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Personalities of Lankhmar

Corbin Corbin – a squad leader for the Red Scarves, a street gang based in the West end of the Mercantile District, bordering the River District.  Corbin’s usually stationed in the Swinging Lantern, a bordello quite down on it’s luck.  He’s large, and muscle bound, but quick to laugh and tease, as long as things are going well.

He’s known to smoke small cigarillos, and is often preceded by their scent.

 Pole Pole – a short, quiet man, Pole serves as a the secondary night guard at the Swinging Latern, and is a member in good standing with the Red Scarves. He’s generally not very approachable, and openly leers at the working girls.
Annadeen Annadeen – Annadeen is the proprietor of the Swinging Lantern, a bordello in the Mercantile District. She’s a former prostitute, and seems to have a good business sense, though her business is struggling.  She’s fairly new into owning the business, the former proprietor disappeared just over a year ago, very suddenly.

Annadeen is a known and respected Priest of Shanene, and holds worship during the day in her greeting room.

porbell Sennard Porbell – Porbell is a pawnshop owner. His shop resides in the warren of streets NorthEast of the intersection of Nun and Craft. The party met him over dinner at the Salted Mutton, where they agreed to watch his shop for the weekend.  It’s been discovered since that he’s heavily in debt.
big_sal Big Sal – Big Sal runs the Salted Mutton, a small restaurant in the mercantile district. Despite the name, the place only sells seafood. Her eel pies are renown through the neighborhood, and her beer selection is good.
urchin Urchin

Year of the Titan, Month of the Shark, Day of the Minnow

shadowsWe join the party at night, camped out throughout Porbell’s Pawn, a shop of ill repute, with it’s owner missing, and the party appointed as caretakers.  Greg, Colin, and Derek’s characters all sleep, and Al stands watch in the front room of the establishment.

Al is jolted to attention as a shape enters the room from the back hall, immediately followed by another.  Quickly kicking Greg to conciousness, Al confronts the two, who draw short swords, and attack!

Alarmed by the sounds downstairs, Colin and Derek spring awake in the bedroom suite upstairs.  Thinking the thieves entered from the alley door, they open the bedroom window, drop to the alley, and attempt to cut off any escape.  They are surprised to realize the back door is still locked, and spiked from within, as it was left when they slept.  Peeking around the front, they see the heavy door there is still barred.

With no options remaining, they climb the timbered wall back to their bedroom window.

bloody-swordMeanwhile, Al and Greg send one thug running with a quick command spell, and jointly face the other.  After some back and forth damage, the thug is dropped.  Greg pauses enough in the dim moonlight coming through the barred windows to see a red handkerchief tied  to his sleeve, a clear indication that he belongs to Corbin’s gang – The Red Scarves.

Pausing to check under the stairs, the party discovers that the previously opened vault is opened again, and still empty.

porbellsHearing combat upstairs, they rush to join Colin and Derek, who are battling two more red scarves, and the party locates the means of ingress – a rope hanging from the skylight above the upstairs stock room.

One scarf, trapped by party members on the stairs takes a very nasty fall, landing on his head has he rolled to the ground floor.

The last burglar  got up the rope and began a rooftop escape with a critically injured Colin closely behind.  One ill timed jump however lands the thug him in an alley, with both legs shattered badly, bleeding out.

The party bandaged him enough to keep him from dying, and dragged the two now unconcious thugs to the room under the stairs, revived one enough to have him confirm they worked for Corbin, and had been told to come over tonight to “check out” what was going on at the store.

Exhausted (about 3am), the party decides to leave the two thugs locked up, and get what rest they can, to confront Corbin in the morning.

The party awakens later that morning, just after 9 AM with a heavy pounding at the shop door.  Greg looks out from an upstairs window, and sees a large  Ombrulskan armored in a light mail shirt, with a shield strapped to his back hammering on the door, yelling to open up.  He appears to be a member of an adventuring party, with 3 others waiting with him.

After a bit of back and forth, Greg convinces them to come back tomorrow, when Porbell will be back, and they can recover his pawned family sword then.  Colin attempts a sneaky follow, but is thwarted by the party’s thief, who questions his intention before learning that Porbell is missing, and that Colin & co were looking for him as well.

urchinReturning to the pawnshop Colin notices a slight urchin watching the storefront in a very obvious manner, and circles behind it to try and question.  He/She is quite small, and unusually fair skinned and light haired for the region, which makes them stand out even more.

