Nightlings are large, greedy, lazy lizard like humanoids.
Nightlings prefer a life of leisure and engage in adventuring only
to secure the goods necessary to lead a life of sloth and
gluttony. Nightlings are not necessarily evil, just lazy and not in
much of a hurry to do anything. They do seek positions of
power, not so much for the sake of authority, but for the
privileges that come with power. Anything controlled by a
Nightling is bound to suffer from corruption and fraud. They
gladly take bribes, they tend to ignore the faults of others if their
needs are met, and are willing to put a price on anything. On
the good side, Nightlings rarely carry a grudge. They are not
always prone to cruelty or excessive violence and can be very
lenient to enemies if they think they can serve some further
purpose. Nightlings plan for the future, a future filled with
security and abundance. For all of their sloth Nightlings enjoy
conversation. Many are already versed in a couple of
languages by the time the start adventuring. The search for a
life of ease is a driving force for many young nightlings, and it is
consider honorable to be able to “retire” at an early age.
Nightlings are a very urbanized race, and try to get along with
others. Most races see nightlings as greedy and desire only
limited work with them. Some have found that appealing to a
nightlings greed and desire for comfort is a good way to
motivate them and gain their cooperation. As lazy as they are,
nightlings are not a push over in a fight because of their size
and a natural abilities. The natural armor is very formidable,
and has the strength of plate mail and great flexibility. Some
races have been known to craft nightling armor into primitive but
effective plate armor. They often wear leather or partial plate to
compliment their natural armor if facing dangerous opponents.
Nightlings live about 200 years.
1. One sword or pole arm at ½ the required exp. 2. Diplomat at ½ the required exp. 3. Nightlings begin adventuring with the ability to speak in two additional languages but must learn how to read and write them before advancing as a diplomat. 4. Infra-vision that allows them to see at night at a distance of 400 feet. This vision allows them to see heat signatures of living beings and geo-thermal signatures from other heat sources. They cannot read or see fine details with this sight, but it allows +15% to tracking any being with a heat signature. 5. Nightlings make one roll on the bogey table.
Nightlings: PS +6 AG -4 MA -2 EN +6 FT +6 PC =12 NA = 8 MR +10
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