Warforged are not robots, or androids, or computers. Please keep this in mind. They are sentient constructs, with the soul of a (previously) mortal race. They have feelings, they have thoughts like any mortal race does.
Roleplay them however you wish; Every Warforged has their own take on their artificial nature, but always consider the above point. You may think you are a machine, or an animatron, but that will not change what you actually are.
Not all Warforged retain their memory. This is up to you if you want to play one, if it remembers it's past life or not.
Some warforged have a Ghulra mark on their forehead; Usually the mark of their creator. This can be anything you like. Hardcastle built Warforged will most likely have a sigil of House Hardcastle, those built by others can have their maker's personal mark, or an organization's mark, anything you like. Warforged themselves may not even know where their mark comes from or who their Creator is, if that knowledge was removed.
No PC (Warforged included) know how to create other warforged, unless you discover this knowledge in game.
Warforged cannot "deactivate" or "standby" or "sleep". Even during maintenance, they are always conscious and active. Many Warforged pick up a hobby or a craft to numb themselves to the passage of time. This can be anything; From smithing, to fighting, to reading, to even counting everything they see; Be creative!
Warforged must use metallic (shiny) skin colors, and any head they like, including the "auto helmet" option ones.
+1 Character Level
+2 to INT & CHA
+2 to Bluff & Search
Acid Resistance 5
Fire Resistance 5
Entropic Shield 1/day
Favored Class: Sorcerer
Cansin are descended from chaotic outsiders like slaadi or chaos beasts. Such instances are rare, and the fact that they happen at all highlights the nature of chaos itself. Sometimes a chaotic celestial (such as an eladrin) or chaotic fiend (such as a demon) spawns cansin descendants instead of, or in addition to, aasimar and tieflings.
As children of randomness and entropy, cansin are most often descended from the inhabitants of Limbo, the plane of chaos. Cansin generally appear disheveled and disorganized. Their clothing is mismatched, their hair is mussed, and their caps perch at odd angles. Cansin typically have at least one, but possibly several, minor physical traits that reflect their origins. Some have eyes that randomly change color (not necessarily in sync), others have slightly irregular features, and still others carry around an aura of randomness that causes strange things to happen in the cansin’s presence. This aura does not affect dice rolls in any way, but it can affect insignificant events like chance meetings, minor accidents, and strange but harmless occurrences. Naturally, most cansin are chaotic, but their very unpredictability makes neutral and even lawful cansin more common than good tieflings, evil aasimar, or chaotic axani.
The deep gnomes are closest thing the gnome family has to black sheep. Many surface dwellers count the deep gnomes along with their evil neighbors, the drows and the duergars, believing them to be little more than dark reflections of the friendly rock gnomes with whom they are more familiar. In fact, the svirfneblin are just as good-hearted as their sunnier kin However, after centuries of dealing with the everyday perils of living in the Underdark, they have become understandably distrustful of all outsiders.
Compared to their better-known kin, the rock gnomes, the deep gnomes are as gray and lifeless as the subterranean caverns in which they choose to make their homes. They keep to themselves out of fear of outsiders - a fear born from numerous poor experience with such people. To a deep gnome, the only people you can trust are other deep gnomes from your village, and preferably from your family. All other are best avoided.
With strangers, most deep gnomes are sullen, reversed and suspicious, almost to a fault. However, when they are alone with their own kind, they are friendly and respectful to each other. Few people from outside a svirfneblins community have ever seen this more pleasant side of the deep gnomes. For their part, the deep gnomes would be horrified to find themselves observed by outsiders, and they find suck a person staring at them - or even looking directly at them - quite rude.
Deep gnomes are gnarled and callused folk, with little fat at all on their wiry bodies. Their skin is the color of the rocks among which they live, almost as if they sprang directly from the stones themselves. They have dark gray eyes, tending toward black, their hair is of a similar color, although it's only seen on the woman, as the men are entirely bald and beardless.