Bandages circle the forehead and hands, further obscuring the details of the urchin.

With a quick lunge, Colin grabs them.  Lithely twisting and turning, the urchin spouts a torrent of words in a non-human tongue like Colin has never heard before.  Colin attempts to offer a gold coin, which is ignored, before finally releasing the creature.

The party decides this is the time to approach Corbin about last night’s altercation, and slung the larger head wounded invader across some shoulders, and “drunk walked” him around the corner to the Swinging Lantern.  Annadeen, the brothel’s madam sees the party coming through the door, and is upset, asking them what they’ve done now, wringing her hands.  When they insist on talking to Corbin she runs out the door.

Colin picks the bedroom lock, and then Al hits the two occupants with a fairie fire as the door opens.  Held at sword/dagger point, Corbin and Pole question what’s going on, and slowly come to awareness, and recognize the characters.

After some terse negotiations, the party agrees to accept half the debt owed (1250) if they capture Porbell, dead or alive.  The Red Scarves intend to make a lesson out of him for others with outstanding loans.

ZebralThe party scatters, checking the Hall of Records for other Porbells, taking to various gate guards, tracking down the adventuring party that came by the shop that morning to see if they were affiliated, and even sneaking on a side mission to steal a series of rare Zebral Pelts from the Tanner’s Guild (and even that was touch and go for a bit).

The main two encounters of the afternoon and evening involved tracing down the Porbells registered in the Hall of Records to see if the pawnshop owner was hiding in with them, or if they knew where he could be.  Starting in the merchant district, Porbell the tailor and his wife were approached, and an altercation resulted in the wife knocked out, and Porbell carried off, wrapped up in a bolt of his own fabric, unconscious.

During the encounter, Zygag made his nature known, causing a simple directed Fear spell to affect the entire encounter, instead of just the target.

After some additional questioning at the pawn shop, the party determined that this Porbell was unrelated to their missing shopkeep, and blindfold walked him a few blocks before releasing him.

The second Porbell, who owned 2 lots in the Noble’s Quarter, was a tougher encounter.  His large walled estate was locked and barred that night, and required some attempts at quick talking, and then some deft lock picking to enter.

A scrambling encounter sent Derek off with a house guard in quick pursuit, and gave Greg the opportunity to sneak in through the back kitchen, through the dining, and up to the lobby, where he knocked a servant unconscious, and then took the troublesome butler Jenkins hostage at sword point, to ensure the approach to the Lord’s Chamber.

There, when confronted and threatened, the Lord stated he knew no Porbell the Pawn, all his direct relatives were in the north, where the family estate was, and even then, none were so “low class” to operate something like a pawn shop.

With some additional threats, Lord Porbell released his safe key, and Greg snatched a handful of papers on the way to making his escape, covered in his retreat by Derek and Colin, and included entangling a group of guards on the street that were engaged in pursuit.

The party made their way back to the Swinging Lantern, and fell to sleep, frustrated with their progress so far.

Year of the Titan, Month of the Shark, Day of the Hare

We join our band of intrepid adventurers for the very first time in the Year of the Titan, Month of the Shark, Day of the Hare.

Swinging LanternThey are banded together solely through the common thread as tenets of the Swinging Lantern, a down on it’s luck Bordello just off Nun Street, where the Madam rents unused rooms to the desperate, penniless, and  wanderers of the realm.

Expected to be “out of way” during operating hours, the four occupy a dingy booth in the Salted Mutton, a tavern which inexplicably only serves seafood.  After discussing several opportunities for gainful (if not ethical or legal) employ, another patron of the tavern offers some short term employment, with minimal risk, and fair pay for the weekend.

He goes on to explain that he’s Porbell, a pawnshop owner who lives over his shop, just a block and a half from this establishment.  He’s made a special deal for some new merchandise, and needs to meet the buyer about a days ride up river to make the exchange.  If the heroes will watch his shop for the weekend, he’ll pay them 50 Gold Rilks, plus a 50% commission on all sales made.

With some hemming and hawing, the adventurers accept, and Porbell hands over a small sack with mixed coinage, and a small ring with two brass keys.  Relieved, he thanks the party, and tells them he’d hope they’d open shop by 9 the next morning.

Giving him a few minutes to get farther away, the party them heads directly the Pawn Shop, interested in the state of their new venture, and perhaps interested in what they might find within.

