[Review] Races of Faerun

Isida Kep'Tukari

Adventurer
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Because I can't get the review page to work...

Four out of five stars

Races of Faerun

This is a 192-page, full color, hardback book costing $29.95 U.S. It is done in the Realms' style, with the faux leather lacing on the cover and the parchment-like inner pages. The cover is of a deepspawn fighting a group of adventurers, done by Greg Staples.

This book has nine chapters, an index and an appendix.

Introduction
The introduction defines what the word race, subrace, and ethnic group mean in terms of this book. They also explain how to read the various entries.

One of the first things explained is why certain races are included and other excluded. The races included were the ones that were considered the most important, noteworthy, or widespread. Things like dragons and giants were not included as they would rarely be encountered in an adventuring band. Other races that might be found as adventurers (such as a troglodyte or quaggoth), but their societies as a whole are both low in numbers and very reclusive.

Thus the races included are the ones that are the most widespread, or those that might be encountered frequently.

Chapter One: Dwarves
Each race that has multiple subraces in a chapter opens with a racial history for the race as a whole. Then each individual subrace is looked at. You are told their regions, racial feats available, and their level adjustment. Then you are given a general overview of the race; basic history, appearance, and philosophy. If any differences in height, weight, or age are necessary, the tables are listed here. Then follow the specific racial history, outlook, typical player characters for that race, society, language and literacy, abilities and racial features, magic and lore, spells and spellcasting, magic items, deities, relations with other regions, typical equipment, arms and armor, and animals and pets. Finally a racial region is included, if necessary. By choosing a particular class from a short list for that race, a character can get a regional bonus equipment, languages, and choice of regional feats for that race. This is just like choosing a character region normally; by choosing a racial region, they don't get a second one for their place of birth.

Now, to start on the dwarven subraces:

Arctic Dwarf: The arctic dwarves are particularly short and stout members of the dwarven race, with an ECL of +2. The live on the Great Glacier, and are generally more primitive than other dwarves.

Gold Dwarf: These are the confident, empire-minded dwarves, more focused on wealth and pride than the average shield dwarf. None of the racial adjustments for races already given in the Forgotten Realms Campaign Setting are presented here, so if you want to know how a gold dwarf differs from a shield dwarf, you have to have the FRCS out. This becomes irksome when you get to races like the svirfneblin or the drow, with many racial abilities. One thing of interest is one of their racial prestige classes, the Great Rift Skyguard, which is a group of hippogriff-riding gold dwarves.

Gray Dwarf: The pessimistic, psionically-inclined gray dwarves are essentially the dwarven race's dark side. One thing of interest is that the gray dwarves will occasionally use giant spiders as mounts, which means that PCs can no longer assume only drow when such beasts are about.

Shield Dwarf: This is the typical PHB dwarf. Dwarf enthusiasts will be pleased to see the return of the battlerager prestige class for this subrace.

Urdunnir Dwarf: The urdunnir dwarves, also known as the orecutter dwarves, are strange creatures that have the ability to walk through stone and shape stone and metal as if it were clay. They are fairly isolated, deep beneath the earth in their homes. They have an ECL of +4 and a favored class of expert, to reflect their non-aggressive tendencies.

Wild Dwarf: These are the jungle dwarves of Chult and are quite barbaric in compared to other dwarves. They have an ECL of +0, and exchange typical dwarven abilities for ones more suited to jungle dwelling, such as fire resistance, poison use, and saving throw bonuses against disease.

Chapter Two: Elves:

Aquatic Elf: These are the saltwater natives of the elven nations. They have an ECL of +1, and are more martial than other elves. They can breath salt water, but fresh water makes them uncomfortable, and they can suffocate if out of the water too long.

Avariel (winged elf): These are the reclusive flying elves. They are extraordinarily graceful, smart, and perceptive, as well as having the power of flight. Though only a single aerie of avariels is left, the remaining ones are slowly starting to join the world at large. They have and ECL of +3.

Drow Elf: These are the evil dark elves of the Underdark. One thing of interest is that they include a Surface Drow region, for drow either stranded or purposefully sent to the surface for long periods of time.

Moon Elf: These are the typical PHB elves. The classic bladesingers, and those most tolerant of travelers.

Sun Elf: These elves represent the height of elven refinement and haughtiness. Obsessed with perfection in their craft, it can take them decades to complete one item, in which another race could produce hundreds of equal quality. More sun elves are found in prestige classes that require study of the mind rather than the body, such as archmage or loremaster.

