Polars
Polar Racial Traits
All PC races in this section have the following racial traits in addition to the ones listed in their entry:
Hold Breath: Polars can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Ice Walker: Polars gain a +4 racial bonus on Dexterity related checks to maintain their balance when moving across a slippery surface.
Saltwater Adaptation: These races can derive hydration by drinking sea-water.
Water Native: Polars gain a +4 racial bonus on Swim checks, can always take 10 while swimming.
Note: All polars have some way of dealing with a cold climate, but this varies from race to race.

Aglooik
The aglooik have a rich history replete with heroic overtures and villainous conquests. They have filled the role of helpers to the most successful cultures, and they have also become notorious pests. Most of all they are known for their great catalogues of scientific knowledge. Relatives of the fey who have forgone magic ages ago, they replaced arcane recipes with alchemical formulas, occult lore with technical expertise, and mastery of mystical forces with a keen understanding of physical laws.

Physical Description: At scarcely two and a half feet tall, the aglooik might be easily overlooked. Its spindly limbs and fragile body appear barely capable of supporting its disproportionately large head. Thanks to their dark blue fur which gives them an ample beard and a wild coiffure, their heads seem even larger. Aside from this unruly mane, an aglooik’s glacial-blue skin is smooth and hairless. Their face is fey-like with small noses, wide mouths, large eyes, and long, pointed ears. Their eyes, which are often hidden behind a perpetual squint, are deep black orbs. A stubby, fish-like tail and webbed feet allow the aglooiks to be competent swimmers. Males and females are so alike that they are often mistaken for one another. While both genders have their iconic beards, only the males grow mustaches to match. They typically mate only once in their life but have litters of up to six children at a time.

Society: The aglooiks are a very old race. Several millennia ago, the race diverged into two distinct cultures; one at the north pole and one at the south pole. The aglooiks of the north pole retained their ancestral name and benign tendencies. The aglooiks of the south, however, adopted a new moniker, the kul, and ventured down a darker path. Over three dozen centuries passed before the two tribes united. At first, the northern aglooiks and the southern kul warred relentlessly. Peace between the two came after nearly seven decades of bloodshed and violence. Even with peace, it seems that the reunified aglooiks became a race of polar extremes.

All aglooiks strive to understand their world in a clear and logical manner. They are champions of the scientific method, cataloguing data and innovation. Some use this knack to create spectacular contraptions that many believe work like magic, but are immune to the effects of arcane suppression. Other races have nicknamed aglooik inventions “aglootech,” and will often pay very well for such items. If an aglooik is not a creator then he is referred to as a kul, a name that it. When they do build things, it is usually something explosive.

Regardless of their role, the aglooiks have found peace with their cultural disparity. Their unity has made them a stronger race that plays a vital part in all of polar shores. An aglooik inventor and a kul strategist can sit down together for an evening and emerge with a new weapon, guaranteed to turn the tides in any upcoming battle. The arsenal continues to grow.

Relations: The aglooik are considered neutral amid the polar shores, which is rare since competition for resources is fierce in those climates. As such, they are welcomed into any territory so long as they have not officially affiliated themselves with another tribe or country. They are often hired as engineers and architects.

As a result of aglooik ingenuity, most people of the icy shores regard the aglooiks as extremely valuable. In comparison to most other icy races, the aglooiks are often treated as welcomed guests. Whether they need something built, repaired, destroyed or demolished, the aglooik are the people they go to.

Alignment: The aglooik are staunch atheists, though a few exhibit cursory spirituality. As agents of logic and balance, aglooiks easily gravitate towards lawful and neutral alignments. While both benevolent and malevolent individuals exist among their kin, most aglooiks seem apathetic to the plights of either, preferring to focus on intellectual endeavors and furthering the causes of either invention or destruction.

Adventurers: Aglooiks primarily adventure to gain a keener understanding of the world or to test out their new inventions. Of the adventurers, alchemists and rogues are most common. Aglooik adventurers of other classes often try to work something of their racial ingenuity into their makeup, preferring the gunslinger to the common warrior, and the psionic classes to anything arcane or divine.

