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The Races of Hearth
Peoples of Hearth The peoples of Hearth are predominately Dwarven or Human, the latter of which have split or bred themselves into a great many subcultures. Humans themselves are an ancient and forgotten cross that produced the most adaptable of all peoples. The 'Pure' races fill their own niche more completely than humanity, and better, but outside of it do nowhere near as well. Human Breeds - Imperial - Liccan - Longhouse - Poqtian Human Cross/Sub Races - Cheval - Darfellan - Free People - Goliath - Maenids - Okilei - Others (mongrelfolk) - Raptoran - Shifter - Somnambul - Wild Children Pure Races - Dwarf - Glöi - Kenku - Trleetrlaa Hiarchy of Strangeness
Races of Man -=-=-=-=-=-=-=-=-=- Human http://th01.deviantart.net/fs41/300W...nessaDewar.jpg -=- Cheval (ramen) http://oi55.tinypic.com/hv15cn.jpg Chevals, also known as the mirror-touched, are descended from liaisons between humans and nerra, the peoples of the Plane of Mirrors. To keep up appearances in their role while usurping the position of whatever person they are imitating the Nerra must sometimes produce children. The result is offspring of great beauty with a strange connection to reflections and glimmerings. As well, with the great deal of ice and water upon Hearth it is a natural place to gain the nerra's attention. Some look longingly out upon the world, and some do actually fall in love with the mortals they watch. Personality: The personalities and behavior of chevals are as much varied as other humans, sometimes even within the same individual. Chevals have a tendency to mimic those around them and have difficulty retaining their own personalities. They tend to be watchful and with a proclivity for secrecy. Chevals often split into one of two types; those who become subservient, mere shadows or copies of another they greatly admire or those who develop overbearing and conceited personalities in defense with a finely honed sense of self. Physical Description: Strangely glimmering skin devoid of blemishes and of great smoothness, pupiless eyes like pools of still mercury, or shining silvery white hair are all common physical hints of a mirror-touched. Sometimes mirrors themselves are known to flicker or ripple at the Cheval's presence and their reflections appear ghostly and unreal. Relations: Chevals are always heralds of woeful times to come for it reveals to the other parent that their true spouse has been disposed of, or that their lover is not who they thought. The child is a symbol of a great lie, one that most find trouble accepting. Thus the child of such a union is treated with the greatest suspicion. They usually must then prove themselves worthy of trust and not of the ways of their parent, or they slip into secrecy and a web of lies themselves where they will not be judged. Nerra are known to kill the infant however if its appearance is enough to throw suspicion on their current roll. Alignment: Chevals vary as widely as humans, though many tend to lawful or chaotic neutral, divided by those who make use of laws and those who refuse to be bound by them. Whichever way they lean their ways are mostly secretive and layered with levels of deceit without a thought either way for morals. Cheval Lands: Chevals are almost always abandoned with their human parent and so share their homes. They dislike squalor however, with a mind to beauty and glamor, so many make a strong attempt to rise up in society to positions of influence or, as often occurs, mere playthings or yes-men of the wealthy. Religion: Chevals are as at least likely to 'worship' themselves as a deity. They don't tend to any specific one, though those of death they find particularly repugnant. Deities of beauty are the most frequent. Language: Chevals know common, though are quick to pick up on other languages. Names: Chevals use the same names as humans. Cheval Racial Traits * Native: Cheval's are Outsiders with the native subtype. * +2 Charisma: Chevals are often very comely beings with an instinctive knowledge of body language that allows them to better associate with others. * Medium: As medium creatures, chevals have no bonuses or penalties due to their size. * A cheval's base land speed is 30 ft. * Lowlight Vision: Chevals can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of pure illumination. They retain the ability to distinguish color and detail under these conditions. * Mirror Vision (Su): Three times per day a cheval may look into a mirror and see another location they have visited before and that also has a mirror. They may view for 1 round per HD. This does not allow one to see in the dark if the location is in shadow. * Reflective Sight (Sp): A cheval is immune to gaze attacks. * Spell-Like Abilities: 1/day - Disguise Self. Caster level is equal to Hit Dice. * +2 racial bonus on Disguise, Bluff, Search and Spot checks. A cheval is a natural mimic and notices the smallest details. * Automatic Languages: Common. Bonus languages: Abyssal, Celestial, Infernal, Nerra. * Favored Class: Sorcerer * Level Adjustment: +1 -=- Darfellan (ramen) http://adrenalinarpg.files.wordpress...oel-thomas.jpg The Darfellan are the most prolific race of the great Ochine, and their wandering bands can be found from one coast to the other. It is not certain if their race is descended from actual orcas, or the descendants of were-whales, but they share much in common with them. They do frequent trading with coastal human towns, and even some hundreds of miles inland, following the rivers as well as they are able. -=- Free Peoples (ramen) http://cache2.allpostersimages.com/L...8/DWAUD00Z.jpg The Free People, or half-orcs as they were once called, have a long and fascinating history that is often the story of bards. Near the 50th circling of Døende Aske after the comet a long, wearying battle was waged against the humans by the orcs whom saw them severely weakened by the sudden onslaught of freezing weather. In one infamous battle all the human men of a large town were killed as their woman hid in the caves. As they eventually ventured forth out of desperation the orcs captured the woman and gave them half-orc children. These woman were killed soon after and the children raised by their cruel fathers. These half-orcs were seen as weak, and sent out to die in the wilderness. The children banded together and managed to survive long enough to make it to human lands. Horrified by these monstrosities they were shunned and quite a few killed. And so it went on, killed by orcs in the frostfell, chased away by humans in the warmer climates. They grew bitter and as they became older would often raid both of their parent's races, taking out their frustrations on their kin. Their numbers were too small however to be any serious threat and so extinction became a very real possibility. Then finally Harkatottom, one of the first children born to this dying clan, awoke near his 25th year and spoke of a vision he had had after the passing of his father to an orc axe. One where they did not have to fight, where they were a people unto themselves with their original beginnings forgotten. And with his insights and beliefs he started a religion that revered nature, but did not worship it so much as respected it, for the half-orc people had always had respect for the land. To the spirits of the brave, honorable and strong they sent their prayers, asking for them to intercede from the World Beyond and ask for their protection. With the ways he taught they forgot their sullen anger and instead learned to laugh into the face of adversity and chuckle at death knowingly instead of fearing it. When Harkatottom died at an impossibly old age of 84 he was risen to a place above all other ancestors. The leader of all the spirits of the half-orc tribe they believed, and so he became, and they revered him. Half-orcs, or The Free People as they are called, are now considered a good-natured race, wild and full of life. They are swift to laugh and troubled by very little. They are quick to anger however if one in their midst becomes bloodthirsty like their orc