Wild Elf: These are the elves that feel the closest to nature. Their favored class is sorcerer, and many of them also take up the path of the druid. They even have a bit of aversion to magic items, if they feel they are too removed from the natural world.

Wood Elf: They are called the most numerous elven subrace in Faerun. Also closely tied to nature, all arcane magic and clerical divine magic is suspect. The druid holds most of the power of magic in their society. Their favored class is ranger.


Chapter Three: Gnomes

Deep Gnome (svirfneblin): They are about one of the only Underdark races that aren’t evil, to most peoples' mistake. They are often lumped together with the duegar and drow and assumed to be evil. Thus most svirfneblin just want to be left alone. They excel at making magic items from gems (such as ioun stones).

Forest Gnome: These are the most shy of all the gnomes, and fairly reclusive and private. They feel a connection to nature above and beyond that of the average gnome. They have an ECL of +1, due to an excellent racial Hide bonus and some additional spell like abilities relating to their forest homes.

Rock Gnome: This is the typical PHB gnome. They are curious, outgoing, and loquacious. They are also great inventors, so smokepowder and firearms are more common (cheaper) amongst the rock gnomes.

Chapter Four: Half-Elves

Common Half-Elves: These are half-elves descended from humans and either moon elves, sun elves, wild elves, or wood elves. They are the typical PHB half-elves. One thing of note is that in Relkath's Foot in the Yuirwood resides a large (over 5,000) half-elven community.

Half-Aquatic Elves: These elves have a swim speed and a racial bonus to Swim checks. They also have a great longing for the sea, and suffer penalties when away from it for too long.

Half-Drow: The stigma of being a half-drow can be lessened by being from Dambrath, a land once ruled by the drow. Half-drow in that region are essentially considered aristocrats. They are basically the same, game mechanic-wise as normal half-elves, but they do have darvision.

Chapter Five: Orcs

Gray Orc: These orcs are from the east, are more civilized and wiser than their northern kin. Their favored class is cleric, and they have an ECL of +1.

Half-Orc: This is the typical PHB half-orc.

Mountain Orc: This is the typical orc, strong but fairly stupid. Racial prestige classes include the Orc Warlord.

Orog: These are the deep orcs, the orc equivalent of drow. They have an ECL of +2 due to their incredible strength, elemental resistances, and natural armor, amongst other things.

Chapter Six: Halflings

Ghostwise Halflings: These are the nomadic, reclusive halfings of the Chondalwood. There is an interesting account of their society, including how each member of the tribe carries a piece of a significant feature of their home region with them at all times. Also the ghostwise halflings are known to ride giant ravens, owls, or dire bats into battle.

Lightfoot Halflings: These are the typical PHB halfings. Racial prestige class includes the halfling warsniper, an expert with the halfling skiprock and battle sling.

Strongheart Halflings: These are the less nomadic halfings. Unlike the lightfoot or ghostwise, the stronghearts build and live in fortresses and cities.

Chapter Seven: Humans

While I won't go over every single ethic group, seven groups are gone over in the same kind of detail as in previous chapters, and several more are given a paragraph or two to help flesh them out. The more detailed groups are Calishite, Chondathan, Damaran, Illuskan, Mulan, Rashemi, and Tethyrian. Fleshing out these human ethnic groups gives a wonderful amount of plot hooks for adventures, particularly diplomatic ones. It would be very interesting to do such an adventure or even a campaign where the differences that have to be solved were purely cultural rather than racial as well.

Also, the general outlook of the various ethnic groups gives you an idea of how a character from your region might act. Also a nice handy chart is included that gives the general ethnic groups of various geographical regions of Faerun, if you need to know how a certain NPC is going to act.

Chapter Eight: Planetouched

In this chapter are the four genasi (earth, air, fire, and water), along with the aasimar, tiefling, fey'ri (demonic elves), and tanarukk (demonic orcs). The first six only have a ECL of +1, but the ECLs for the fey'ri and tanarukk have a variation from +2 to +3, depending on the power of their bloodlines.

Chapter Nine: Minor Races

Included here are the aarakocra, centaur, goblinoids, kir-lanan, lizardfolk, lycanthropes, shade, wemic, and yuan-ti. For more powerful races such as the centaur or yuan-ti, monster hit dice, feats, skills, and etc. are included.

Appendix

Equipment: This includes a list of various special equipment, including weapons, armor (like mud, sharkskin, or chitin), and some general adventuring gear (like armor lubricant, drogue wings (like a hang glider), or snowshoes).