Names: Nearly two-hundred years ago, the aglooik adopted a simplified naming practice of assigning a number (in the agloo tongue) to their family suffix. If the aglooik is a kul, the prefix “kula” is tacked on to the beginning of the name. Numbers (0-9): naka, atakan, malruk, pinga, sitaman, taliman, arwink, zulwink, peyza, mardit. Common suffixes: -ara, -ura, - uk, -ik, -axa, -ulum, -ismix, -espa, -wist, -zep. Examples: Pingawist, Malruknakazep, Kulapeyzauk, Marditismix, Talimanuk, Kulatakanara

AGLOOIK RACIAL TRAITS

+ 2 Dexterity, +2 Intelligence, -2 Constitution: Aglooiks are nimble and extremely smart, though they have delicate frames.
Small: Aglooiks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Aglooiks have a base speed of 20 feet.
Low-light Vision: Aglooik can see twice as far as humans in dimly lit conditions.
Keen Senses: Aglooik have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
Cold Hardy: Aglooik are well accustomed to the cold waters of the arctic sea. Aglooik receive a +10 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
Dodge Disasters: Aglooiks receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors.
Mechanical Mastermind: Aglooiks gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge
(engineering), Profession (engineering), Craft (any), or Disable Device. These skills are always considered class skills for an aglooik.
Weapon Familiarity: Aglooiks treat any weapon considered to be “aglootech” as a martial weapon. Languages: Aglooik begin play speaking Common and Agloo. Aglooik with high Intelligence scores can learn any language available that can be spoken by the majority of races.

Brother of Frost
Many from warmer climes will mistake a brother of frost for some sort of polar subspecies of lizardfolk but this could not be further from the truth. In fact, brothers of frost actually have human origins, and only appear reptilian superficially. Long ago, a strange human cult used arcane magic to mingle their blood with that of a rare creature from the para-elemental plane of Ice (at the border of the planes of Air and Water) known as a frost salamander. While frost salamanders seem to have gone extinct, the brothers of frost remain.

Physical Description: Superficially, brothers of frost resemble pale blue lizardmen. They have reptilian heads and tails and finely-scaled skin. However, their skeletal-muscular structure as well as their gait, voices, and physical mannerisms are all very human-like. Internally, a brother of frost is a strange amalgamation of human and alien. Their organs are greyish-blue in color, and their colorless blood has many of the same properties as antifreeze.
A brother’s bizarre heritage yields biology unlike any other creature in the realm. They can sustain themselves simply by eating ice, though they enjoy frozen meat as well. Brothers of frost are extremely uncomfortable in warm temperatures and will clamor towards the most frigid environs.
The human cult that later founded the “Brotherhood of Frost” was, as its name implies, a fraternity. While a few females were rumored to have joined much later, after the cult’s apparent success at halting the aging process, the brothers are all referred to as male. Regardless, they have no apparent gender aside from their deep-sounding voices. New members are summoned through some sort of cosmic queuing process.
Society: At some point, for reasons only known to their leader, the population of brothers has been set at a firm 935. This did not stop the brothers from accepting new members, bringing them through the metamorphosis process, and then storing their cryogenically sleeping bodies on another plane, presumably the para-elemental plane of ice. The precise number of brothers stored in this way is unknown, though it is rumored to be in the tens of thousands. As the brotherhood is very strict in allowing only human applicants from this plane of existence, it can be assumed that the number of brothers is finite, and that their days are numbered unless they recruit new members, which has become an extremely rare occurrence in modern times.
The leader of the brothers of frost, the Frost King, is alleged to be the original leader of the cult that became the brothers of frost. If so, he has
survived nearly eight centuries. He stands out from his ilk in that he is Large-sized and has four arms, much like the presumably extinct frost
salamanders from which his immortality would have been carved. He can be seen occasionally addressing his subjects in the city of Hithuul (near the South Pole) but never addresses those not of the brotherhood. All brothers of frost treat his edicts very seriously.