Deep gnomes are short-lived for gnomes and reach adulthood at an age of 20 years. Like their lives, svirfneblin are also short and hard. They stand between 3 and 3 1/2 feet tall on average. They are thinner than their surface cousins, bt they weight just as much - about 40 to 45 pounds - due to the density of their muscles. They are little more than wiry sinews and rock like bones.
While most gnomes have little use for history, tending to prefer living in the moment, deep gnomes are the worst of the lot. They do not have a formal calenday or any way to tell the turning of the day. Living far from the light of the sun, the very idea of night or day is foreign to them. Dozens of svirfneblin cities lie scattered throughout the Underdark of Faerûn, and dozens of more have surely risen and been abandoned over the years, but of all these settlements and refuges, the story of only one is widely known to non-deep gnomes: Blingdenstone.
Blingdenstone was founded in 690 DR by several clans of deep gnomes hailing west from the Underdark beneath Netheril, which had fallen into the power of the dreadful phaerimms. Despite the procimity of a powerful drow city (Menzoherranzan) and an equally strong duergar city (Gracklstugh), the deep gnomes established their city at ots site because of the rich veins of arandur and other exotic metals and minerals. From almost two thousand years, the deep gnomes carried on their mining and smithing, avoiding their evil neighbors and strengthening Blingdenstone's defences against the day their enemies would come against them.
That day came in 1338 DR, although King Schnicktick and Queen Fricknarti could not have anticipated how it would come about. Drizzt So'Urden, a renegade drow noble, arrived at Blingdenstone's doorstep after years of exile in the Underdark, and received sanctuary among the deep gnomes. Although Drizzt remained among the deem gnomes for only a short time, the events of his exile eventually led to a full-scale drow attack against the dwarven citadel of Mithral Hall in 1358 DR. The invasion route passed close to Blingdenstone, and the deep gnomes chose to abandon their city. After the drow army passed, Belwar Dissengulp and other deep gnomes wardens convinced King Schnicktick to join their forces to those of the defenders of Mithral Hall. The deep gnomes and their allies inflicted a great defeat on Menzoberranzan in the Keeper's Dale, and the Menzoberranyr never forgot that the svirfneblin had contributed to their humiliation.
In Marpenoth of 1270 DR, the Matron Mothers of Menzoberranzan exacted their vengeance. Calling up dozens of powerful demons and bebiliths, they unleased a plague of murderous fiends that overran Blingdenstone. Thousands of gnomes died in the fall of the city, and thousands more were captured by the drow slavers waiting outside the city gates. A small number of the deep gnomes managed to escape to Mithral Hall and Silverymoon as refugees. Driven from their old homes, the svrifneblin have found a warm welcome among their former allies, but the prospect for returning to their old home looks bleak at best.
Dour and cynical, deep gnomes are resigned to their lot in life. They spend their days scratching out a living in the subterranean passages near their home. The males mostly mine for precious gems, while the females - who are rarely seen outside their villages - gather food, care for the children, and keep house. Few aspire to do anything other than live out their lives quietly focusing on doing their jobs the best that they can.
The svirfneblin literally have little or no light in their lives. To avoid detection by others in the Underdark, they often refuse to use fire for cooking or warmth whenever possible. Instead, they rely on their darkvision whenever possible, seeing the world only in black and white. The deep gnomes live and work in the eternal darkness out o their overwhelming love for gems. Most makes spend almost their entirely lives trying to chip precious stones out of the earth. They favor rubies most of all.
Outsiders often think of the deep gnomes as irredeemably sullen and suspicious. While there is some basis for this, they are the outward results of survival techniques that these gnomes have had to adopt to endure their harsh and unforgiving environment. Sounds of any kind - especially voices - travel in strange ways in the Underdark, and they have a tendency to attract visitors. In the experience of most deep gnomes, such outsiders have only the worst of intentions, so when a svirfneblin encounters a stranger who is actually friendly, she normally is too suspicious to even consider responding in a like manner. She may eventually warm to a svirfneblin from another town, but even this can take time.