Feats: There are nearly eighty feats in this section. Most are racial obviously. Many of the more interesting ones are for the planetouched, such as Outsider Wings, Celestial or Fiendish Bloodline, Eyes of Light, Improved Energy Resistance, and Light to Daylight. A few, including ones for Calishite humans and halfings, give spellcasters of those races bonuses for casting spells of a certain tradition.

Magic Items: Included here are magic items crafted for the various races, like the shield dwarves' foesplitter axes, or the orcish spear of impaling.

Monsters: Most of the creatures listed here are either common pets, attack animals, or typical familiars for a certain race. Included here are hounds, flying snakes, and the osquip.

Prestige Classes: Included here are the Battlerager, Bladesinger, Breachgnome, Elven High Mage (epic class), Great Rift Skyguard, Orc Warlord, Spellsinger (a bardic PrC), the Warrior Skald, and the Warsling Sniper.

Finally,

Spells: Here are spells that tend to be unique to certain races, like the aerial summoning dance of the aarakocra or Verraketh's shadow crown, popular among the bards of the Tethyrian humans.

A word on art: Some art I liked, and some I did not. I am not a huge fan of Wayne England or David Cramer, so I was not enthused by the inclusion of many of their pieces. However, Vinod Rams did some wonderful work in the Planetouched chapter.

Overall: I found this book full of great ideas and roleplaying suggestions for almost any FR race I'd care to play. The constant having to reference back to other books was annoying, and the price is high for the amount of content. An excellent resource for Realms players.
 
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All the non-human races are definitely useful, it mostly depends on how many types of dwarves, elves, etc. you want in your game. Their histories can be fudged and their stats saved for that purpose.

The different types of humans could also be useful, as several fill a standard niche. The Illuskan are essentially the Vikings, the Calishites are like those in the old empires of the Middle East, etc.

The feats are all around useful, and even if several are racial, just strip the racial designation and you have several that can help a PC or a DM mix it up.
 

Well, that review definately clinches it for me: I'm buying this. It sounds like a solid product. Still, I agree with the "four out of five" rating, though for different reasons for the most part.

The part about having to refer to other books for stats can be annoying, but I can understand why they did this. It's assumed (probably rightly) that if you have this, you own the FRCS, and probably a goodly number of other FR products also, so they can't really be faulted for not wasting space there.

I'm of two minds about the derro dwarves not being mentioned in the Dwarves chapter. On the one hand, I like completeness. On the other though, previous Realms products have held that the derro gods aren't (by other dwarven gods) considered part of the dwarveb pantheon at all, and this likely translated to even other dwarves considering derro to be freakish aberrations. Even gray dwarves are still dwarves, but derro are monsters, so I can understand why they wouldn't be there.

I'm hoping the book will explain exactly how wood elves and wild elves are different. I've never been clear on this, and the review of those subraces wasn't really that illuminating. Also, weren't there some snow elves somewhere? If so, they definately should have been mentioned. If avariel are worth a look, so are snow elves.

On gnomes...I have to wonder if they dropped the ball here. Firstly, this was their chance to mention the spriggan gnomes, but they missed it. Every other core race now has its evil side, but so far WotC hasn't detailed the spriggans at all (though other books, such as the Tome of Horrors have). It's with a slightly larger grain of salt that I wonder...and in truth I hesitate to even mention this...if they should have included tinker gnomes. Now, I know many people feel that they belong on Krynn and not Toril, but still, if they aren't in this book, then what gnomes live on Lantan, because if those aren't tinker gnomes, then I don't know what they are. For better or worse (probably worse), the tinkers are in the Realms, and should have gotten a mention.

Half-elves...I have to wonder if they deserved their own chapter. It seems somewhat discordant to give half-elves a chapter, while half-orcs don't get one. Given that most half-elves are lumped together under the "Common Half-Elves" category, with only two subraces of them getting their own specific mention, I wonder if they shouldn't have just included a special "Half-Elves" section under each elf subrace entry...or at least just given one big "Half-Elves" entry in the Elves chapter, and break them all down separately there.

The Orcs chapter seems rather solid, for the most part. It's interesting that Orogs have been ret-conned to be the Underdark version of orcs. Before, they were the result of a male orc and a female ogre. Given that orogs have had their nature altered, one wonders if ogrillons (the result of a female orc and a male ogre) will now be the result of all orc-ogre matings. Oddly though, ogrillons don't get a mention at all, which is worth a frown at least. One of the most glaring omissions though is the lack of the Odonoti orcs. Despite only having been in a few previous products, I felt that these peaceful, Eldath-worshipping orcs had perhaps the most potential as PCs. It's sad to see that they didn't get a mention.