The building itself is wooden, with large post beams, and a heavy ironwood banded door at the front, with no keyhole.  Circling, the party finds a smaller alley door, which the first key opens.  The small space there leads to the stairs up, and a doorway leads to a small, unremarkable kitchen.

The kitchen opens into a small storage room, with some poor quality shelving, mostly empty.  A dented, and pitted bastard sword leans against one shelf, and a quantity of low quality frayed rope lies on another.  The door from here opens into the shop proper, which is disappointingly sparse.

scaleA few paper cone hats, an off balance scale, and other cheap trinkets sit on the few shelves not completely empty.  A large counter near the rear of the store was clearly made to store more valuable objects.  The second brass key opened these cabinets, revealing that they were completely empty.

Confused and irritated, the party quickly searched the upstairs to find it also quite barren, with dust marks where furniture had been, as well as a very small lumpy bed, and curtains missing from the windows.

Back downstairs, a small closet under the stairs revealed a mop, and an obviously discolored set of floor boards.  Prying the panel up, the party is faced with a locked safe.  Neither key they have opens the lock.  Colin sets upon the lock with a set of picks, while the others retreat to give him space.

With a loud crack, and the smell of burning flesh, Colin flies back from the lock, unconscious.

Quickly revived by Gary, and frazzled but determined, Colin confirmed the trap has been full discharged, and returns to the lock tumbler.  This time he’s able to open the door, which shows a solid stone cavity, completely empty.

With the investigation complete, Greg decides to try and dig up some dirt.  Across the street lies another shop, with apartment above.  The occupant, a lazy knife sharpener named Sal shares some details of his neighbor over a dagger sharpening exchange, punctuated with constant spitting.

It turns out that Porbell’s quite heavily in debt, and hasn’t had good traffic in the shop for months.  Sal’s amazed that he’d be willing to pay anybody to help with the shop, especially to pay them for the service.  He mentions that the largest debt is owned to the Red Scarves, a street gang that “owns” this region of the city, including providing security for the bordello the party lives in.

CorbinWith that in mind, and the evening hours slipping away, the party heads back to the Swinging Lantern, and approaches Corbin, the large bald Red Scarf that seems to be “in charge” there.  After a quick explanation of the situation as the party sees it, Corbin thanks them for the info, and says he’ll pass it “up the chain”, and let them know what’s up in the morning.

With that complete, and the night wasting away, the party travels back to Porbells, and camps out throughout the store, setting a watch.

Nehwon – Core World Details


Iron Tik (1cp) Square, Stalk of Grain
Bronze Agol (1sp) Square, gate of Lankhmar
Silver Smerduk (1ep) Triangle, Overlord/Sailing ship
Gold Rilk (1gp) Triangle, Aarth/Sea Serpent
Glulditch (100p) Round, Diamond in Amber
Money changers charge 10%, Lenders are 10% for a week, 25-50% for a year.


Years Months Days
Feathered Death
Sea Serpent
Burning Mountain
White Angel
Jan – Wolf
Feb – Horse
Mar – Hedgehog
Apr – Crocodile
May – Deer
Jun – Serpent
Jul – Lion
Aug – Shark
Sep – Weasel
Oct – Owl
Nov – Goat
Dec – Boar
1 Hare
2 Minnow
3 Turtle
4 Newt
5 Raven
6 Spider
7 Scorpion
8 Lizard
9 Gnat
10 Hornet
11 Parrot
12 Dove
13 Hawk
14 Dog
15 Raccoon
16 Skunk
17 Worm
18 Butterfly
19 Mouse
20 Toad
21 Cat
22 Swan
23 Mole
24 Shrew
25 Bat
26 Squirrel
27 Rat
28 Fox
29 Beaver
30 Crab
31 Leech

Gods of Nehwon

In addition to the standard gods mentioned in the Legends and Lore, we’ve created some additional deities for the campaign listed below:

UrsusUrsus (the great bear, swallower of the moon)

lesser god

Ursus is a rural human god, followed by the tribes and communities that surround the great forest, especially to it’s North.  In their Mythology, the end times will begin when Ursus rises up, and swallows Nehwon’s moon.  His priests favor dagger like claws strapped to their hands, and often wear hide or leather armors.  His colors are pelt brown, and forest green.

