Thrall Racial Traits
Str 18, Con 18, Dex 14, +2 Wis, -2 Int; all Thralls have identical physical attributes and these cannot be raised later. For character generation, they start with an 8 in the 3 remaining stats and have 12 points to spend.
Thrall base speed is 30 feet
+3 racial bonus on any skill check involving war or a combat situation
Immune to Fear: Thralls are completely immune to fear of any sort, up to and including Dragon fear.
Inability to work magic: Thralls are completely clueless where magic is concerned. They cannot cast spells of any kind and cannot use any magic item that requires any kind of activation.
Thralls are automatically proficient with Exotic Weapon: Garde Armor
Automatic Language: Low Talislan
Favored Classes:Thralls can only be fighters
A race of sorcerous hybrids bred for combat, they excel as warriors but have little aptitude for anything else.
Personality: Thralls are fearless in combat, but not to the point of recklessness. In all matters pertaining to combat or warfare they are peerless tacticians with an instinctive grasp of even the most complex strategies. While their lack of interest or skill in non-military matters is often denigrated as a lack of intelligence on their part, that is not so. It is not that Thralls are unintelligent, it is simply that they are uninterested in anything but war. They are slow to trust outsiders, but once you have earned their trust you have a loyal friend for life, no questions asked.
Physical Description: Thralls are BIG. They stand 7 feet tall and weight 300 pounds if male, 6 ½ feet tall and 200 pounds if female. All Thralls are identical in appearance and are distinguishable only be gender. In response to this, they decorate their bodies from head to toe with elaborate tattoos representing their place of birth, clan affiliation, rank, and achievements.
Relations: Thralls are the military backbone of the Seven Kingdoms and get along well with all members. They often hire out as mercenaries and are cool professionals at work. They do have an unreserved hatred for the various Sub-Men races, however, especially the Ur and Za. Thralls are genuinely fond of Gnomekin, and work well with Blue Aeriad warriors. Sindarans puzzle them and they care little for the miserly Kasmir.
Alignment: typically lawful good or neutral, a few chaotics (but they are typically renegades of some sort).
Thrall Lands: Thralls live in the Kingdom of Taz in the Seven Kingdoms. Taz is a land of thick jungle inhabitant by a wide variety of lethal plants and animals. Only Thralls would be able to not only survive but thrive in such an environment.
Religion: Thralls have no religion. They revere their ancestors and recount the stories of Thralls who have died glorious deaths, but hold them up as role models, not as objects of worship.
Language: Thralls have no racial language of their own. Most speak only Low Talislan and rarely bother to learn another langauage.
Adventurers: Thralls can be found just about anywhere, either selling their services or just looking for some excitement. While their conversation can be a bit dull (unless you like spending hours on the details of seige warfare or intricacies of jungle warfare), there is no one better to have by your side in a fight.
Roleplaying Notes: Above all else, you are a warrior – the martial philosophy pervades all levels of Thrall society. This society is based on a strict code of honor. You will slay enemies in fair battle, but will not kill innocent or helpless opponents. Except for the parrying garde armor, you shun protective armament as armor will only slow you down in battle.
Others may believe that your race lacks intelligence, but they are wrong. There is no strategy or tactic too complex for you to grasp. You use this mistaken belief to your advantage. You prefer action to passivity, and are decisive rather than circumspect.
Bonds of companionship are strong for you, especially toward your fellow warriors. Your race’s mysterious creators bred you to be incapable of disloyalty or rebellion. Once you give your word, you will never break it, save in the case of treachery. While loyal and steadfast, you are quick to point out flaws in a companion’s combat plans – and in military matters, your advice should not be taken lightly.