While deep gnomes adventurers are rare, some deep gnomes succumb to gnomish curiosity about the world outside the caverns and mine shafts of their daily lives. This is especially true for those deep gnome illusionists who crave to learn more about the nature of their chosen school of magic, but who lack for instruction in the insular villages in which they live. Svirfneblins prospectors are also occasionally encountered in the Underdark far from their homes, questing for promising new veins to mine for their beloved rubies.
Deep Gnome Characters
Svirfneblin are rarely found outside their own society. When this does happen, it's usually a lone prospector, a solitary illusionist, or a group of warriors who have strict out from their towns for one reason or another. Typically, deep gnomes only leave their homes out of a deep and abiding curiosity about the outside world, a burning desire to find more rubies, or the need to find help for dealing with some creature or event the svirfneblin don't feel they can handle on their own. Svirfneblin adventurers are most commonly fighters, rangers, rogues or wizards (particularly illusionists). Naturally stealthy, they find that the skills honed in surviving the dangers of the Underdark also serve an adventuring ranger or rogue well.
Like all gnomes, svirfneblins are talented wizards, especially illusionists. With and illusionist's powers, the deep gnomes can keep out of sight of others until she decides to reveal herself. She can remains concealed, hide her home and friends, and deceive or misdirect enemies. Svirfneblins have learned that an enemy that can't locate them can't hurt them.
Some of the burlier deep gnomes excel in fighting in the tight spaces found in and around a svirfneblin town and aspire to become breach gnomes, fighters charged with the defense of their cavern homes. In a properly sized tunnel, a breach gnome can hold off an invading force almost indefinitely.
Character Creation: Select Halfling, and enter "Ghostwise Halfling"
Favored Class: Barbarian
The ghostwise are easily the most uncommon of the three subraces of halfling living in Faerun. They are elusive and do not welcome strangers to their lands. Instead, they prefer to pursue a nomadic way of life within their adopted homeland, the Chondalwood, associating mainly with those of their own clan. Those who seek out the ghostwise most often fail to achieve their goal; the fortunate among them live to regret their intrusion into hin territory.
The defining characteristics of the ghostwise halflings is their reverence for and devotion to their clans. Family is important to most halflings and halfling communities, but the ghostwise hin regard the familial bond with a degree of respect some might call obsession. Following their self-imposed exile from Luiren and resettlement in the Chondalwood, the ghostwise congregated into groups demarcated along family lines. Those hin without surviving family joined one of these groups. As the hin pursued their quest for atonement, their clan system evolved into the all-encompassing social structure it is today.
Ghostwise Halfling Characters
Many ghostwise halflings are barbarians, but rogues, druids, rangers, and clerics are also common.
Ghostwise Halfling Society
Because clan is the focus of the ghostwise culture, it is not surprising to find it the central factor in their society as well. The wanderlust that is one of the most readily discernible traits of both the lightfoot and strongheart subraces still survives in the ghostwise, but on a more limited scale. The nomadic wanderings of the ghostwise clans are confined almost exclusively to the Chondalwood and its environs, where the few remaining survivors of the Ghost Wars settles after departing their native homeland of Luiren.
Each clan of ghostwise halflings has adopted a segment of the Chondalwood as its territory. Clan territories very in size from less than fifty to several hundred square miles. The clan travels together as its leader directs. A number of factors influence exactly where the clan travels within its territory, including the presence or absence of hostile creatures and the relative abundance of game. There is ample room in the vast forest for all the ghostwise halfling clans, and so their territories are only loosely defined.
Many clans designate a natural feature - a distinctive rock, a lightning-struck tree, a stretch of a particular stream - as the center of their territory and base their wanderings on their relative distance from this place. Some clans carry a tiny portion of this central feature with them as they travel, to reinforce their spiritual connection with their territory and their homeland. Such tokens might take the form of clay vials filled with stream water, small leather pouches filled with dirt from a specific spot, small bits of rock broken from a boulder and worn as a necklace, or even bits of tree bark carried in the hollowed end of a deer's antler.