In the Halflings chapter, everything seems to be in order. One thing that may or may not be missing though is the Furchin, the arctic halflings. I'm only relatively confident that these exist on Toril though, and even if so, their environmental tastes make it hard for them to live or adventure in Faerun.

I'm trusting that the Humans chapter will tell us which ethnicity of humans lives in the Dalelands and Cormyr.

In the Planetouched chapter, I guess it makes sense to put the fey'ri and tanarukks there, instead of among the Elves and Orcs chapters. Still, the lack of inclusion of the draegloth and durzagon, as well as the chaond and zenythri, seem to hurt somewhat. If there are aasimar and tieflings on Faerun worth mentioning, why not chaond or zenythri? If they talk about fey’ri and tannarukks, why not draegloths and durzagons? The only reason seems to be because the reader might not own the books those other creatures are in (Monsters of Faerun and Monster Manual II), but unlike with the stat blocks, this now seems a poor excuse. Perhaps it was due to space limitations?

All in all, it’s the little things that seem to keep this product from, IMHO, getting that fifth star. Still, what it has sounds like far more than what it forgets, and I look forward to picking it up.
 
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If you play in the Realms, and you want a good source for background information on the different human ethnicities and nonhuman subraces, then this book is wonderful.
 

Alzrius said:
...if they should have included tinker gnomes. Now, I know many people feel that they belong on Krynn and not Toril, but still, if they aren't in this book, then what gnomes live on Lantan, because if those aren't tinker gnomes, then I don't know what they are. For better or worse (probably worse), the tinkers are in the Realms, and should have gotten a mention.

FR considers the "tinker gnomes" of Lantan to just be a different civilization of rock gnomes, not another species altogether. The book did cover Lantanese gnomes even if it didn't call them tinkers, didn't it?

Demiurge out.
 

I don't play the Realms, but I have gotten quite a few of the books (in 3E, I didn't buy any from the previous editions). They make great idea fodder for homebrewers. Races of Faerun is no exception. Variety is a good thing, so who can't use some more races? Even if you don't want the headache of making them available to your players, you can use them for your NPCs.
Aside from the occasional bad illos, the FR books have very high production values.
 

Alzrius said:
I'm of two minds about the derro dwarves not being mentioned in the Dwarves chapter.

They were also cut out of the Faerûnian dwarf entry in Monsters of Faerûn (that contained all others), and I havn't seen any references to derros in 3e FR products so far. Maybe they've just ruled them altogether out of the Realms ? :confused:

Alzrius said:
I'm hoping the book will explain exactly how wood elves and wild elves are different. I've never been clear on this, and the review of those subraces wasn't really that illuminating.

Wood elves are stupid, wild elves are barbaric. The arrival of wild elves was a novelty of 3e, because grugach were supposed to be a Greyhawk exclusivity.

Alzrius said:
On gnomes... I have to wonder if they dropped the ball here. Firstly, this was their chance to mention the spriggan gnomes, but they missed it. Every other core race now has its evil side, but so far WotC hasn't detailed the spriggans at all (though other books, such as the Tome of Horrors have).

Spriggans will never get any official existence, despite being quickly mentionned in the deity tables of the FRCS and Faiths & Pantheons as followers of Urdlen. You'll see a Savage Species-style monstrous class for flumphs before you see a Spriggan. Gnomes don't sell.

Alzrius said:
It's with a slightly larger grain of salt that I wonder...and in truth I hesitate to even mention this...if they should have included tinker gnomes. Now, I know many people feel that they belong on Krynn and not Toril, but still, if they aren't in this book, then what gnomes live on Lantan, because if those aren't tinker gnomes, then I don't know what they are. For better or worse (probably worse), the tinkers are in the Realms, and should have gotten a mention.

Since they've used Gond to shamelessly tinkerize the rock gnomes, they don't need to add tinker gnomes. All FR gnomes are supposed to be morons that shun magic (hence their cantrip) and nature (hence their speak with animals) and spend their time making clunky steam device that kill them by blowing up.