Relations: A brother of frost, aside from being rather strange and secretive, also seems dual natured; remarkably gallant one moment and then cruel and vicious the next. This has done nothing to garner trust with other races. This in conjunction with the brotherhood’s tendency to
keep to themselves has fostered a high degree of uneasiness with all other races.

Alignment and Religion: The Frost King strictly forbids organized religion among the brotherhood, but will allow members to practice esoteric or spiritual philosophies. Despite the brother’s reputation for callousness and cruelty, their average alignment is actually quite neutral. Few brothers of frost concern themselves with obtaining worldly wealth or power, and fewer still revel in the suffering of others. Of course, they are also not known for their empathy or selflessness.
Adventurers: Brothers of frost usually adventure because they were given a mission by their superiors, often the Frost King himself. Sometimes these missions are specific, but more often they are quite vague and include such quests as “become a master of the trident” or “learn all you can of ice magic.”
Names: All brothers refer to each other as simply “Brother” and a number designation (from 2 to 935). This number vaguely represents rank as well, with lower numbers usually implying higher rank. This system breaks down quite drastically with any number above 600, as these numbers are inherited by much younger members when older members are slain.


BROTHER OF FROST RACIAL TRAITS

+2 Constitution, +2 Charisma, –2 Wisdom: Brothers of frost often have forceful personalities and hardy bodies but can also be easily distracted or angered.
Medium: Brothers of frost are Medium creatures and have no bonus or penalty due to size.
Base Speed: 30 feet.
Spell-Like Ability: 1/day─ frostbite (caster level equals the brother of frost's total Character level).
Cold Affinity: Brother of frost sorcerers with the elemental(water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Brother of frost spellcasters with the Water domain use their domain powers and spells at +1 caster level.
Energy Resistance: Brothers of frost have cold resistance 5.
Energy Vulnerability: Brothers of frost have vulnerability to fire. Supernatural Bite: A brother of frost has a bite attack that deals 1d4 cold damage (instead of normal bite damage).
Languages: Brothers of frost begin play speaking Common and Glacian. Brothers of frost with high Intelligence scores can choose any of the following bonus languages: Abyssal, Agloo, Aquan, Auran, Delatari, Draconic, Qulari, Ignan, Pinnipar and Terran.

Qulari
Qulari, also known as ice elves, are aquatic elves that have become very specialized to cold climates. Qulari personality, demeanor, and outlook are very similar to that of their elven cousins. However, qulari are typically more intuitive and less intellectual. These polar elves use this innate wisdom to form special bonds with the natural wildlife around them, even more so than other elven kin. They are renowned for creating domestic breeds of animals that many regard as untamable.

Physical Description: Many mistakenly believe that qulari are composed entirely of ice. In actuality, they have clear bodies, blood and organs. They also have the ability to coat their bodies in a layer of ice. This ice layer serves as a protective exoskeleton which gives them the appearance of hewn ice statues. Qulari have the typical elven features including pointed ears, delicate noses, and dark blue eyes. Spikes of ice grow on the tops of their heads, granting them the illusion of hair. Males and females are very similar in appearance, though older males often have a beard-like mane of icicles on their faces. A thawed qulari (often deceased) appears as a limp husk of its former self. Luckily, they nearly instantly regenerate their icy shells as long as they have access to water, regardless of the water temperature.

Analogous with other elves, qulari anatomy is somewhat magical yet still adheres to the common needs of most natural organisms including the necessity for respiration and nourishment. Qulari lack both bones and teeth. Instead of chewing, they rely on a process of rapid thawing and freezing to break down their food. To maintain their frosty visage, it has been a long standing tradition that qulari will consume only white or clear meals, which is luckily obtainable in the flesh and blubber of many fish, mammals, and invertebrates common in their icy homelands. Qulari are one of the few elves that are strict carnivores. Like most elves, qulari have long lifespans and comparatively fewer children than most races.