kin, or tied to money and power like the humans. A depressed free person is a sight rarely seen, and even if death claims a close friend they will cheer on the spirit of the deceased, urging it to the Spirit World with laughter, song and teasing. A Free Person's friendship is difficult to attain if not Free as well, but when it is won, it is won for life. Dancing, drumming and kayaking (a free people invention) are amongst their favorite pastimes, along with wrestling and a deadly sport they call 'Demon Tempting'. Demon Tempting consists of climbing to the highest mountain peak around during a blizzard or thunderstorm and roaring curses and mocking the storm with good-natured zeal. If one can go the entire day without being blown off or struck by lightening one is considered to have won the argument with the spirits of the storms. If one is struck or blown off and lives it is laughingly said that the argument was only won by the backhanded blow of the spirit. The free people are led by shamans, totemists, clerics and druids of their kind. They are respected tremendously by the tribe, though not always is their wisdom heeded, especially by the young. Amongst the steepest ravines, where one can find powerful winds and raging rapids, this is where the free people people now reside. Living life in the most untameable lands to their fullest, though others see them as incomprehensively reckless and foolhardy. Free People Traits +2 Strength, –2 Intelligence: Half-orcs are powerfully built, though are more prone to let their hearts lead them than their heads. Humanoid (Incarnum): The free people are humanoids with the incarnum subtype. Medium: As Medium creatures, the free people have no special bonuses or penalties due to their size. Free peoples base land speed is 40 feet. Low-Light Vision: Free people see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Fearless: You gain a +4 bonus to resist fear effects. You do not take a penalty to Intimidate checks based on size difference. -=- Goliath (ramen) http://www.wizards.com/dnd/images/ros_gallery/83281.jpg As humans fled to the mountains many were raped by trolls before being eaten. A number managed to survive, but their mothers usually wishes nothing to do with them. A dwarven clan took pity and began to gather those unfortunates. Grown, they were given a choice to stay with their dwarven family, but most felt cramped and claustrophobic as they reached adult height. They set out to wander and discover themselves. They gathered other children they heard of like them, and grew in numbers, though of no greatness. Goliaths are now little more than an oddity in Hearth as far as humans are concerned, traveling hither and thither with little to trade for or with. The occasional branta pelt, stone carving, or similar exotic item is all most acquire from them. They rarely visit human lands for they dislike the warm, low, river-fed valleys. Goliaths are find all across Hearth, often wherever other races can be avoided. Half-orcs were once friends of the goliaths, but their dares and reckless nature caused so many young goliaths to perish in an attempt to save their pride that they are now treated with cold hostility. -=- Maenid (ramen) http://1.bp.blogspot.com/-dZSJw5Ek72...ye+glitter.jpg Maenids appear much as normal humans, though of unusually dusky skin, with scintillating patterns drawn upon their skin as if with stardust. Every pattern is different for each Maenid and distinguishes them from the other as much as any name. They are sometimes referred to as the Nightfaced. They also tend towards wide, intense eyes and a voluptuous beauty in both sexes. Hair color spans all spectrums, from platinums and reds to raven and brunette. Just as Darfellan and Angelicans are stable, true breeding subspecies of the Shifter, so are Maenids a subrace of the Wild Children. They are descendants of the Great Debauch, an odd attack upon the human refuges into the Red Dew during the Fall. The Bacchae were freed from Fae near the borders of the human settlements, where they sewed chaos and death. Hundreds of half-bacchae came from the mothers with the mental strength of will to win free of the relentless orgies. This line of children were often run out of human settlements as they reached adolescence, for their strength of emotion and unquenchable libidos. They eventually fled to the isles and atolls off the coast of Longhouse and there developed their own society. They developed tremendous mental will to still their urges as their population skyrocketed and many died of starvation or to the violent lusts and aggression of their own kin. Now all Maenids are taught a self-control discipline, to hold in their rages and loves and desires until they can release it in controlled bursts. Despite this, most Maenids are young, dying in their early adolescence. Few live past 40 years of age, though no maenid has been known to die of old age, and at least one of their peoples is said to be a thousand years of age. Maenids have built many a lighthouse upon islands along the coast of the Ochine, and their keeping is usually a calming exercise for younger ones. Individual isles or families of maenids often have longstanding feuds with individual darfellan pods or individuals. As a species, however, there is no particular animosity. Dwarves and Maenids rarely can tolerate one another's presence for extended periods. Build Note Maenids have the same stats as Maenads from the Expanded Psionics Handbook, except for the following: * Humanoid (human) subtype * They only have 1 power point * Gain Low-light vision * Immunity to alcohol. They gain no bonuses nor take any penalties due to it's imbibing, even if a class or feat would normally grant them, such as the Drunken Master. -=- Okilei (ramen) (Oh-kee-lay) The Okilei are the children of humans who carry the child to term while the entire time infected with the Ohrwurm psychosis (see below). They share their mother's music in the womb, and for the first several years of life are comforted and sung to by it, but immediately upon birth they begin to form a song of their own. The child appears normal, except for a great enlargement and elaboration of their ears. Willful and filled with a complex and deep-set personality, they are rarely forgotten when met. They are sometimes feared and shunned by others, fearful of their spreading the beautiful psychosis that they hold within. Personality: If there is anything an Okilei possesses, it's a personality. These range the full human gamut, but tend to be a little larger than life. They aren't so much more emotional than other humans, more that they are in tune with them, literally. Almost all Okilei are emotionally stable, and have a deep love of themselves. It is no obsession nor vanity, they simply know who they are as the best of themselves plays out in musical refrain from the depths of their heart.They are, in their own way, nearly always content, even their despair more of a bittersweet, romantic nature than crushing. The constant play of the song within their heads soothes and comforts. Physical Description: Okilei vary as much as any human, though they tend to appear younger due to the lack of lines and flaws developed from stress and sadness, conditions almost alien to an Okilei. What truly distinguishes them however is their strange and wonderful organs of hearing.They may grow to several feet long, and develop intricate whirls, convolutions and extrusions. Each child's ear growth differs greatly from every other okilei. Whether these organs aid in the detection of the ohwurm song is as yet unknown. Okilei consider ears, especially those of their own race, the most beautiful physical feature of another. Alignment: Okilei are rarely evil, being filled with too much beauty and inner satisfaction to succumb to the more base desires. It does occur, but infrequently. They also tend more towards chaotic alignments, valuing freedom greatly. Self-expression is what an Okilei live for. As such, chaotic good is the most common alignment. Lands: Most Okilei are of the Vale of Harmony a land between two mountain ranges where an oddly