Mole People are an extremely arcane and misunderstood race. While not evil, their intimidating appearance and strange customs has brought them into war with both the nation of Aroupe and the Dwarven Clans of Rothgard.

Physical Description: Considering their appearance, it is easy to see why there is so much hostility and misunderstanding directed their way from the other races. Mole People on average stand a foot taller than humans, and are significantly stockier. They are covered in long, shaggy hair which ranges the color scale between a muddy green and a dark brown. Mole People have large, yellow eyes, and a wide mouth filled with sharp teeth. Their four-fingered hands end in long claws, yellowed from extensive digging. Females can be identified by their shorter claws.

Society: Mole People live in an extremely secluded society. They live within earthen citadels deep beneath the earth. Although they are excluded from other races, Mole People build great bonds between family members, which can form extensive networks since each member within a given citadel is typically of the same family clan as everyone else. Leadership of the citadel communities is typically given to the office of the Supreme Priest. Mole People are a very joyous people, spending much of their time dancing, eating, and participating in sacred orgies.

Relations: Most of the other races view Mole People as uncivilized barbarians, and by their standards, they are right. Mole People in turn view outsiders as a huge threat, and have no problem fighting these infidels when they try to invade their citadels. Relations between Mole People and dwarves are extremely strained, because of their shared home evirons.

Alignment and Religion: Mole People are very hedonistic and driven to impulse, leading them to Chaotic alignments, usually Chaotic Good or Chaotic Neutral, as most Evil Mole People are quickly exiled (which are usually the ones encountered by outsiders, helping to lead to the poor name of Mole People). Mole People exclusively worship one god, whom they call Mole God, whom they believe resides within a walled garden in the citadel of Wah-Gulrarg. Mole People believe all other gods exist, but were created by the Mole God and have suppressed him into his material form (a small garden mole). They also believe they were the first creations of their all-powerful Mole God, and all other races were fashioned after them.

Adventurers: Mole People are typically exiles from their society, removed because of their lack of traditional Mole People values. As a result, Mole People adventurers are usually not welcomed by Mole People society or those of others, leading them to the life of a wandering, thievery or plundering.

Racial Traits
• +2 to Strength, +2 Constitution, -2 to Charisma, -2 Intellegence: Mole People are strong and hardy because of their hard lives, but their horrific appearance and strange customs impair their diplomatic efforts.
• Medium: Mole People are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Mole People have a base speed of 30 feet.
• Burrow: Mole People receive a burrow speed of 5 feet.
• Darkvision: Mole People can see in the dark up to 60 feet.
• Claws: Mole People gain the use of their claws as natural weapons. Mole People characters gain two primary natural claw attacks that deal 1d4 points of slashing damage a piece.
• War-Trained: Mole People are trained to defeat the opponents who threaten their homes. They gain a +1 bonus on attack rolls against humanoids of the human or dwarf subtype.
• Fearsome Visage: Mole People gain a +2 bonus on Intimidate checks.
• Fast Recovery: Mole People’s strong vitalities allow them to heal from injuries quickly. They gain double the regular amount of hitpoints when recovering them naturally.
• Languages: Mole People begin play speaking Molespeak. Mole People with high Intelligence scores can choose from Aroupian, Rarnen or Terran.


Six Pieces of the Whole KMcCollam