This page is intended to summarize the subrace options available on the Knights of Noromath server.
Tethyr rests above the ancient ruins of Shanatar, where eight great Dwarven Kingdoms were once united under the Wyrmskull Throne. Whispers amongst the clansmen speak of a time when the Wyrmskull will rise to power once again. Whether you are a Shield Dwarf, Gold Dwarf, or even from Clan Duergar you are chasing the rumors of this wonder. The honor of your clan means everything to you, and the desire to earn the respect of your people by reclaiming this ancient kingdom drives you to deeds of valor.
Unlike the Shield Dwarves, the Gold Dwarves maintained their Great Kingdom in the Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home the Gold Dwarves gained a reputation for haughtiness and pride.
The sculpted halls and echoing chambers of Dwarven Kingdoms are scattered through the Underdark like forgotten necklaces of semiprecious stones. Dwarven Kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the Dwarves distrusted magic - so they were never reduced to the heights of magical folly that toppled Netheril and Imaskar. Instead, the Dwarves became locked in eternal wars with goblin kind and the other dwellers of the Underdark. One by one, the empires of the North failed - leaving only scattered survivors in the mountains or unconquered sections of the Underdark.
Long ago, mindflayers conquered the strongholds of Clan Duergar of the Dwarven Kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the Illithids, the Duergar rose against their masters and regained their freedom. They emerged as a new subrace of Dwarf with limited magical powers. Many Grey Dwarves have escaped the Underdark for the promise of a better life on the surface - only to be met with extreme prejudice. Their only hope is now to reclaim their ancient Kingdom of Shanatar and the Wyrmskull Throne - located beneath Tethyr.
- ECL +1
- -4 CHA
- Immunity to Poison
- Immunity to Paralysis
- +4 Move Silently
- Invisibility (1/Day, usable Gray Dwarf player feat.)
The Elves of Tethyr are primarily of the Elmanesse and the Suldusk Tribes - commonly known as Copper and Green Elves. They are the remnants of the original Elven settlers of Keltormir, the greatest of forest kingdoms, established over twenty thousand years ago. They sought to retreat from the troubles of the world - before the forest began to shrink due to the warring Djinni that founded what would become Calimshan. The elves have retained their distrust of humankind ever since. Silver Elves receive no special modifications. Read the primer for elven characters, here.
Descended from the original dark-skinned elven subrace known as Illythiiri, the Dark Elves were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called the Drow, they have black skin that resembles polished obsidian and stark white or pale yellow hair. Dark Elves found in Tethyr have likely been forced from their subterranean home of the Underdark, unable to return for many varied reasons.
- ECL +2
- +2 INT
- +2 CHA
- +2 to Will Saves
- Spell Resistance 11 + 1/level
- Darkness (1/Day, usable Dark Elf player feat.)
Gold Elves are less common across Faerun than Silver Elves, because most live on Evermeet, where non-elves are not allowed. Also called Sun Elves, they have bronze skin, golden-blond, copper or black hair and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from non-elven races. Seeing a Gold Elf is typically rarer than a Dark Elf in the Lands of Intrigue.
- +2 INT
The very rare Green Elves, also called Wild Elves, are rarely seen by others because they live in the heart of the Wealdath Forest. They possess incredible skill at keeping hidden. Their skin tends to be dark brown and their hair ranges from black to light brown, lightening to silvery-white with age. Although less numerous than Copper Elves, they are the second most populous type of elf in the region of Old Noromath.
- +2 DEX
- -2 INT
Wood Elves, also called Copper Elves, are reclusive but less so than their cousins - the almost feral Wild Elves. They have copper colored skin tinged with green. They have brown, green or hazel colored eyes. Their hair is usually brown or black with blond and coppery red occasionally found. Copper Elves are the most numerous type of elf in Northern Tethyr.
- +2 STR
- +2 DEX
- -2 INT
- -2 CHA
Natural Lycanthrope (Lythari)
Lythari found near the Wealdath have been living in the region since the times of Keltormir, thousands and thousands of years ago. As natural lycanthropes, they have complete control over their forms, and their traits are similar to that of werewolves with some small exceptions.
- ECL: +3
- +2 WIS
- Item: Broken Tooth Amulet
- Additional Benefit: Once per day, transform into the form of a wolf and retain full control.
- Prerequisites: 11 WIS
The ongoing war and strife in Tethyr make the marginalized life of a gnome even more difficult. Whatever your skilled trade is, you are accustomed to second class treatment and lesser pay. Being deemed unfit for battle in most cases, you are fortunately overlooked most of the time.
Half-Elves are generally looked down upon in Tethyrian society, and even more so they are despised by the elves of the Wealdath for what they represent. Although some half-elves do earn the acceptance of their parent elven tribes, they are more likely to find family amongst human companions. They are not able to hold lands or titles without special dispensation. Half-elves are able to take certain subraces in lieu of backgrounds. For these subraces, see the post on Backgrounds.
Two years ago, Queen-Monarch Zaranda Star declared that the monstrous races be driven out of all Tethyrian lands. Unfortunately for you, you are mostly considered a monstrous race in Tethyr. Though you may attempt to distinguish yourself with honor and valor when the opportunity arises, you will never be accepted or tolerated for very long. The most well respected of half-orcs in Tethyr also happens to be a martyr.
Halflings in Tethyr are walking with a longer stride today, as more and more of the small-folk join Queen-Monarch Zaranda Star's new noble and knightly classes. The horrors of war, unfortunately, are unkind to everyone, particularly the small and ill-equipped halflings that made up most peasant brigades during the Interregnum. Though some have benefited from the new Monarch's policies, halfling knights are few and far between.
There are almost four million humans in Tethyr, yet among them even a lesser noble stands out. You may come from wealth or squalor, but the ongoing relief from the civil war provides many opportunities for advancing ones station in life. However you choose to distinguish yourself, it will take cunning, steel and the help of your companions to maintain your place in the Lands of Intrigue. As a human, you are able to hold lands, titles, and nobility that is simply out of reach for other races. Humans are able to take certain subraces in lieu of backgrounds. For these subraces, see the post on Backgrounds (This site).