musical wind often blows. Birds here are plentiful, and waterfalls roar in the distance. It is not a particularly picturesque location, chosen more for sound than sight. Colonized as a sort of retreat and quarantine by those infected by the Ohrwurm disease, it is alike to many other human settlements, except the music of mind, tongue and instrument can be heard throughout the day and night. Guard capable of dampening their song, or normal humans immune to the song, patrol the roads that lead into the valley to turn away visitors unprepared for the psychic cacophony. Power Groups: Trying to control Okilei and the ohrwurm infected is, as the old expression goes, like trying to herd cats. Each being so strong of self and independent, it is a great undertaking. As such, diplomacy and the like is needed in almost all things, convincing the people to convince themselves. The individuals to do so are usually the most strong-willed of an already strong-willed people. They are known as the Maestro, who literally organize all the personalities and their music into a great orchestra of cooperation. The result appeals to most of the inflicted, enough so that they allow themselves to be themselves, but also part of the Grand Song. Beliefs: The beliefs of the Okilei are as various as any human, though many Okilei find no need in celestial comfort. As such, only the devout who seek a deity for other reasons are known in the Vale. Religions that are oppressive or reject personal freedoms do not long last amongst the people however. Languages: Okilei speak the language of their human parent in general, though also have a sort of orchestral sign-language, using tone and meter in their mental tunes to speak. Most however enjoy vocal speech for its own sake, and use it flavored or accompanied by a mental refrain. Only the Okilei are abel to master this language, even Ohrwurm's not able to decipher the intricate emotional overtones. Names: Okilei have no given names, their song far more individual and specific than any name. However, they do enjoy making for themselves intricate names and sounds that appeal to them. They often will use these amongst non-okilei who do not easily hear their song. Many find these names to resemble Sylvan, though more for the inherent beauty in it as there is little to no intersection of the languages. Okilei Racial Traits Wis -2, Cha +2: Okilei possess inherently strong personalities but tend to be rather whimsical and flighty. * Humanoid (Human, Psionic): Okilei are humanoid creatures with the human and psionic subtype. * Medium: As Medium creatures, okilei have no special bonuses or penalties due to their size. * Okilei base land speed is 30 feet. * Ohrwurm Carriers: Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities. * Born Performer: An Okilei gains a +2 bonus to Perform checks and a +4 bonus to Listen checks. These are considered class skills. * Emotional Strength: Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei. * Immunity to Depression: Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar. * Naturally Psionic: Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. * Mindsong: Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet. Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following: Ardent: This music, like its host, is especially passionate. Those that hear the song may manifest a single power, or cast a single spell at +1 level. Bittersweet: This is the closest an Okilei has to a darkminded or depressed member. Their music is beautiful, yet melancholy and tragic. This music brings tears that causes the Dazzled condition for 1 minute/2 HD. Contemplative: This music makes it easier to concentrate. The one effected gains a +4 bonus to Concentration checks, and can gain Psionic Focus as a move action. Other sources that provide faster focus do not stack with this ability. Dreamy: Those that hear this soft, comforting song must succeed on their save or be affected as by the Sleep spell (HD limit equal to Okilei HD). Eccentric: This music is exceedingly strange and chaotic. If the target attempts to cast a spell or manifest a power they must succeed on their save or a random spell or power is instead triggered at random of the same level and still have prepared or available. There is a possibility of the correct power or spell being used. Eclectic: Like their music, this individual's personality seems to change from day to day. They may choose a new song from this list each day, though their lack of conviction to the music causes its duration to be halved (minimum 1 round). Eerie: This music puts one on edge, causing them to become Shaken. Energetic: This lively music provides a +10 bonus to all speeds and a +1 bonus to all Fortitude checks. Fierce: Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty. Inspiring: This music comes from a helpful and encouraging individual, granting their target a +1 competence bonus on skill checks with a particular skill. Provocative: This music is mocking and somehow insulting to its listener. They can provoke one to focus their attacks solely on them if they fail their save. This acts as the Goad feat (ComAd). Rash: This music rapidly bolsters and enthuses others, granting a +2 bonus to attack rolls, but the same target also takes a -1 penalty to their AC. Raw: This music, like its owner, is loud, crude and unrefined. When targeting another with their mindsong their target must make a save or take 1d4 points of non-lethal damage per 2 HD. Seductive: This music is sultry and rich, filled with sensual overtones. Those that fail their save are affected as by Charm Person. Against non-humanoid targets this music grants the singer a +4 bonus to Cha-based checks. Soulful: This music enhances resolve and determination. The target may attempt to reroll a save against any affect he is under. He can attempt the roll any time during the mindsong, but may only re-roll 1 save. Subtle: This music isn't at first noticeable, but slowly builds and works at the target's mind, causing them to take a -2 penalty to Will saves. Whimsical: This music is odd and somewhat unreal. The okilei producing it gains a 20 percent miss chance against attacks from the target. This 20 percent miss chance is not the same as concealment. * Automatic Language: Common and Okilei. Bonus Languages: Any (other than secret languages, such as Druidic). * Favored Class: Bard. * Level Adjustment: +0 Ohrwurm Psychosis Spread by telepathic contact, Will DC (10 + half HD + Int or Cha modifier), incubation period one day, damage ohrwurm. Ohrwurm is a psychic malady picked up after telepathic discourse with an exceptionally powerful intellect, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction, such as the telepathy special ability or mind-affecting spells and powers or similar. The victim becomes telepathically deaf, unable to send or receive telepathic communication, nor able to use psionic powers with the mind-affecting descriptor. The secondary effect is 1d4 hours later the ringing forms into a melody lovely yet eerie beyond words that starts to play in the subject's mind. In addition to the previous symptoms, which remain, spellcasting, or concentrating on spells requires a Concentration check (DC = original DC) and the target takes a –2 penalty on initiative, skill checks, and ability checks for the duration. This state lasts for a number of days equal to the Charisma modifier of the carrier. It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the Ohrwurm. -=- Others (ramen) http://i29.photobucket.com/albums/c2...uff/Masses.jpg The Others, or Mongrelfolk as the unkind call them, are peoples of who have bred with so many other human sub-races that even they are uncertain of their true heritage. Those not derived from human stock would say that the only difference between humanity in general and the others is racial prejudiced. That to be human is to be mongrel. It is both a weakness and a strength of their people. Others can appear as practically anything with a humanoid form. You might have a shifter/okilei/darfellan who looks like a web-eared horror come from the sea depths, or you