Among these clans, such tokens are considered a scared charge: To lose or misplace one is a mistake requiring that the transgressor atone in a manner designated by the clan leader. If the halfling who makes the error is a cleric or druid, the penance is assigned by a representative of his faith. The act of atonement - often a quest of other dangerous mission or errand - must be completed successfully before the halfling may obtain another portion of the clan's central feature. Willfully destroying a clan token is a grievous crime, punishable by exile (a fate far worse than death in the culture of the ghostwise halflings). The only permissible use of the tokens is when a member of the clan falls in battle. In that event, all nearby hin who share the same tribe as the fallen scatter their tokens, be they wood, water, or stone, around the corpse. The hin believe that doing so calls the attention of He Who Must Be and ensures that no fell spirits will disturb the body of their fallen clan member until it can be attended to properly. The ghostwise hin clans cremate their dead rather than inter them.
While clans keep to themselves, they do not shun one another when they meet in their travels. Instead, they exchange news and information about the forests' conditions and creatures. Indeed, the matriarchs and patriarchs who lead the clans often meet formally to discuss matter of mutual interest and importance. Multiple clans cooperate for the purpose of mutual defense when they are threatened by a common enemy, whether it be a band of destructive humanoids or a marauding band of trolls.
Ghostwise Halfling Magic and Lore
Most ghostwise halfling spellcasters are clerics or druids - sorcerers and bards are rare, and wizards more so because do few ghostwise regularly use a written language.
Spells and Spellcasting
Like the elves, ghostwise halflings sometimes add extra components to their spells to further emphasize their connection to the land. Thus they take the Primitive Spellcaster feat (see the appendix). Ghostwise halflings favor divination spells that help them safely learn about threats beyond their land, and illusion spells that keep them well-hidden.
Ghostwise Halfling Deities
The ghostwise acknowledge and give due respect to all the deities in the halfling pantheon. Each clan, however, tend to adopt one specific halfling deity as its patron and venerate that power above all others. Because of their nomadic lifestyle, the ghostwise hin do not build permanent temples to the gods. Rather, they maintain small shrines throughout the Chondalwood and they carry symbols of their clan's patron with them as they wander the reaches of the forest. Two deities are of special significance to the ghostwise: Sheela Peryroyl and Urogalan.
The Green Children, as the clerics of the Watchful Mother are called, encourage the ghostwise clans to maintain a harmonious relationship with their woodland home. They do their best to ensure that the hin treat the forest with the respect it deserves. The druids among Sheela's clergy are frequently at odds with the more aggressively militant druids dwelling in the Chondalwood and warn the clans that associating with such individuals could lead the ghostwise to commit the same grave error for which they are still trying to atone.
Worshipers who select He Who Must Be as their patron deity are more common among the ghostwise than among the other halfling subraces. During their long period of atonement, the hin of the Chondalwood looked to Urogalan for guidance, and they strove to be worthy of his final judgment. To this day, adventurers and travelers venturing through the great forest speak of the disturbing sounds they sometimes hear in the forest depths: quiet, somber chanting and drumming that rises and falls throughout the length of an evening in eerie counterpoint to the natural sound f the wood. Even those who recognize this noise as the ghostwise hin ceremony in honor of Urogalan find it disturbing.
Relations with Other Races
Most ghostwise hin would prefer not to have relations with other humanoid races unless it's absolutely necessary and clearly to the benefit of the clan. Encounters that cannot be avoided must be tolerated with as much patience as the clan can muster, and they do not bother to mask their distrust of outsiders. No ghostwise halfling will, under any circumstances, abuse or attack a guest who has the sanction of the clan matriarch or patriarch. To do so would be an unforgivable offense against the clan's honor. All the clans give a wide berth to the nation's of wild elves that lies within the Chondalwood. The hin don't know a great deal about the elves, and they don't want to. For their part, the wild elves respect the ghostwise desire for privacy and leave the clans to their own devices.
