Quaggoth by Dennis Payne [Author's Note: Arkayris Quaggoths are very different from the creature described in the Monsters of Faerun supplement.] Quaggoths wander the cold wastelands of Arkayris much more freely than the humans. They have lived in the southern lands of Arkaryris for all of recorded history. They are well adapted to the landscape and have learned many tricks needed to survive in the harsh climate. Althought nomatic, the quaggoths are not pleased with the encroching human settlers. Personality: In the presense of other races, quaggoths are usually quiet and cautious. Their society values a different set of priorities which impares their ability to relate. Only their patience and tolerance prevent violent encounters. Amoung themselves they are known to have roaring festivals. They have a strong sense tradition and are slow to change their ways. Physical Description: Quaggoths resemble humanoid bears. They typically stand over 7 feet tall. Their fur ranges from white to light brown or gray. Relations: Dwarves and quaggoths respect each other, although they rarely come in contact. Humans are not well liked by the quaggoths. Their variety and irreverence of the past makes them unpredictable. Elves have very few dealings with the bear- people. Neither race have strong feelings good or bad for the other. Half-elves are usually mistaken for a human or elf and treated appropriately. Alignment: Quaggoths are usually good but have no particular attachment to law or chaos. In general they believe both side have their place. Too much of either causes more problems than good. Quaggoth Lands: The quaggoth tribes roam the frozen plains. No one location is claimed as theirs but usually they follow the same paths as the herds they hunt. Their society still uses a trade system for exchanging goods. Shelters are constructed from whatever materials are available to the tribe. Even outside of quaggoth society, they rarely settled down to one area. Those who do usually choose a remote area away from other civilized areas. Religion: Each tribe has its own totem. Twice a year they return to the lands blessed to their totem for religious ceremonies. Language: Quaggoths speak Metaccan. It is not commonly written as they prefer the stories of the past stay fresh through oral telling. The few writings are usually of great events involving multiple tribes. Names: Adventurers: Gold and silver have no value to them beyond their beauty in quaggoth society. Adventuring quaggoths are usually a little uncertain of the old traditions and wonder about the world of man. Quaggoth Racial Traits * +2 Strength, -2 Intelligence: Quaggoths are strong but not as advanced technologically and mentally. * Medium-size: As medium-sized creatures, no special bonuses or penalties due to size apply. * Quaggoth base speed is 30 feet. * +2 racial saving throw bonus against cold-based attacks and environments. A quaggoth can exist confortably in conditions between -20 degrees and 90 degrees F without having to make Fortitude saves. These abilities count as having the Cold Endurance feat for the purpose of fulfilling prerequisites. * +2 racial bonus on Intuit Direction and Wildernes Lore checks. * Automatic Languages: Common and Metaccan. Bonus Languages: Thyrin, Aquan, Auran, and Ignan. Quaggoth learn to communicate with creature of nature more often than other humanoids. * Favored Class: Ranger. A multiclass quaggoth's ranger class does not count when determining whether he suffers an XP penalty for multiclassing. Quaggoths' strong ties to nature often forces them to rise up and defend her. Height Weight Base Mod. Base Mod. man 7' +2d6 450lb. x(2d4)lb. woman 6'8" +2d6 450lb. x(2d4)lb. Starting age and aging effects are the same as humans.