culture, but this is only of limited use. For example,
not only do such gnorri abandon their homes to
telling one air breather apart from another is a constant
travel with surface dwellers, but also lack the focus to
struggle. A group of gnorri whose first contact with air
become properly specialized in a chosen field. Such
breathing creatures happens to be with centaurs is likely
gnorri are often not welcomed back into their homes,
to assume all air breathers are centaurs, even though
and in the unfortunate circumstance that sees such
humanity is typically much more diverse. Comments
an unfocused gnorri’s return, the gnorri’s outsider
about humans being “half-centaurs” or an inability
accomplices ironically find themselves more welcome
to understand that a human and his horse are not
than the gnorri.
the same creature that suffered a cataclysmic magical
curse or wound that separated their bodies might be a
common misunderstanding on the part of the gnorri.
The concept of legs is endlessly fascinating to the
gnorri and somewhat disturbing. It is as strange and
unsettling for a gnorri to see a humanoid walk by
putting one foot in front of the other as for a human to
watch a gnorri’s tail slither out in front of their upper
body like a snake. Gnorri are baffled and at times
disgusted by the rhythmic “sawing” of legs moving
back and forth, bending only at the knee and ankle but
otherwise rigid—a trait that many gnorri can’t help but
associate with the infirmities of age.
Adventurers
The gnorri are an aquatic race of vaguely humanoid
creatures. Their size and additional arms make them
a rather powerful option for a player character race,
despite the fact that they (like centaurs) are limited to
smaller weapons than their size would normally suggest.
GMs should consider carefully the implications of
allowing a Large creature with multiple arms into their
campaigns as player characters.
Gnorri are monstrous humanoids, have deepsight
120 ft. (darkvision only underwater) and low-light
vision, and must breathe, eat, and sleep.
+2 Wisdom, –2 Charisma: Gnorri are slow to
grasp concepts outside of their society and have a hard
To the gnorri, the single greatest drive for adventure
time interacting with and understanding air-breathers,
is curiosity. Particularly, they long to learn about the
but have minds as deep as the oceans in which they
nature of those who dwell above the waves. However
dwell. A gnorri’s Strength and Constitution scores can
wondrous it might seem to humans, the underwater
shift, depending on their number of arms (see Limb
world seems mundane to gnorri who have lived all their
Allocation, page 37).
lives there. While a gnorri character can be a significant
Large: While the gnorri’s upper torso, head, and
boon to a group needing to travel underwater, to a
arms are approximately the same size and girth as a
gnorri such excursions are often dull. As a result, the
particularly robust human, their longer lower bodies
vast majority of gnorri adventurers seek out surface
push them into the next size category—gnorri are
parties in order that they might accompany them on
Large creatures. A gnorri has a space of 10 feet, but
their escapades and quests above the waves.
only has a reach of 5 feet. They take a –1 penalty to
The gnorri’s focus on specialization means that it’s
AC, take a –4 penalty on Stealth checks, and gain a +1
unusual for many to multiclass. Those who do pursue
size bonus on combat maneuver checks and to combat
such paths tend to do so out of a sense of wanderlust.
maneuver defense.
To many gnorri, this lack of focus is doubly troubling:
36
Gnorri Traits