Society: Qulari are quiet, patient and clever. Perhaps this is why most wild beasts seem to feel at ease with their presence. The qulari have taken advantage of this talent for countless centuries, domesticating and farming hundreds of different animal species. Pets, mounts, and other animal companions are common, if not mandatory, for most qulari. This kinship with the common creature has evolved into a valuable asset and survival trait on these frigid shores.

Qulari have vast farms of many different types of edible sea life, from minuscule krill to titanic whales. Through centuries of captivity and selective breeding, these food animals produce large amounts of meat, are extremely docile, and lack instinct to survive on their own. In addition, the qulari have developed many different types of animal companions and mounts that work at a variety of tasks, from beasts of burden to comedic entertainment.

In the war-torn realm of the polar ice caps, the qulari have perfected their skills for a darker purpose than mere domestication. Through arcane tampering, selective breeding, and exposing animals to strange radiations, the qulari have developed an arsenal of terrifying beasts of war. Many of these creatures are sold to other races at a great profit. These battle beasts have been the deciding factor in many territorial battles.

Relations: Most races are too terrified of the qulari and their monstrosities to actively wage war against them. Many would rather stay on peaceful terms so that they might continue to procure war beasts of their own. Regardless, the qulari will occasionally require larger territories and battles will ensue. Tension and suspicion is constant, though the qulari are one of the most trusted non- neutral races.

Alignment and Religion: Qulari enjoy their freedom and tend to gravitate away from lawful alignments and religions. Their rampant subjugation of natural wildlife is an anomaly amongst most elven races and perhaps causes a nagging cognitive dissonance. The consequence is often an intense phobia of being restrained or enslaved. A captured qulari will often panic or even commit suicide. As a result they tend to support any religion that is steadfastly against imprisonment and slavery.

Adventurers: Qulari love any sort of adventure that takes them to strange environs or unexplored wilderness. They view every new discovery with quiet and joyful contemplation. As a result, many qulari take up the ranger class. Most will avoid the druid class, however, as they fear reprisal from angry animal spirits. With their natural knack for magic and their affinity for beasts, a much respected class is a wizard who specializes in summoning.

Male Names: Haylok, Hoporath, Nattle, Nelough, Netik, Omahan, Rygel, Serwin, Tivat, Staven

Female Names: Anharissa, Atasana, Capenetta, Crewstola, Dellina, Eulista, Fevera, Ikalassa, Jalia, Stellissa

QULARI RACIAL TRAITS

+2 Dexterity, +2 Wisdom, -2 Constitution: Qulari are extremely nimble and sly, but their strange biology grants them delicate physiques.
Cold Subtype: Qulari have immunity to cold and vulnerability to fire.
Medium: Qulari are Medium-sized creatures.
Base Speed: Qulari have a base speed of 30 ft.
Low-light Vision: Elves can see twice as far as human in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Elven Resistance: Elves have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks
Limited Natural Armor: Qulari gain a +1 natural armor bonus to armor class as long as they are touching water and at a depth of less than 300 feet.
Beastmaster: Handle Animal and Ride are always considered class skills for a qulari.
Ice Elven Magic: Qulari add +1 to the DC of any saving throws against cold spells that they can cast. Qulari with a Wisdom of 11 or higher also gains ray of frost as a spell-like ability useable up to three times per day. The DC for this spell is equal to 11 + the qulari's Wisdom modifier. Languages: Qulari begin play speaking Common and Qulari. Qulari with high Intelligence scores can choose any of the following: Aquan, Delatari, Dwarven, Glacian, Celestial, Draconic, Pinnipar, and Sylvan.


Squawk
To the uninitiated, a squawk seems somewhat adorable or perhaps even a little absurd. Few would assume the resolute martial prowess it might possess or the fierceness with which it fights. What it lacks in size and intellect, the squawk more than makes up for in sheer ferocity and combat expertise. Throughout the long history of this race, they were always renowned warriors capable of spectacular victories.

Physical Description: While somewhat variable in color and shape, all squawks unmistakably resemble penguins. Their club- shaped bodies are covered in a layer of downy black and white feathers. A few families boast highlights of yellow or orange, especially those who claim noble blood. Their beaks, legs, and webbed feet are often black in color. A squawk’s eyes can be dark brown, violet, or blue. Their short and muscular arms terminate in strong, clawed hands. Squawks, as their name might suggest, have voices that are loud and harsh. Many wield a large, scythe-like weapon that they refer to as a skith that seems strange and unwieldy.