might have a nymph wild child/cheval/raptoran who appears as an angel of almost unearthly beauty. Others Traits As standard Mongrelfolk from the Fiend Folio except as follows: Ability Scores: Others come from such a wide background that that they may choose to add a +2 to any ability score but must also add a -2 to any. They may also, but are not required, to choose from amongst the following, depending on which of their bloodlines are dominant or most developed: - Cheval: Immunity to gaze attacks. - Darfellan: Gain 10 foot swim speed. Can also hold your breath for a number of rounds equal to 6 x your Constitution score before you risk drowning. - Free People: 40 ft. land speed - Goliath: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you gain half the benefits (minimum 1) of being treated as one size larger if doing so is advantageous to you. For example, if you would normally gain a +4 bonus to Grapple checks due to being considered Large-sized, you instead take only +2. - Okilei: You gain a +2 bonus to Listen checks and a +4 bonus to saves against despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar. - Raptoran: You have vestigial wings that grant a +10 racial bonus on Jump checks. You also only take half damage from falling if conscious and have free use of your wings. - Shifter: You gain low-light vision. You may also choose one other mongrelfolk trait in this list from which you are descended. You gain its benefits for 1 minute per 2/HD. - Wild Children: You gain low-light vision, as well as a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type. -=-=-=-=-=- Even the Others seem to have a subrace, true mongrelfolk, which are the cast-offs from the Iron Body of Licc like cancerous tumors. Their people are what occurs when the mentally unstable, the physically mutated and the spiritually disgraced are forced together as a people, who then breed with the fey about them. Liccan Mongrelfolk As standard Mongrelfolk from the Fiend Folio except as follows: Ability Scores: Mutations and mental instability are the most common reason to be cast out of Licc. They add a +4 bonus to one stat, and a -4 penalty to another. - Naturally Psionic: Liccan Mongrelfolk gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. - Unstable: Every 1d6 days a Liccan Mongrelfolk has a relapse of some latent condition and they lose their bonus to the chosen stat for 24 hours. - Weak Minded: A Liccan Mongrelfolk takes a -4 penalty to saves against Fear and Insanity. Liccan Mongrelfolk may also come Small or Large-sized, and gain the benefits/penalties as if under the effects of a Reduce Person/Enlarge Person spell, as applicable. The bonuses/penalties to ability scores stack with those granted by the race. A change of size adds a +1 to the LA. Otherwise LA remains +0. -=- Raptoran (ramen) http://oi54.tinypic.com/snghmb.jpg As darfellan are a stable race of those with cetacean-weres in their distant past, so are raptorans descended from the weres of coastal raptors, such as seahawks and eagles. Their home capital is a great extinct caldera-island chain far out to sea. The isles are incredibly mountainous, and treacherous to any that cannot fly. Homes are carved out of rock, and built upon plateaus. The lowlier of the people live closest the ground and sea, but those as can fly high enough to reach the higher peaks literally ascend to higher station. They are known as Angelicans by many, for their appearance greatly resembles those of a winged celestial. They are exceptional astronomers and navigators, and are amongst the races the only to have seen the sky beyond the clouds. They are wont to make at least one great journey in their life before returning to their homes. This is known as the Great Flight, even though many must do so aboard ship or on foot. They do not return until they have discovered or seen something none have before them, learned a life lesson or piece of wisdom of great import, or defeated a mighty foe or rival. The manner of this discovery and its telling is often used in the interesting of a Lady. These women usually take of the successfully traveled males, based on their discoveries and their use or interest. Warriors too are chosen by their prowess and bravery, and it is often the case that a Lady Raptoran takes each a Warrior, an Explorer and a Shine, a male chosen for solely his appearance. This way her hatchlings will, together encompass the traits of strength, curiosity and appearance. Only the most exceptional male that holds all three traits strongly can have his Lady for his own. Such pairings of Lord and Lady become rulers of the others. Their personalities tend toward mercurial moods, raising up in heat and anger only to descend into melancholy and depression a moment later. Adolescent raptorans in particular are incredibly dangerous, going into destructive rages. It is generally at this height they are sent on their Great Flight. Until then they form clannish gangs of both sexes who give each other moral support and protection until their emotions mature and hormones stabilize. Though young raptorans will have almost none ruling over them, each gang tends to be swayed by a young dominant female, who focuses the unchanneled energies of her friends into furthering her personal goals. Of the males that survive their Great Flight she often chooses at least one from her adolescent group. -=- Shifter (djur or ramen) http://i29.photobucket.com/albums/c2...y_Lessprit.jpg Shifters come from the unions of natural weres and the occasional humans, though shifter orcs are most common. They are a feral, dangerous people who adjusted very well to the cold that took over Hearth. They form large packs in the frostfell, some living animalistic lives with druidic traditions, others making raids on human towns. Many are also loners, exploring their entire lives. Few shifters are civilized, though a number make a living as trappers, hunters and scouts. Few shifters are good-natured, and meetings between stranger shifters and others is one of guarded wariness. Few shifters call any one place home, many merely following herds of branta and elk as they migrate from place to place. -=- Somnambul (ramen) http://bluepoppy.omworks.com/photos/drowsy.jpg Dreams are real, and real are dreams! - Timothae the Awakened Dreamer, somnambul psion Somnambuls are dream affected beings born to human parents. Sometimes a child is born to a mother in a coma or whom suffers terrible nightmares during their pregnancy. This somehow alters the mental and physical state of the child which forms partially within the region of dreams. This phantasmagorical womb never seems to give birth, continuing to both curse and gift the individual their entire lives. The first sign of the difference in the child is its extensive sleeping time. They slumber so often and so deep that they are often malnourished, resulting in thin, weak adults. As they grow their oddness increases as they develop advanced somnambulism, the condition known as sleepwalking. Parents tend to spend much of their nights sleeping nearby their child after locking doors and windows in an attempt to prevent their child from wandering off and possibly injuring themselves. As they reach adulthood many teach themselves to remain still, or develop subconscious instincts that keep them from harm. Somnambul's are known for their incredible creativity and imagination, and many become famous painters or writers. A large minority however suffer more and intense dreams as they age until they finally succumb to insanity. Either way somnambuls are always fascinating individuals with a unique view of the world, though a bit odd and often exceedingly absent minded. In fact, many Somnambuls consider themselves to have two lives, the waking and the dreaming, each state seeming as real to them as the other. Generally only Somnambul woman give birth to other somnambuls, otherwise the child is often quite normal. Somnambul Traits Somnambul's resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is that a somnambul tends to have red-rimmed eyes even when completely rested that possess a strangely unnerving gaze.