Alzrius said:
Half-elves...I have to wonder if they deserved their own chapter. It seems somewhat discordant to give half-elves a chapter, while half-orcs don't get one. Given that most half-elves are lumped together under the "Common Half-Elves" category, with only two subraces of them getting their own specific mention, I wonder if they shouldn't have just included a special "Half-Elves" section under each elf subrace entry...or at least just given one big "Half-Elves" entry in the Elves chapter, and break them all down separately there.

It allows to have the word "elves", which is contained in "half-elves", featured one more time on the Table of Content. The forgotten realms are the elf-friendly setting, after all. I bet that in 4th edition, the updated Races of Faerûn will have one chapter on drows, with drow subraces (surface, deep, noble, psionic, I can see them coming) and crossbreeds (aquatic drow, winged drow, "dragontouched" by deep dragons, drowarf and drowlings, etc.).

Alzrius said:
The Orcs chapter seems rather solid, for the most part. It's interesting that Orogs have been ret-conned to be the Underdark version of orcs. Before, they were the result of a male orc and a female ogre. Given that orogs have had their nature altered, one wonders if ogrillons (the result of a female orc and a male ogre) will now be the result of all orc-ogre matings. Oddly though, ogrillons don't get a mention at all, which is worth a frown at least.

Actually, orogs were "elite orcs" in the first edition MC 1. Ogrillons were added by the 1e Fiend Folio, and the orc-or-ogre mother thing was engineered to have a rational for the existence of both. Making orogs "elite orcs of the deep" again may be seen as a return to the roots rather than a ret-conning.

Alzrius said:
One of the most glaring omissions though is the lack of the Odonoti orcs. Despite only having been in a few previous products, I felt that these peaceful, Eldath-worshipping orcs had perhaps the most potential as PCs. It's sad to see that they didn't get a mention.

Never heard of them, unless they are the Thesk farmers. Non-violent, peaceful orcs seems about as sound a concept as faerie bureaucrat or claustrophobic hippy dwarves, so...

Alzrius said:
In the Halflings chapter, everything seems to be in order. One thing that may or may not be missing though is the Furchin, the arctic halflings. I'm only relatively confident that these exist on Toril though, and even if so, their environmental tastes make it hard for them to live or adventure in Faerun.

If they didn't included snow elves, how could they include artic halflings ? Learn your priorities, dude. :rolleyes:

Alzrius said:
In the Planetouched chapter, I guess it makes sense to put the fey'ri and tanarukks there, instead of among the Elves and Orcs chapters. Still, the lack of inclusion of the draegloth and durzagon, as well as the chaond and zenythri, seem to hurt somewhat. If there are aasimar and tieflings on Faerun worth mentioning, why not chaond or zenythri? If they talk about fey’ri and tannarukks, why not draegloths and durzagons? The only reason seems to be because the reader might not own the books those other creatures are in (Monsters of Faerun and Monster Manual II), but unlike with the stat blocks, this now seems a poor excuse. Perhaps it was due to space limitations?

They included fey'ri and tanarruk because they are in Monster Compendium: Monsters of Faerûn, and as such, sometimes referenced in FR sourcebooks like Lords of Darkness. Putting stuff about the MM2 planetouched would have been nice, but RoF was started before that monster book was finished.
 

lol, when I looked at the listing for the General Discussion forum and saw your name Gez, somehow I just knew it would be in response to my post here. ;)

Gez said:
They were also cut out of the Faerûnian dwarf entry in Monsters of Faerûn (that contained all others), and I havn't seen any references to derros in 3e FR products so far. Maybe they've just ruled them altogether out of the Realms ? :confused:

A disturbingly possible scenario. That'd be too bad, they were cool.

Wood elves are stupid, wild elves are barbaric. The arrival of wild elves was a novelty of 3e, because grugach were supposed to be a Greyhawk exclusivity.

Hmm, if that's so, that'd explain why I'm so confused on telling the two apart.

Spriggans will never get any official existence, despite being quickly mentionned in the deity tables of the FRCS and Faiths & Pantheons as followers of Urdlen. You'll see a Savage Species-style monstrous class for flumphs before you see a Spriggan. Gnomes don't sell.

Well, I figured that since Urdlen himself was in there, there was hope...

Since they've used Gond to shamelessly tinkerize the rock gnomes, they don't need to add tinker gnomes. All FR gnomes are supposed to be morons that shun magic (hence their cantrip) and nature (hence their speak with animals) and spend their time making clunky steam device that kill them by blowing up.

This is probably the best arguement for ret-conning those to be tinker gnomes that I've seen yet.