Society: Squawks begin their training very young and mature very quickly. Hatchlings are almost immediately encouraged to fight one another with any casualties considered to be culling weaker members from their army. By the time a squawk reaches adulthood he has become a hardened soldier. Their culture is militaristic and ruled by a noble class that is afforded the best weapons, armor, and training. Insubordination is not tolerated and nearly all infringements carry the penalty of banishment or death (which is often the same thing on arctic shores). The skith, a traditional weapon of the squawk, doubles as single-bladed skate with which this race can move at high speeds across ice and snow. For those that do not use the skith for transportation, the squawk cavalry is also an option. Squawks have bred an ancient species of proto-penguin (kairuku) into an aggressive amphibious war-mount. Under the water, many squawks train with a fighting style they call “sorsalsel” with which they can appear as a lethal whirlpool of beak and blade.
Males and females are both expected to be great warriors, though traditionally males are expected to be defenders of territory and females are expected to procure new territory and obtain new resources. Like most races of the icy shores, the squawk is fiercely territorial and will kill all trespassers on sight.
Relations: Squawks are often treated very carefully, as if their presence in any given situation is potentially volatile. Few maintain an active war against this race, though humans and thanors have battled the squawks for centuries. They tend to get along better with neutral races, or any individuals from which they can obtain better weapons, armor, and other implements of war. Despite their tendency to be hostile towards anyone who enters their land, they can be quite cooperative when dealing with other races outside of their territory.
Alignment: Religion is forbidden in squawk culture, though they are indoctrinated with a strict dogma of order and obedience from an early age, virtually ensuring a lawful alignment. However, even in a culture of war, many squawks lean towards the virtues of good. Their true strength is in unity. While a squawk may seem cruel and heartless on the surface, they share a fondness for each other and even their allies that is much deeper than most would expect. This love bonds them together into an unstoppable force.
Adventurers: Squawk adventurers are almost always of a martial class, with exceptions for individuals raised by other races. Even in the case of adoption, however, the drive towards physical combat is very strong. Adventurers may be working with others to procure power for
their empire, to buy their way back from exile, or to hone their fighting skills.
Male Names: Alkar, Awkon, Eliron, Irrol, Iphrem, Kawsh, Mowik, Reesh, Trint, Valco
Female Names: Alaki, Awere, Cleri, Clymini, Oglinne, Revin, Ruli, Teleta, Ueroli, Velere


SQUAWK RACIAL TRAITS
+2 Dexterity, +2 Constitution, -2 Intelligence: Squawks are quick and sturdy, but not too smart.
Small: Squawks are Small creatures and gain a +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Squawks have a base speed of 15 feet.
Low-light Vision: Squawks can see twice as far as human in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
Battle Training: Squawks gain a +1 bonus to CMD and a +1 dodge bonus to Armor Class. Hardy: Squawks gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Insulated Hide: Squawks are considered to be wearing cold weather outfits at all times, even while completely nude.
Weapon Familiarity: Squawks consider the skith to be a martial weapon.
Languages: Squawks begin play speaking Common and Squawk. Squawks with high Intelligence scores can choose any of the following: Aquan, Delatari, Glacian, Celestial, Draconic, Pinnipar, Qulari, and Sylvan.

Thanor
The thanor consider themselves to be the most civilized race of the icy shores. While it is true that they hold the most sophisticated military, complex government, and elaborate cities, they are also known to be among the most dangerous and destructive races in the realm. Thanors regard their “Code of Magnanimity” to be the standard of diplomacy in the regions they inhabit, though other races often see the code as nothing more than “polite savagery.”