-=- Wild Children (any) http://i29.photobucket.com/albums/c2...roomBeauty.jpg Wild Children are always fascinating people who do well in the constant wet coldness of the world. They see the clouds, mountains, rivers and snow as purest beauty, for most come from unions with water and cold dwelling fey. Human wild children most often come from Dryads, Oreads, Rusalka, Selkie, Vodayanoi, and Yuki-on-na's. Dryad, Oread and Selkie relationships are usually short term, though those with Vodayanoi and Yuki-on-nas are often life long. Vodayanoi offspring come only from rape and their offspring are shunned, as they are hideously ugly and foul tempered. Dwarven wild children are rare, but they are not immune to the voice of an oread or crystal woman (a fey of underground lakes and waterfalls). Offspring of the later tend to shun the surface. Wild Children are similar to Feytouched (Fiend Folio, p. 71), though use the statistics below instead. +2 Dex, -2 Con, +2 Cha * Charm Person: Once per day a wild child may use Charm Person as the spell. Caster level equals HD, save DC 10 + half HD + Cha mod. * Fey Spirit: Wild Children gain a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type. * Descendant of the Elements: A wild child whose fey ancestor possessed immunity to cold or fire is considered to be under the effects of Endure Elements in regards to either chill or heat, depending on the origin. Otherwise wild children gain a +4 bonus to Fortitude saves in regards to extreme climate. * Level Adjustment: +0 |
Races of Purity
Races of Purity The dominion of the delving Dwarf, the wandering curiosities of the Kenku, the infestation of the morbid Gloi, and the trilling truffles known as the Trlleetrlaa... These four peoples are known as the Pure Races, those without any human blood in their ancestry, nor capable of breeding with them. -=-=-=-=-=-=-=-=- Dwarf (varies) http://i29.photobucket.com/albums/c2...GoatShrunk.jpg Dwarves are the oldest surviving race on Hearth, descendants of a race of celestial ancestors who as one were banished to Hearth for their rebellion against their god himself. Those who left their roaming mountain reverted to mortality and adapted to their chosen terrain. There are no less than 5 types of dwarves in the world of Hearth: Common, Dream, Duergar, Glacier, and Midgard. Common (Ramen) Common dwarves live in the mountains and just beneath the ground, most preferring to always live at least a couple day's journey from the surface. Many factions have a thriving relationship with humans. Humans buy their ores and metal craft, and dwarves buy their wood and collect their fanciful tales and songs. Many humans have also gone to live beneath the ground, as the temperature is warmer below year round than at almost any time during the year, even within the Ring. In turn many dwarves like the bracing chill and exciting winds of the surface world, enough so that have formed extended colonies above. These Dwarves are eagerly welcomed into human communities, particularly if they have smithing and stone-working skills, and humans into dwarven, especially as entertainers. In fact, it is uncommon but not unheard of for dwarves and humans to be married, usually human males to dwarven females, though they are incapable of producing offspring. Dream (Ramen) Dream dwarves are the rarest of all dwarf kind and few are seen. They are the philosophers and mentalists of their people, with a tie to the earth even the Midgard have not achieved. It is within locales of deep crystal and psychic nodes that they first formed. The duergar were once dream dwarves, but they went mad with the revelations that were discovered as their deepest meditations took them to the Edge (see Far Realm). The dream dwarves are those that were able to send their insecurities and fears into the crystals, to stabilize their minds and perform a sort of deep therapy upon themselves. Duergar (Varelse) Duergar in turn fear the light and chill of the upper lands and dwell deeper than the roots of the mountains. There they hide in a frantic psychosis ever since the first duergar approached the Edge and peered over. This madness spread through the dreams of their people and even while in the womb their young are influenced and driven insane. They hold an intense hatred for surface dwellers due to their fracturing of the crust. With the earthquakes and constant seeping magma their civilization, though still impressive, is nothing like it once was. Though they take prisoners in hit and strike raids upon the common dwarves for slaves, they don't dare openly oppose them or the humans except in bouts of suicidal insanity. Mountains are so plentiful that common dwarves have multiplied like vermin to their minds, and vastly outnumber them. Even with their psionic powers they could never hope for victory until something is done to lessen their population. Glacier (Ramen) Glacier dwarves were once a small, primitive people living in the freezing ice caves of the acrtic circles of Hearth, but since the Years of Frost they have risen an impressive society and their numbers have been able to increase and spread with the surplus of frozen land now to be found. They rarely tunnel into earth itself, and find the thought slightly offensive. Clean ice is their medium. The most famous glacier dwarf city is the Azure Floe on the beaches of a great frozen sea. Midgard (Varelse) Midgard dwarves are the ancestors of all the dwarves of Hearth. When they refused to obey the tenants of the higher planes they were cast down with their precious mountain and have wandered since. This incredible mountain slowly wanders the world. Within is a paradise of both worked and unworked caverns that reflect their exalted origins, filled with metal and stonework the like of which is unequaled anywhere on Hearth. They have nothing to do with the other races if they can help it, instead pursuing their own goals and wills as they always have. -=- Glöi (ramen) http://th05.deviantart.net/fs25/300W...dieTheYeti.jpg The Glöi, also known as Charnels or Gutfolk, are amongst the most misunderstood and reviled races on Hearth. They seem a macabre, alien race until one attempts to understand their customs and ways through the eyes of their heritage. They are scavengers whose origins found them in the bowels of much larger carnivores, where they hid in the stomachs, feasting on the swallowed meat, or causing the carnivore to regurgitate the meal, and the glöi, where it could feed outside the host. To a glöi the odor of a festering corpse is alike to a fine boutique, and a field of bodies a grove of wildflowers. Ripening cadavers, pustules and bones have a certain aesthetic beauty to them that few if any other races share. Their art reflects this with bone carvings, flesh sculptures, deadpools and fungus arrangements of horrible skill. Personality: Though the range of personalities vary as widely as any human, glöi tend to be a surprisingly optimistic and philosophical people, and are masters of black humor. They see death and life as alternating shades of existence that goes from one to the other, much like day and night, with neither being an end. Physical Description: Glöi bodies are much like that of a snake, but flatter and wider, and have strange crimps and twists in it as if their spine at several times along their length formed a swiveling joint. At the base four short, springy legs with a single retractable gripping claw grows. Dozens of much smaller legs continue up the side of the body, though appear mainly atrophied and are capable of very limited movement. Their faces are strange and idiotic seeming, with tiny black eyes, one on each side of a round, circular head built around an enormous mouth. The teeth of this mouth are made for tearing, but are extremely tiny. A long tongue, covered in barbs, can be extended from this maw. A beard of what appears as a dozen meter-long, feathery moth antennae extend from the base of their throat that move with prehensile ease. They have a wiry strength to them, and can be braided together in a blink to make a pair of arms that are every bit as strong as a man's and much more dexterous. Alignment: Glöi tend towards no particular alignment, depending on the individual and society it grew from. Lands: Glöi prefer locations that are the hotter and wetter the better, often in areas of heavy geothermal activity nearby sources of water, both above ground and underground. They can tolerate colder climates, but are intensely uncomfortable. As such, when leaving these lands they usually do so while infecting a much larger creature. Settlements: Glöi prefer to craft their homes to be partially above and below. Though they use mud frequently, they prefer bone and scale, and often form large hunting parties for gathering building materials, much like loggers set out to cut trees. The rest of the remains are put in literal carnal houses to age and gain flavor. The wealthier Glöi make their homes from entire mummified remains of enormous beasts. As such, glöi residences are surrounded by a miasma of putrescence that is only possible by the careful cultivation of decay. As often as not glöi tend to be nomadic, infesting entire herds of creatures, only settling for short periods while happening upon a particularly great beast's death or to lay eggs. Some glöi even raise dead to follow them as both