Ursus has less power in the city, and farther from natural bear habitats.  He’s also weaker during Hibernation cycles (Nov-March, or Goat-Hedgehog in Nehwon months).  He’s active (Hyperphagia stage) May-Sep (Deer-Weasel), and consumes food at a great rate.

In Game effects for Priests

To reflect this, his priests gain 1 additional spell slot at their highest accessible level from Deer-Weasel, and also consume food at 1.5 times the normal rate.  They gain a +1 bonus/level (max +4) to any endurance tests.  In the hibernation months (Goat-Hedgehog), the priests lose 1 spell slot of their highest level (to a min of 1), and eat food at .5 times normal, and are generally quite lethargic, and inactive (-1/level to endurance tests).  The two transition months the priests act as normal.

sheneneShenene (the Protective Mother, the clean vessel)

lesser god

Shenene is the Nehwon Goddess of Pottery and Prostitutes.  As a goddess overseeing a major occupation within the city of sevenscore thousand smokes, she is quite powerful, if not acknowledged as openly.  Her colors are rich velvety red, and silk white.  Her priestesses and priests favor daggers, knives, clubs, and crossbows.

Her priests are often madams, or retired prostitutes, and help maintain the “oldest profession” as a disease free, healthy environment.

In Game effects for Priests

Shenene changes the effect of the spell Create Food & Water to a Create Clay & Water variant for her followers, and at 5th level or greater followers can cast an extra cure disease spell each day (in addition to normal spell allowances).

SilfSilf (the Patron, the Flipping Coin. Severer of Nooses, Sermon in Shadows)

lesser god

Silf is a god dedicated to thieves and slayers.  His patrons pray for intervention and protection in their contracts, and speak to his Priests at meetings of their order or brotherhood, instead of at a traditional service or temple.

In Game effects for Priests

Priests of Silf are almost always dual or multi-classed as thieves or fighters, and members of the relevant guild, where they draw their power.  They can take any weapon and wear armor as per their other class with no restrictions from Silf.  As long as they are paid, spells cast on behalf of other Guild members gain +1 to effect, or saving throw tests for every 3 levels of priest.

ZagygZagyg (Humor, Eccentricity, Occult Lore, and Unpredictability)

lesser god

Zagyg is a god of many realms, not just Nehwon, and celebrates randomness.  His colors are blue and silver, and he continually searches for odd bits of arcane knowledge and occult lore, and his followers do the same. He frequently changes his habits, believing that predictability is the bane of creativity and wit.  He’s quite commonly actively involved in the activities of the world, and takes physical presence more often that other lesser gods.  His priests are fairly limited however, as his influence is slight.

In Game effects for Priests

For every 3 full levels of Priesthood, priests can either cast a random effect from the Wand of Wonder, or Identify (without a required material component) once per day.  All levels of Priests can Read Magic at 10% chance per level.  Zagyg also enjoys changing the requested output / target / duration of a prayer, where it amuses him.

Classes of Nehwon

As mentioned in the Races section, Nehwon is a very multi classed / dual classed environment.  To reflect this, all races are eligible to do both, and experience points can even be applied to the various classes at the player’s discretion.
i.e. Bill, a City Folk Urban Mage / Thief earns 1000 xp for tonight’s adventure.  He decides that he was very “thiefy” tonight, scaling a bunch of walls, and bypassing guards,  while only casting a minor spell.  He decides in that spirit to apply 800xp to his Thief Class, and 200xp to his Mage class.
Classes can even be added throughout the course of the campaign.  Players can dedicate 1000xp to a new class, and then join it at level 1.


No changes from the Players Handbook, save that players do not need to build a stronghold to have followers.
No changes from the Players Handbook.  Ranger’s followers will be determined by the environment.
Barbarians level up as per the Ranger’s XP Track, but gain a D12 hit die, and double bonuses to their constitution and dexterity when wearing leather or lighter armors.
They do not specialize weapons, or gain followers as per fighters, but do gain the ability to hit creatures that require +1 weapons at level 4, and require +2 at lvl 6, 8th +3, 10th +4, 12th +5. (No to hit modifier actually applies, they just ignore this ruling.)
Barbarians track as per Rangers.
Barbarians naturally distrust wizards (not mages or priests).  If a Wizard is casting in their presence, a barbarian can detect this at 25% chance, but has no idea of what is being cast.  This ability increases by 5% per level, but cannot go above 90%.  The DM may expand this sense range by the level or complexity of spell cast.
A barbarian cannot dual class or multi class as a White Wizard or Black Wizard.