The hin do sometimes seek out adventuring parties that enter the Chondalwood, however, particularly those that seem intent on exploring one of the many old Chondathan ruins that have been swallowed up by the ever-expanding forest. The hin have learned through bitter experience that such expeditions frequently unleash havoc on the wood and any nearby clans in the for of whatever horrors were waiting quiescent beneath those ruins before being stirred up by adventurers. Certain clans, particularly those that have suffered because of the blundering of adventuring companies, sometimes attempt to prevent and further difficulty by intercepting and harassing expeditionary groups. Clans that boast a company of nightgliders among their number often assign some of the mounted warriors the task of discouraging intruders from entering any ruins or dungeons located within the clan's chosen territory.
This is not to say that all ghostwise halfling clans share identical racial likes and dislikes. Some clans get on well with many groups of creatures living in or near their territory. But on the whole ghostwise halflings are wary first and accepting only after experience has taught them that a particular group of outsiders can be trusted.
Ghostwise Halfling Equipment
Ghostwise clan camps have all the variety of gear that one would expect from a nomadic culture: Tents, hunting weapons, religious icons, and so on. Almost everything a ghostwise halfling owns can be carried on his back.
Iconic Item: Ghostwise halflings construct and set footsaw traps (see appendix) to both protect the Chondalwood from intruders and ensnare food for the clan.
Animals and Pets
In addition to the giant owls ridden by the nightgliders, ghostwise halflings also associate with several other types of creatures in the Chondalwood.
Dire Bats: A few adventuring parties who have returned recently from expeditions to the deeper parts of the Chondalwood have claimed that they were attacked by groups of ghostwise halflings mounted not on giant owls but dire bats. According to these rumors, the bat-mounted hin were of a particularly aggressive and hostile demeanor, giving rise to speculation that perhaps not every trace of feral bloodlust has been extinguished among the ghostwise clans.
Tressym: The ghostwise hin consider these strange creatures to be emblematic of cunning and stealth, much as the lightfoot halflings admire the fox. Ghostwise halfling sorcerers and wizards sometimes select these winged felines as familiars. Occasionally, a treesym allows itself to become the animal companion of a good-aligned ghostwise druid or the partially domesticated associate of a clan matriarch or patriarch.
A list of the alignments that most lycanthropes of a particular type adhere to. It is possible to play a non-standard alignment, but it will require an excellent IC reason. (A Chaotic Good werewolf, for example)
The below refers to the lycanthrope's alignment in hybrid form. The human form need not necessarily have the same alignment. If the two selves of a lycanthrope aren't at peace, significant struggle ensues.
This race requires an application. Please note that Fey'ri are widely despised and hated by all elves save drow, who have no real experience of or opinion on them.
+2 Bonus on Bluff, Hide, Listen, Search and Spot checks
Damage Reduction +1/10
Fire Resistance 10/-
Limited Flight, Dive Attack
Alter Self: Fey'ri can assume normal elven form for an indefinite period of time
Favored Class: Sorcerer, Warlock
The result of four noble houses of sun elves breeding with demons in an attempt to strengthen their bloodline, fey'ri are a type of planetouched that breeds true among their own kind. Marked by their fiendish blood, fey'ri are unique among most planetouched in that they have a self-sustaining community, so they are raised among their own kind. Because of this, young fey'ri do not suffer the feelings of ostracism that other planetouched do despite growing up among creatures with strong fiendish blood. Most fey'ri are evil, but a few are able to shrug off the fiendish taint's influence on their behavior and emulate some small part of the
innate good nature of the elves.