food and protection, and serve as pack creatures. Glöi eggs have no yolks, so they are laid en masse in pools of liquefied flesh, absorbing through the porous membranes. Glöi larvae are aquatic and mindless for their first year, eating anything, alive or dead, even one another. After this they become to develop a true intelligence, at which point the maggots are rescued from their cannibalistic brethren and into new pools of children to be taught and cared for by the settlement in general. As the maggots begin to mature, they grow a cocoon-like sack around themselves of great durability. This sack smells enticing to predators, and the settlement as a whole tries to attract a huge beast to come and literally eat their young. They remain growing in the belly of this beast, the sack slowly being eaten away by the stomach acid of their host, the only substance that seems capable of doing so. The entire brood then hatches, and feed upon the eatings of their host. Eventually it weakens and dies. The brood then emerges, having all the materials ready for the beginning of a new settlement. Glöi have no genders, and can in fact lay eggs and produce offspring without the need of a mate, but this tends to be taboo, and the individual shunned. Power Groups: Glöi society is oddly normal, with bullies and subordinates, iconoclasts and individualists. Though they work together to raise their young, it is also quite normal for groups to break off and start their own society. Leaders tend to be the elders of the community, though can be thrown down by a stronger or more well liked younger glöi. Beliefs: The glöi believe that all life grows upon the multiverse like mold on a piece of meat, and that we are all living off the flesh of a dead, plane-spanning deity. Someday, after all has been consumed and everything has died, the released life force will reawaken the god and its followers, and they will become one with it. Languages: Glöi. Bonus Languages: Common and Giant. Glöi language sounds like a mixture between a stuck pig and a phlegmy wheeze with buzzing overtones and sudden series of strangled glottal stops. Names: Glöi are often named after their eating habits with family names based off the creature within which they grew, with special titles given depending on their accomplishments. Glöi Racial Traits Con +2, Dex +2, Cha -4: Glöi are a race of hardy contortionists, but they come across as intensely unpleasant to almost all other known species in appearance, smell and behavior. * Monstrous Humanoid: Glöi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. * Small: As a Small creature, a Glöi gains a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character. * Glöi base land speed is 20 feet. They gain a Burrow speed of 5 feet when moving through dead flesh. * Darkvision: A glöi has darkvision out to 60 feet. * Parasitic Heritage: A glöi's nature is such that some healing spells are confused by them. Glöi can be cured of diseases with spells, but take 1d6 points of damage per 2 levels of the spell. For instance, Remove Disease, a 3rd level spell, deals 1d6 points of damage, and Heal, a 6th level spell deals 3d6 points of damage (though in the case of Heal, may heal the damage it deals, though it heals pre-existing damage first). Glöi casters have their own versions that does not deal damage, however, when this version is used on non-glöi they are considered 2 caster levels lower for counter casting purposes and similar. * Carnal Nose (Ex): A glöi gains the scent ability within 30 feet for the purpose of detecting dead flesh if it has been dead for more than an hour. If the corpse is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. When a glöi detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The glöi can take a move action to note the direction of the scent. Whenever the glöi comes within 5 feet of the source, the glöi pinpoints the source's location. They can tell within up to half a day how long a creature has been dead by smell alone and can 'smell through' any Bluff or Disguise check a creature may make to appear dead. * Gutborn (Ex): A glöi is immune to digestive acids and the bludgeoning damage of a creature's gizzard (though other acids and bludgeoning damage still affects them). As such, unless the creature's stomach deals other kinds of damage, such as tearing or has a stomach full of fire, the glöi is completely immune to being swallowed whole. In addition, they can tickle the creature's inner orifices in such a way as to cause a gagging reflex. The creature must succeed on a Constitution save equal to the glöi's Heal check or expell the contents of it's stomach. The glöi gains a +10 racial bonus to Heal for the purpose of causing this reflex. * Irongut: A glöi is immune to all ingested and inhaled poisons and disease. * Rasping Tongue: A glöi can make a secondary attack with it's barbed tongue, dealing 1d4 subdual damage. * Favored Class: Fighter * Level Adjustment: +0 -=- Kenku (ramen) Kenku are one of the least understood of the sentients of Hearth, being extraordinarily secretive and private peoples. They are known to venture practically everywhere, having an insatiable curiosity that rarely allows them to build a home. Because of this trait, while being an intelligent people have no capital nor form of government, simply searching and seeking information their entire lives. They will trade this information for a price, though demand payment up front as many dislike what they hear from these creatures. Spying and stalking are what they are best at and most mentally suited for, and are an exceptionally cunning race. Many will steal if they feel they can get away with it, as much for what they take as the thrill of the theft. They make excellent surgeons as well, though their services are often high as in general they would as often prefer to vivisect a wounded creature as to heal it. They are rarely cruel, simply uncaring of others, showing little empathy even to their own race. Many choose a mate, the only one they trust to share their secrets. They stop in their journeys only long enough to lay a clutch of eggs, which they will guard with unparalleled paranoia. Only in unreachable heights, hidden caves, or other dark and secretive locations can they be found. The children are then raised during this period fearing every breath of wind and twitch of a shadow. By the time they are ready to leave their parents sides they have taken on the suspicious natures that they will carry over to their own brood. All in all this behavior casts a distinct sinister pall over the people and doings, which is often justified. Just as often however they mean no ill towards others, and most tend towards neutral rather than evil, but their paranoia, macabre curiosity and black humor does not aid their reputation. Kenku Traits In addition to standard Kenku traits (MM III, p. 86-87), Kenkus in Hearth gain the following: * Venom Resistance: Kenku gain a +2 bonus to saves against venom. * Long-Fingered: Kenku's lengthy fingers grant them a 10 foot reach in regards to touch and natural attacks. Weapon reach is unchanged. -=- Trlleeltrlaa (ramen) (truh-lee, trah-la) http://i29.photobucket.com/albums/c2...rufflefolk.jpg Trlleetrlaa, also known as Trufflefolk, are an unusual occurrence of fungal sentience. They evolved from colonies of parasitic fungus. Through their song they attract the fair folk, and through their spores infected them. The sylvan beings are filled with feverish visions of great beauty and wild sadness and the song fill their heads with a glorious melody. Possessed with the deepest longing to share the melody with others of its kind it would seek them out. As they began to sing to their brethren fungal blooms of incredible beauty would grow painlessly from all about them and in one final moment of ectasy and song they would fall. New fungus would then spread, each singing the unique song of the fey that hosted them. This requiem is in memory of their host and at the glory of life. To further show their appreciation and honor of the host they have attempted to take their form, appearing vaguely humanoid. In spore form they lie dormant in the bloodstream until reaching brain matter. At that point they begin to grow and spread, bursting forth. At the final moment of their host's death they take the basic knowledge and instincts of their host, from which they use to grow on. This also determines the general mindset of each clan, though individuals may break from tradition and general practice of the clan. Though trufflefolk will infect fey if possible, through no inclination of their own, they are capable of budding every 5 years if well nourished. This double is an exact clone of the parent. Personality: Trlleetrlaa share much of the personality of the fey creatures from which they originated. Some may be aggressive and warlike while others peace loving and flighty. All however are great lovers of song with whimsical moments. Physical Description: Trufflefolk normally appears as stocky, humanoid-shaped creature of rough, creased flesh with intricate wrinkles, veins and lumps. A large, fleshy growth normally adorns their head or back like fins. Two small, root-like antennae extend from the front of the face with waving tendrils. On each side of the face are two large orbs of smooth flesh that act as primitive eyes. They see