the superstitious, these many-armed people dwell as outcasts on the fringes of human society, abused and reviled.
Few men truly know the Earth Children and their enigmatic rulers, the Loresingers. These keepers of ancient secrets are among the greatest allies, and the most subtle enemies, that humanity could ever know.
The mists of the northlands are as incessant as the cries of the crows or the everpresent boughs of the multitudes of elm, oak, and yew.
Few are the sons of men who have come to understand the ways of the Volgotoi, the huge warrior race commonly referred to as Ogres.
Listen child, listen and I will tell you the first story, the story of Nagoma and the Gorund Tree…
The Drung, known as the Tribe of Starvation, savage warriors and uncompromising foes.
The Aukstatians are the people of the Rujien Mountains, north of the Highlands. They are the enemies of the White Towns and the Darkpine Hunters to the east.
The Ethenorden is a dusk skinned race of nomadic humans that frequent all nations on the Dhargenaas continent, save for populated parts of the province of Silmar and the Obaayn Desert within the Empire.
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.
Your mileage may vary