Fey'ri are the descendants of sun elves and demons (usually succubi in male or female form). Having bred with these demons and among their own kind, fey'ri are a distinct race and share the same common fiendish traits. In general form they resemble sun elves, although all have large batlike wings. They all have one or more unusual features reflecting their fiendish heritage, such as:
Fiery red eyes
Fine scales all over the skin
Long pointed tails
Deep red skin
Fey'ri are obviously different from normal elves and would quickly be killed by most other elves if discovered. Luckily for them, their demonic bloodline gives them several abilities, including the ability to change their shape. Thus they can pass freely among other creatures without causing an alarm. There may be other fey'ri in Faerun other than those allied with House Dlardrageth, but since the likelihood of an elf breeding with a demon is very small, such an individual would be essentially unique outside these four elven houses. The rest of this section assumes Dlardrageth fey'ri are the subject matter.
Fey'ri have the same life expectancy and age categories as a sun elf.
Thousands of years ago, the sun elves of House Dlardrageth (in what is now the forest of Cormanthor) secretly bred with succubi to strengthen their bloodline. Although they were eventually discovered and imprisoned in a series of caverns, before their confinement they allied with three minor noble houses of the elven nation of Siluvanede in the High Forest. These nobles acquired caches of Dlardrageth magic items and bred with demons as well, using these items and their fiendish powers to strike out at their enemies. These nobles were defeated and magically imprisoned in the Dlardrageth cache sites.
Three Dlardrageth half-fiends were accidentally released when Hellgate Keep was destroyed in 1369 DR. When they broke through the magical seals on their armories they were surprised to find the descendants of their allies from Siluvanede within. Now freed, the planetouched elves joined with their old allies and began to enact their long-awaited plans. The fey'ri associated with House Dlardrageth originally numbered less than 60. Since their release, some of these fey'ri have broken from their families, trying to find a place in the world after centuries of magical imprisonment.
Most fey'ri live for revenge. They feel wronged by other elves, particularly moon elves, and superior to all other races (as befits their lineage, which ties them to the ancient elven kingdoms that predate human civilization). While their plans for revenge unfold, they wish to restore the glory of the elven empires with themselves at their head, not realizing that their fiendish taint has corrupted the sun elf qualities that they prize the most. Individual fey'ri comply with these goals, knowing that their half-fiend rulers are too powerful to challenge and feeling that they themselves have been punished unfairly by the moon elves with their too-long magical imprisonment.
The fey'ri also suffer from unfamiliarity with the changes to the world and are still learning about its current state. A fey'ri is patient, calculating, and suspicious, but her fiendish blood makes her prone to undeserved acts of cruelty and rage.
Of special note are the fey'ri who have chosen to leave the banner of House Dlardrageth. The members of the house considered these renegade fey'ri a great risk to their plans, for the Dlardrageth nobles know their numbers are too small to survive a concerted effort to eradicate them. They must act in secrecy, or risk discovery and death. This makes any renegade fey'ri a creature marked for death by the entire house. Since Countess Sarya Dlardrageth, the head of the House, is a powerful spellcaster, these renegades must be even more cautious than their isolated kin, or they could be discovered and destroyed.
Fey'ri are usually chaotic evil. Some hear an echo of their elven heritage and are chaotic neutral, and a few may be entirely neutral. None have yet been found who are lawful or good.
Fey'ri blood practically overflows with sorcerous power, so many fey'ri characters become sorcerers. Those who don't become rogues or fighters. Due to their innate nature, they make excellent warlocks as well.
Fey'ri society is very close-knit. They are all close relations, and so each fey'ri has a very good idea how each of his or her family members would react to a situation. Yet they have a subtle loathing for each other, both because their elven nature rejects the taint of their kin and because their demonic ancestors are so chaotic and rebellious that they find it difficult to work together.
As a result, fey'ri society is based on power and fear, the ability to make your commands obeyed, fear that your superiors could destroy you if you fail to comply. House Dlardrageth is a house that cannot stand the test of time, and the only reason it has lasted as long as it has is the magic that imprisoned its members for centuries. In the next hundred years, it is likely that the fey'ri will scatter across Faerun, creating their own pockets of evil, possibly accompanied by near-adult offspring. Until that time, this group of evil-tainted but magically powerful elves has the potential to incite a great slaughter of their enemies.