very poorly, only shapes and shadows without color or great detail. Despite this, their coloration varies considerably, from pale pinks to dull oranges to grays and browns. Alignment: Trufflefolk veer towards true neutrality in general, often not caring about anyone but their own people. Some however are well disposed towards others, while other trufflefolk can develop a cold hatred for non-trufflefolk. Alignment tends to be within one step of their original fey host, though there are many exceptions. Lands: The Trlleetrlaa originate within the deeps of the Tangle. There, where near every plant has a limited ability to move, and eyes to see, they feel most at home. Settlements: Trufflefolk tend more towards gardening and arborsculpture than building, having little need for shelter or food preparation. Certain trees do 'taste' better than others, so they attempt to cultivate them to the best of their ability. The young also grow very slowly, so the tending and protection of trufflefolk buds are also much time consuming. Power Groups: Trufflefolk do not have leaders as others know them. Beliefs: Trufflefolk tend to be druidic in beliefs, following the ebb and flow of nature. A large minority however revere the Queen of a Thousand Roots, each one planted into a different world or plane. They believe it is this creature that awoke The Tangle, and subsequently the trlleetrllaa. Languages: Trufflefolk speak Tulgey. The language is complex and difficult to reproduce, comprised primarily of an elaborate cricket-like chirps, trills and warbles. They can however reproduce most any other languages, though in a rolling, sing-song accent. Names: Trufflefolk names are more like songs, having no true meaning, but is the melody of joy the parent expresses at their maturation. Trlleeltrlaa Racial Traits Con +4, Dex -4: Trufflefolk are incredibly resilient and hard to kill, but are extremely plodding and slow to react. * Small: As a Small creature, a trufflefolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and it lifting and carrying limits are three-quarters of those of a Medium character. At 10 HD a trufflefolk becomes Medium. At 20 HD he becomes Large. * Evolved Plant Type: Trufflefolk have the evolved plant type. This is similar to the normal plant trait except for the following: - Not immune to mind-affecting effects or sleep, and require a 4-hour period of dormancy that mimicks sleep. - Not immune to poison, though gain +4 bonus to fortitude saves against poison. * Trufflefolk land speed is 20 feet. * Low-Light Vision: A trufflefolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. * Color-Blind (Ex): Trufflefolk are immune to spells that deal specifically with color, such as Color Spray, though those that do damage, such as Prismatic Spray, still effect them. They also take a -4 racial penalty to search checks. * Absorb Nutrients (Ex): Trufflefolk don't have to eat more than once a week, though they require twice as much water per day as a normal human. They can absorb water, as well as any organic source, right through their porous skin, no matter the quality. * Blooming Dirge (Ex): Trufflefolk gain a +4 bonus to Charisma-based checks with fey. As well, once per year when they bloom they will instinctively infect them. They produce an invisible cloud of spores that extends 5 feet per hit die of the trufflefolk at a rate of 5 feet per round. All creatures with the fey type must make a Fortitude save (DC 10 + half Trufflefolk HD + Con mod) or become infected. They must make the save each day or take 1 point of Wisdom drain. Each day of infection the DC increases by 1. When they reach 0 Wisdom the fungus blooms from their head and quickly spreads, immediately killing the fey. Trufflefolk do not have any control over this function. * Immunity to disease * Living Telepathy (Ex): Trufflefolk can use telepathy with a willing creature it touches. The sensation is thoroughly unpleasant, feeling like tendrils slowly creeping over the brain. Any creature concentrating on a spell or power must make a DC 20 concentration check or lose concentration. * Hibernate (Ex): A Trufflefolk that would die from cold exposure instead goes into a state of suspended animation. He may stay in this condition for a number of months equal to his Constitution score. After that he begins to suffer from starvation and thirst, though each month without counts as a day. If in direct contact with an organic source or water/ice he may slowly absorb enough to keep from having to make saves. * Languages: Tulgey and Sylvan. Bonus Languages - Common, Myconid, Treant * Favored Class: Druid * Level Adjustment: +0 |
Crystal Child
Crystal children are special children whose parents were blessed by their deity or outsiders of the region of dream before the child was ever born or while still in the womb. Others are born without intervention, a natural defense against prevalent nightmares shared with the mother. Crystal children tend to be both beautiful in body and spirit with especially large, gentle eyes, and are on the whole very quiet and affectionate people. They form friendships easily and are very sensitive to the feelings of those about them. They tend to be opposed to violence though have been known to take up arms to protect themselves and others. Crystal children tend to be of neutral good alignment. Creating a Crystal Child Crystal Child is an inherited template that can be added to any humanoid (refered to hereafter as the "base creature"). Size and Type: The creature's type does not change, though it gains the psionic subtype. Special Attacks: A crystal child has all the special attacks of the base creature, plus the following special attacks. Psi-Like Abilities (Sp): A crystal child possesses the psi-like abilities indicated below. Manifester level is equal to the crystal child's HD. The save DCs for a crystal child's psi-like abilities are Charisma-based. At will - Empathy (range is 5 feet per HD) 1/day - Mindlink Special Qualities: A crystal child has all the special qualities of the base creature, plus the following special qualities. Naturally Psionic: A crystal child gains 1 bonus power point. Sweet Dreams: A crystal child rarely has trouble sleeping, and gains a +2 bonus against harmful powers and spells based on dream, such as Nightmare, and a +1 bonus against fear-effects. Skills: A crystal child gains diplomacy, handle animal and lucid dreaming as a racial skill. Abilities: Increase from the base creature as follows: Wis +2, Cha +2. Level Adjustment: Same as base creature +1 |
Nox-touched come into the world screaming like they are dying, refusing to sleep, only going into a catatonic state once they have worn themselves out and their throats bleeding. They last this way for up to a week, few making it through this period. Those that survive however then abruptly go quiet. Many do not make a sound ever again, even once grown. Though personalities vary as widely as any others they tend to have dark-minded natures with a distinct sadistic streak. They do not seek so much to harm others as to intimidate them, to frighten and horrify in one way or another. For some it may be enough to become a power figure or create an unsettling appearance. For others the need to spread dread goes even deeper, committing gruesome and inexplicable deeds that are all the more terrifying for the unreal quality that permeates such events. Nox-touched appear much as anyone else of their race, except for some key feature is just... wrong. Something disconcerting, whether it be eyes that never blink, a mouth lined with hair within, or perhaps a finger that is twice as long as the others. As well each one has a kind of mark upon them, somewhere from their neck on up, that looks like a festering black sore shining with wetness. Nox-touched tend towards Chaotic Neutral with evil leanings. Creating a Nox-touched Nox-touched is an inherited template that can be added to any humanoid (refered to hereafter as the "base creature"). Special Attacks: A nox-touched has all the special attacks of the base creature, plus the following special attacks. Psi-Like Abilities (Sp): A Nox-touched possesses the psi-like abilities indicated below. Manifester level is equal to the nox-touched's HD. The save DCs for a Nox-touched psi-like abilities are Charisma-based. 1/day - Aversion, *Primal Fear *From Complete Psionic Special Qualities: A nox-touched has all the special qualities of the base creature, plus the following special qualities. Fearful: A nox-touched takes a -1 penalty to save against fear affects. Low-Light Vision: A nox-touched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Naturally Psionic: A nox-touched gains 1 bonus power point. Uncanny Presence (Ex): All things in the presence of a nox-touched seems to have an added edge of eerie unreality. All fear-effects in their presence, whether the nox-touched produces them or not, gain a +1 bonus to the DC. This presence equals an area out to 5 feet per HD of the nox-touched. Skills: A nox-touched gains autohypnosis, intimidate, and lucid dreaming as racial skills. Feats: A Nox-touched gains Kiai Shout as a bonus feat. Abilities: Increase from the base creature as follows: Con +2, Cha +2. Level Adjustment: Same as base creature +1 |
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Listening to music. Going for a long ride. Drinking coffee.