No changes per the Players Handbook, save that I don’t require priest classes to memorize spells.  Prayers are specific to the scenario at hand, not “pre-earned and saved”.
Clerics are advocates of a particular god.  Nehwon has a VERY large pantheon, and shifts it’s favor from god to god quite frequently.  Most priesthoods will focus heavily on active pursuit of parishioners, and income gathering.  I’ll work with Players to establish their religion, and it’s tenets and restrictions.
No changes to the Players Handbook.
I’m moving Paladin under Priest intentionally, as these Holy Warriors have more to do with this class than fighters in Nehwon.  Because of the very active shifting of favor among the deities, Paladins are there to protect their Priests, Temples, and parishioners directly.  Each Paladin will be assigned to a temple, and directed by it’s priests.  All they do is directed by that temple, and all they earn / own is Temple property.
Paladins will continue to cast priest spells at the levels noted in the Players Handbook.
Paladins gain none of the other benefits / restrictions listed in the Players Handbook.  They will level up as per a priest, but receive D10 hit dice as per fighters, and can specialize, and draw followers as per a fighter.
Paladins may receive benefits and restrictions particular to their deity, as per the Cleric above.  These powers may also wax and wane as their deity’s favor does.


Thieves Guilds are VERY active in Nehwon, and carry many restrictions and rules.  Players need to decide if they are guild members or freelancers at time of creation.  At least in Lankhmar, women are forbidden from being guild thieves.  A Thief PC can also decide to be a member of the Slayers Guild, Whores Guild, or Beggars Guild, if those better suit their skills.
I’m going to cut the read languages thief skill, and the use scrolls benefit at level 10.
Followers will only be available to Guild Thieves.
No changes from the Players Handbook.  Bards will learn spells like Mages, not Wizards.


Wizards and Illusionists behave much like the wizards in the Players Handbook,  in that they learn from other wizards, have spell books to study, etc.
Wizards are not restricted from wearing armor or using certain weapons.
They’ll also know a maximum # of spells at twice the normal Intelligence rate (but cannot memorize more per day).
Nehwon is also heavy with ritualistic magic.  Some spells may be altered to increase their casting time, or may become more potent with ritual or sacrifice.  I’ll deal with those spell by spell, in the campaign.
White Wizard
White Wizards are a very rare breed in Nehwon, and in low demand.  Their value of life and aversion to ritualistic sacrifice limits their power and influence.  They often have very limited contact with the outside world.
White Wizards must be of good alignment.  They have access to Wizard Spells, and Druid Spells (but learned, stored in books, and memorized, just like wizard spells).  The DM will limit access to some spells, as well as the ability to reverse spells as appropriate.
Black Wizard
While not numerous by any means, the vast majority of wizards in Nehwon are Black Wizards.  Their ritualistic magic powers power thrones, guilds, and powerful families.  Some elder black wizards are not even of terrestrial origin, and share their terrible dark secrets with the denizens of Nehwon, but at great price.
Black Wizards have access to all Wizard Spells, and can extend many spells (duration, power, or both) through the use of ritual and sacrifice.  They must not be Good Aligned.  After level 4, Black Wizards can only be an Evil Alignment.
For this infernal power, Black Wizards pay great price.  Many are disfigured, otherworldly, or crippled by their eldritch energies.  This will be explained to Black Wizard PCs in greater detail during their character creation.
An Illusionist is a White Wizard / Thief hybrid.  They can learn spells as per an equivalent leveled wizard in the players handbook, but only from the illusion/phantasm schools.
Additionally, they gain thieves skills as per a level 1 thief, and then gain 1/2 as many points to apply each level there after.
Because of the split focus, they only know spells as per the standard intelligence rate, not doubled, like other wizard classes.
Illusionists get D6 Hit Die, while still leveling XP as a wizard.