It allows to have the word "elves", which is contained in "half-elves", featured one more time on the Table of Content. The forgotten realms are the elf-friendly setting, after all. I bet that in 4th edition, the updated Races of Faerûn will have one chapter on drows, with drow subraces (surface, deep, noble, psionic, I can see them coming) and crossbreeds (aquatic drow, winged drow, "dragontouched" by deep dragons, drowarf and drowlings, etc.).

So I take it the Year of the Drow hasn't been a good year for you so far, huh?

Actually, orogs were "elite orcs" in the first edition MC 1. Ogrillons were added by the 1e Fiend Folio, and the orc-or-ogre mother thing was engineered to have a rational for the existence of both. Making orogs "elite orcs of the deep" again may be seen as a return to the roots rather than a ret-conning.

Hmm, I need to go reread my 1E MM then. I liked that cross-breeding paradigm though. Mostly I'm just annoyed at the whole "yet another Underdark variant" thing. So far we have Underdark elves (drow), Underdark dwarves (duergar or derro, pick one), Underdark gnomes (svirfneblin), and now we have Underdark orcs (orogs). I swear, if we see Underdark halflings, someone will pay... :mad:

Never heard of them, unless they are the Thesk farmers. Non-violent, peaceful orcs seems about as sound a concept as faerie bureaucrat or claustrophobic hippy dwarves, so...

They were in, iirc, Ruins of Zhentil Keep, and again in the Monstrous Compendium Annual, either volume 3 or 4. As for the other stuff...hey, it's the Realms, what'd you expect? D&D-style traditions adhered to? You want that, go to Greyhawk.

If they didn't included snow elves, how could they include artic halflings ? Learn your priorities, dude. :rolleyes:

Snow elves! That's another thing I'm pissed that they didn't include! Grrr! I went back and edited them in to my original post on that. Thanks for catching that.

They included fey'ri and tanarruk because they are in Monster Compendium: Monsters of Faerûn, and as such, sometimes referenced in FR sourcebooks like Lords of Darkness. Putting stuff about the MM2 planetouched would have been nice, but RoF was started before that monster book was finished.

I thought about that, but I wasn't sure if the MM2 was finished before RoF was started; I thought it was (or at least that if finished with enough time left that they could have gotten them into RoF). Still doesn't explain the missing draegloth though. I guess it must just not be numerous enough...still, given that a draegloth is a major character in their War of the Spider Queen series...I thought for sure it was a shoo-in.
 
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Alzrius said:
lol, when I looked at the listing for the General Discussion forum and saw your name Gez, somehow I just knew it would be in response to my post here. ;)

I'm that predictible ? Damn ! :D

Alzrius said:
This is probably the best arguement for ret-conning those to be tinker gnomes that I've seen yet.

roflmao.gif


If you say so...

Alzrius said:
So I take it the Year of the Drow hasn't been a good year for you so far, huh?

Elves are overdone, dark elves are particularly overdone, and this show no sign of stopping anytime soon.

Alzrius said:
Hmm, I need to go reread my 1E MM then. I liked that cross-breeding paradigm though. Mostly I'm just annoyed at the whole "yet another Underdark variant" thing. So far we have Underdark elves (drow), Underdark dwarves (duergar or derro, pick one), Underdark gnomes (svirfneblin), and now we have Underdark orcs (orogs). I swear, if we see Underdark halflings, someone will pay... :mad:

:D Open your Monster Manual, page 117, and look just above the Harpy entry... :cool:

Alzrius said:
They were in, iirc, Ruins of Zhentil Keep, and again in the Monstrous Compendium Annual, either volume 3 or 4. As for the other stuff...hey, it's the Realms, what'd you expect? D&D-style traditions adhered to? You want that, go to Greyhawk.

You're probably right...

Alzrius said:
Snow elves! That's another thing I'm pissed that they didn't include! Grrr! I went back and edited them in to my original post on that. Thanks for catching that.

*Laughter, snigger, titter, giggle*

Speaking about misses, why didn't they include ophidians ? The dang things need to be back in print. Well, here's hoping for the Fiend Folio -- this way, we may get a better artist than Cramer.

Alzrius said:
Still doesn't explain the missing draegloth though. I guess it must just not be numerous enough...still, given that a draegloth is a major character in their War of the Spider Queen series...I thought for sure it was a shoo-in.

Just realized that draegloths and durzagons are specific half-fiends, not planetouched. May be the reason for draegloth being left out.

Edit: to snigger isn't a racist insult with a s in front of it, but a perfectly valid verb.
 
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