Because of their taint and their alignment change, most fey'ri no longer worship the good elven deities of the Seldarine. However, unlike tieflings, they rarely worship demons, preferring true deities rather than powerful agents of their own fiendish bloodlines. The foul creature known as Ghaunadaur manifested to one of the elders of House Floshin nearly a century ago, and since that time the worship of Ghaunadaur has grown to encompass most of the fey'ri associated with House Dlardrageth. The fact that most of these sun elves now worship a drow deity is evidence of how corrupt they have become.
Fenmarel Mestarine lives on the outskirts of the elven pantheon and, as the god of elven outcasts and those who live away from others, he appeals to the rare neutral fey'ri. A few have started to worship him in secret, hoping to learn the secrets of survival in modern Faerun but not wishing to draw the ire of their family members who worship Ghaunadaur.
Shevarash, an elven deity consumed by bitterness and a thirst for revenge against the drow, also has some small appeal to the fey'ri. While some fey'ri whisper his name in secret, he considers them as vile as the drow and does not reward them for their worship.
+4 to Move Silently Checks
Spell Immunity: Phantasmal Killer, Weird
Immunity to Poison
Immunity to Paralysis
Bull's Strength 1/day
Favored Class: Fighter
Dwelling in great subterranean cities of the Underdark, the gray dwarves are deep-dwelling cousins of shield dwarves, known for their cruelty and bitterness. Like their surface-dwelling kin, gray dwarves are famed for their smith work and craftsmanship, but unlike their brethren in the Realms Above, the duergar are grim and cheerless, living lives of endless toil. Like their gold and shield dwarf kin, the duergar have forged great empires, founding such realms as the Deepkingdom of Gracklstugh and the Steel Kingdom of Dunspeirrin in the endless darkness of the Realms Below.
Averaging 4 feet tall, gray dwarves weigh nearly as much as an adult human. While other dwarves tend to be round-bodied and stoutly muscled, duergar are wide of shoulder but wiry and lean, their limbs corded with tough muscle. The skin of a gray dwarf is light or dark gray, and his eyes are dull black. Both genders are usually bald, with males having long gray bears and mustaches.
Gray dwarves are consumed with bitterness; feeling their race has forever been denied what was rightfully theirs. The duergar expect and live lives of never-ending drudgery. While their work rivals that of a shield and gold dwarves, they are relentless perfectionists who take no pleasure in their craftsmanship. Only cruel jokes and petty torments bring a moment's smile to most gray dwarves, and they delight in tormenting the weak and the helpless.
Initially, the duergar were a clan of shield dwarves in the dwarven kingdom of Barakuir, located within the ancient realm of Shanatar. Clan Duergar, which venerated Laduguer as their patron, was an ambitious and powerful house, believing that they should lead the kingdoms of Shanatar themselves. When they were denied following the Second Spider War Clan Duergar turned away from the other dwarven clans, paying only lip service to the Wyrmskull Throne. This proved a mistake when the mind flayers of Oryndoll, seeing the isolation of Barakuir, attacked the realm in -8100 DR, enslaving or killing most of the population.
During their captivity, which lasted for generations, the illithids performed many cruel and unusual experiments on the dwarves. It was during this harsh period in their history that the duergar, desperate and believing that Moradin had abandoned them, turned to the worship of devils, cementing their ties to the fiends and eventually even breeding with them. Eventually, the resulting race rose up against their captors and gained their freedom from the mind flayers.
Now free, the duergar carved out a new home for themselves beneath the Great Glacier, founding the city of Gracklstugh in -3717 DR. The Deepkingdom spread rapidly through the northern reaches of the Underdark, reaching its peak in -2600 DR before a war with the quaggoths of Ursandunthar caused it to enter a gradual decline, battling the remnants of the nation and urged on by drow for centuries thereafter.