In this campaign Mages are distinctly different than Wizards, as they have learned magic abilities, instead of spells.  Many are shamanistic members of their tribe or culture, similar to a druid.
Mages get the standard Intelligence limit of known spell points.  They don’t need to allocate/memorize to a particular spell ability, but use them more like Clerics.
Mages also have no armor or weapon limitations.
Mages level as per wizards, but gain D6 hit die.
Ice/Water/Air/Fire/Earth/Urban Mage
These elemental Mage types are limited in their use by their element, and their spell effects match their training.  They still must learn new spells from another Mage of higher level in the same element.  In many cases, advancing past level 3 as an Elemental Mage will require travel to remote or dangerous locations to find a suitable mentor.
Ice Mages can only use spells in the North, or during Winter.  Water/Fire need to draw from a body of water/fire to use.  Air magic can only be cast outside. Earth Mages require both feet in firm contact directly with the ground.  Urban magic only works in cities.
Air Mages are especially difficult to find at any level above 3.  Air magic effects are always invisible, and advanced practitioners also become invisible through the use of their craft.
Wild Mage
As opposed to the mentored Mages above, Wild Mages get their “gift” by accident, and cannot be trained.  They also cannot always control when their gift is used.
On the plus side, they have no limit to the number of times they can use it in a day (no learned spell limit).
Because of this randomness, Wild Mages can never be single classed.
Wild Mages cannot gain levels above level 3 in this class.

Races of Nehwon

Humans are very prevalent.  Many racial traits are exhibited by various regions.
  • Northerners – from the cold wastes, a barbarian region.  +1S,-1W.  Arctic Survival Proficiency.  Ice Mage, Fighter, Barbarian, Druid, Ranger, Cleric, Bard classes.
  • City Folk – Whether Lankmahran, Kvarch Naran, or from any of the other great or small cities, these humans are wise to the everyday world of Nehwon.  -1Co,+1W. May choose 1 prof: Urban Survival, Appraisal, Brewing, Carpentry, Cobbling, Pottery, Stomemasonry, Weaving.  Black Wizard, Illusionist, Urban Mage, Wild Mage, Fighter, Thief, Cleric, Paladin, Bard classes.
  • Rural Folk – the rest of humanity, that creates the agriculture and commerce for the big cities.  +1W,-1Ch. May choose 1 prof: Rural Survival, Agriculture, Animal Handling, Direction Sense, Weather Sense.  Fighter, Ranger, Druid, Thief, Bard, White Wizard, Wild Mage classes.
Elves occupy the dark reaches of the great forest, and are generally not friendly to humans.  Outcasts and runaways could be PCs, but would be very rare / exotic (less than 1% population). +1W,-1I. Woodland Survival Proficiency. Air Mage, Illusionist, Fighter, Ranger, Druid, Cleric, Thief classes.
  • Players can also be half elves, following the elf stats above, but with limited save resistance as per normal.
Orcs occupy the city of No-Ombrulsk, and are trading partners with humanity.  They are a hardy breed of seafaring and warlike folk.  Some long ships still plunder and collect slaves.  +1 Co,-1 Ch. Barbarian, Black Wizard, White Wizard, Bard, Fighter, Cleric classes.
Dwarves occupy Ool Hrusp, and are seen as a decadent and sometimes twisted race.  They are known for the pursuit of exotic entertainments.  +1Ch, -1W. Choose 1 Prof: Etiquette, Astrology, Ancient Language, Ancient History, Gaming.  Black Wizard, Urban Mage, Fighter, Paladin, Cleric, Thief classes.
  • Gnomes are a slave race to the Dwarves, and do most of the administrative and craft work in the city, and the surrounding lands.  +1W, -1Co.  Reading/Writing Prof.  Black Wizard, Earth Mage, Urban Mage, Illusionist, Cleric, Thief classes.
Goblins are called Land Mingols (or often just Mingols, as people don’t often differentiate the two races). Nomadic horse riders from the east.  +1D,-1S.  Riding Land based, or short bow proficiency. Fire Mage, Fighter, Ranger, Cleric, Druid, Thief.
A Sea Mingol

A Sea Mingol

Halflings are Sea Mingols (or just Mingols, as per above).  Short, dark skinned, often shoe less, expert navigators and traders.  +1D,-1S.  Seamanship Proficiency. Water Mage, Air Mage, Fighter, Cleric, Thief.

Other Racial Rules Changes
No races posses infra vision, or any form of extra vision, grade detection, but do retain their save bonuses vs spells and saving throws.  No secret door benefits.
All Races may dual class or multi class.  Mixed skill sets are very prevalent in Nehwon.
Class minimum ability scores can be ignored.  You’re welcome to be as incompetent as you’d like at your chosen profession.

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