Physical Description: Thanor are large, walrus-like humanoids. Their bodies are that of a powerful humanoid covered in wrinkly brown hide. Their equally huge feet have impressive flippers that aid in swimming. Their faces are the most walrus-like, with small eyes, bristly round snouts, and large tusks. Thanor have thick necks and tiny external ears. Young thanor are deep brown and grow paler and more cinnamon- colored as they age. Old males, in particular, become nearly pink. Because skin blood vessels constrict in cold water, thanors can appear almost white when swimming. Males and females have standard secondary sex characteristics, with females being slightly smaller in stature with proportionately smaller tusks. In addition, males also acquire significant blubber deposits, called "bosses", particularly around the neck and shoulders. Thanors are mammals who have several children in their lifespan. However, because gestation can last as long as 16 months, typical thanor families are small.

Society: Thanor are ruled by a council of regents that are selected from a noble class. The sole purpose of the council is to uphold the principles of their code of laws known as the “Code of Magnanimity.” This system is fairly new, evolving from a strict monarchy around 120 years ago.
The thanor code, among other things, sets out guidelines of etiquette and diplomacy. Those that adhere to this conduct are often seen as overly
gone awry could result in a compulsory duel, during which the thanor will offer a heartfelt apology for having to skewer the offending party on the end of his spear.
According to the code females are respected and protected but not treated as equals. They are expected to care for their families, agree to arranged marriages, and avoid martial endeavors. In return, males are required to protect their families with their lives if necessary, provide for the family, and train their sons how to fight.
Relations: Many regard the thanor as the most dangerous race of the arctic shores, believing that their cultural codes allow them to justify nearly any behavior by simply exploiting the conditions. This is not a completely unwarranted view, as their code often directs them towards heinous acts of betrayal and deception. For example, “thanor charity” is a procedure in which a thanor helps someone less fortunate, often feeding them and arming them, only to suddenly turn on them when they least expect it. The Code of Magnanimity allows for this behavior.
Alignment and Religion: Like the squawks, the thanor are a rigidly lawful society with leanings towards good. Unlike the squawks, thanors are often also fiercely religious. Most thanors worship lawful neutral deities, who they often credit with the creation of their societal code.
Adventurers: Thanor support all manner of
martial adventurers, including several orders of knights, paladins, and cavaliers. Females, who are forbidden from obtaining martial classes by their society, will often take up arcane, divine, or psionic paths. Thanors adventure for a variety of reasons including wealth, honor, entertainment, and to protect their homeland.
Male Names: Aguta, Akiak, Desna, Injuquaq, Manitok, Naartok, Qatichi, Suinnak, Tartok, Tukkuttok
Female Names: Aglakti, Akrittok, Buniq, Inungoark, Miki, Panik, Pikatti, Takubvik, Tilaqia, Yuralria

THANOR RACIAL TRAITS

+4 Constitution, -2 Wisdom: Thanor are strong as iron but they are clumsy in both wit and form. The ability score modifiers listed above do not include the +2 size bonus to Strength and a -2 size penalty to Dexterity due to Large size. Females of Medium size will not get adjustments due to size.

Large: Thanor are Large creatures and thereby suffer a -1 size penalty to their AC and attack rolls and a -4 penalty to Stealth checks. In addition, they gain a +1 bonus to their CMD, take up a 10 feet by 10 feet space, and have a reach of 5 feet. Females may opt to be Medium-sized at character creation.

Bestial Senses: Thanors gain a +2 racial bonus on Perception skill checks to potentially notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 feet of them, whether or not they are actively looking.

Base Speed: Thanors have a base speed of 30 ft.

Natural Armor: Thanor gain a +1 natural armor bonus to their armor class.

Insulated Hide: Thanors are considered to be wearing cold weather outfits at all times, even while completely nude.

Tusks: Thanors gain a natural bite attack. Male thanors deal 1d8 damage with their bite attack, while females deal 1d6 (or 1d4 if Medium sized). The bite is a primary attack, or a secondary attack if the thanor is wielding a manufactured weapon.

Languages: Thanors begin play speaking Pinnipar and Common. Thanors with high Intelligence can choose any of the following: Aquan, Delatari, Glacian, Celestial, Qulari, or Squawk.

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