Further to the south, beneath Central Faerûn, the duergar established Dunspeirrin underneath the Orsraun Mountains, which grew to encompass the caverns beneath Turmish and the Dragon Coast. Dunspeirrin reached its height of power in -1800 DR, when Queen Duerra defeated an alliance of drow from Undreath and the mind flayers of Oryndoll, reclaiming Deep Shanatar and Alatorin. As her divine reward, Duerra was raised to godhood by Laduguer. Afterward, however, the duergar of Dunspeirrin entered into a decline, returning to power following the Time of Troubles only to fall into a long and arduous war with the Army of Gold.
The duergar inhabiting the Underdark and have been left as cruel and evil as their captors and bitterly withdrawn as a result of their experiences.
-Taken from the Forgotten Realms wiki
Gray dwarves view the world with bitterness, convinced family,clan, other dwarves, and the rest of the world have cheated them of their birthright and their due. They see life as nothing more than endless backbreaking labor, a torment from birth through death. The duergar evince little mercy for the helpless or the weak and enjoy tormenting those they can prey upon.
From a young age, gray dwarves are quickly schooled in the harshness of the world, taught that their lot in life is nothing more than never-ending labor accompanied by betrayal and then death.
Gray dwarves rarely adventure out of choice. Those who are exiled or flee imminent banishment often grayitate to the life of an adventure simply in hopes of surviving. Adventuresome duergar are usually focused on the acquisition of material wealth, caring little for the plight of others.
Relations with other races
Dour and suspicious of outsiders, gray dwarves have uniformly bad relations with all other races, including other dwarven subraces. The duergar regard their shield dwarf cousins with particular bitterness, dating back to the shield dwarves' failure to succor Clan Duergar during the Mindstalker Wars: The Kin Clashes forever cemented the mutual animosity between the two dwarven subraces, a hatred that continues today.
Gray dwarves regard their gold dwarf cousins as arrogant rivals and potential threats, but trade is possible between the two groups.
Gray dwarves view the surface-dwelling races–elves and half-elves, gnomes, halflings, half-orcs, and planetouches--with suspicion but willingly trade with those who are foolhardy enough to venture into the depths.
The duergar harbor a longstanding hatred of their subterranean rivals, the drow, and the svirfneblin. Nevertheless, they regularly trade with both groups, pitting them against one another whenever possible.
Inner Flare: Endure Elements 1/day
Air Shift: Invisibility 1/day
Control Fire: Burning hands 1/day
Transmute Earth: Grease 1/day
+10 rounds underwater breathing
Favored Class: Fighter
Janni are full genies (not human bloodlines derived from genies, which would be a janjanni) which are composed of all four elements, unlike the other major types of genies, namely Efreet (Fire), Dao Djinn (Earth), Marid (Water), Djinn (Air). Janni typically get along well with their distant cousins, the extraplanar genies.
As they are formed of all four elements, they cannot exist for too long in a single elemental plane, and must return to the Prime eventually. This makes them native outsiders, outsiders whose primary plane of residence in the Prime Material. Therefore, their culture and modes of thought depend entirely on the area they inhabit, while still tempered by their supernatural heritage.
They typically inhabit arid deserts, coasts, mountainous areas and the like, where there's a strong influence of a native elemental plane present. Several Janni can be found wandering the plains of Zakhara or the dunes of the Anauroch.
Society & Outlook
As they are native outsiders, Janni typically follow the customs of the region they inhabit. Jann are physically strong and courageous, and do not take kindly to insult or injury, bearing the immense pride of all creatures born of the elemental planes. If they meet a foe they cannot defeat in a stand-up fight, they typically use their abilities to escape and ambush their foes. Acceptance of defeat or cowardice is inherently unthinkable to a Janni, often making them seem reckless and stubborn.
For the purposes of this server, most Janni will probably be from the Anauroch desert, and thus possessing a strong Bedine culture and outlook in life. While even those from the Anauroch would be an extremely rare sight, Janni from other regions in Toril would be almost unheard of. (However, a good enough narrative / reasons in your application can overcome nearly any barrier)