I will need someone who will love to make me happy and smile. A god -fearing woman and someone who love kids . I don't care if she has someone as an ex but she just has to be faithful with me
Simple conversationJust looking for my best friend.. Lover
A lunch or dinner date, I don't do coffee but I'll chat while you drink a cup.
To meet face to face Talk what is not said in profile
Meet for coffee or lunch then go from there.
Maybe an appetizer and a couple of drinks...
Meet for a drink some where to see if theres chemistry an if there's to be a real date.
Not sure play be ear once meet a lady we can decide I'm very easy not into the fancy but will do the fancy and have fun doing it
Long ride to have dinner, drinks, go to ocean and enjoy the sunset.
Somewhere quiet where we can talk and get to know each other.
I know of a really cool bar & grill overlooking the lake, about a 40 minute ride from my place
Would like to meet for lunch see how it goes because we will both know if it feels right.
Relax someplace quite to talk and get to know each other.
A nice long ride out with either a pub lunch or chippy middle
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subset: commoncrawl


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Member Since 12 Sep 2008Offline Last Active Sep 29 2014 01:58 PM
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Your encouraging post about skin sensations and trigger points resolving gave me the boost I needed today. I am very discouraged (although I always have hope)and your words helped immensely. Thanks!
Mar 05 2011 02:03 PM


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Originally written on
Last updated 11/17/14
Since not everyone is up on these college traditions , the "12th man" is a tribute to the fans of the Texas A&M Aggies, who do their best to give the program support on/off the field and provide the team the extra boost needed for victory. Last July, it was announced that the school would auction off the license plate which I'm sure is highly coveted in that area.
Well we know someone wanted it badly because it went for $115,000 in auction:
The proceeds are supposed to be going to both Texas A&M and the General Revenue Fund of Texas. Remember though, it's fine for the school to make this much money off a license plate, but Johnny Manziel can't get a penny for signing his name.
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"The harder you work, the luckier you get." by Gary Player
Below is the poem entitled I Try which was written by poet Paige Brackins. Please feel free to comment on this poem. However, please remember, PoetrySoup is a place of encouragement and growth.
Read Poems by Paige Brackins
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I try to be the one you can trust, But I dont know how. All I can do is hide. The knife I hold in my hand, The blade shines off the light. The blood pours from this wound. The wound that went so ever deep. I fight all of these wars. But the battle has yet to be won. Won on the inside. The life i hold in my hands no one can save me from this fate I have placed upon me.


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Soft shell crab club sandwich?
- 10
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Anybody know of anywhere in nyc that serves a soft shell crab club sandwich?
re: Wilfrid
I've been wanting one for so long, but I'm going to have to wait a couple more months. I'll definitely check that place out. Thanks!
0 -
re: princeofpork
The soft-shell is the blue crab in its molted state. Or another way to say it - they have to shed or peel their shells to grow bigger. And then they get a new shell. The molting process means soft crabs from late spring to early fall, with May through September ranking as the most productive months. They are available frozen year round.
The fresh ones on the East Coast might start showing up in April.
Signed, your friendly Marylander :-)
I had one at Aureole for lunch back in August when it reopened in the new spot by Bryant Park. I enjoyed it.
0 -
re: MVNYC
It doesn't matter where you go, this time of the year any soft shell crab you'll find will be frozen. IMO frozen doesn't compare to fresh. That's one reason why when they are in season the best way to get them is while they're still alive - Citarella and other good fish stores only sell the live crabs- Once the fishmonger cleans them, they're dead, and are best eaten within a few hours.


text:
Click 'like' to save a life
Updated: July 20, 2012, 3:04 PM ET
By Amanda Duckworth | Special to ESPN.com
I'll bet you a dollar you have never heard of a racehorse named Orchard Point, unless you happen to use social media. But his story is one that has value.
Orchard Point ran once in September 2008. He was a 3-year-old that year, and he finished an underwhelming 13th out of 14 in a maiden claiming race at Laurel Park. That was the beginning and the end of his racing career. So why am I telling you about this horse now, four years after he left the racing world behind? Well, Orchard Point fell on some hard times recently, and yet the very fact he was born to be a racehorse, even a poor one, is what ended up saving his life.When he was purchased by a contract buyer (also known as a kill buyer) for $450, it was clear he had come to the end of the line.
Photo Courtesy Three Chimneys FarmJen Roytz was one of several people looking out for Orchard Point.


text:
Corporate compensation
Watch breaking news videos and read news updates about Corporate Compensation on pionline.com
Shareholders approve pay package for Microsoft CEO, top executives
trueA majority of shareholders approved Microsoft Corp.'s executive pay package for CEO Satya Nadella and four other top executives.
Pension funds take sides on Microsoft executive pay package
truePension funds have lined up on different sides on the issue of Microsoft Corp.'s executive pay package for CEO Satya Nadella and four other top executives.
Coca-Cola reduces shareholder approved executive equity plan
trueCoca-Cola Co. announced Wednesday it is backtracking somewhat from its executive equity plan approved in a shareholder vote in April that received opposition from some major pension funds, which called it excessive.
Say-on-pay support flat from 2013
trueCompanies won an average 90% level of shareholder support for the compensation of their CEOs and other top executives in say-on-pay voting this year through June 30, said a Towers Watson report released Wednesday based on the findings of 2,168 companies in the Russell 3000.
Towers Watson: Executive compensation support unchanged so far in 2014
trueSeventy-three percent of companies won at least 90% of the shareholder vote in support of their executive compensation practices based on results of 2,132 companies in the Russell 3000 index reporting results this year through June 20
McDonald's shareholders ratify CEO's pay despite opposition by CalPERS
trueMcDonald's Corp. shareholders on Thursday voted to ratify the compensation of Donald Thompson, president and CEO, and four other top executives by a 93.5% vote, despite opposition by CalPERS.
J.P. Morgan Chase faces opposition from pension funds on pay, directors
trueFlorida State Board of Administration will vote against the compensation package for James "Jamie" Dimon, chairman and CEO, and four other senior executives at J.P. Morgan Chase & Co., while the Connecticut Retirement Plans & Trust Funds and Illinois State Board of Investment will vote against the ...
Pension funds oppose Chipotle executive pay
trueThree pension funds, Institutional Shareholder Services and Glass Lewis & Co. have lined up against Chipotle Mexican Grill Inc.'s executive pay package for Steve Ells, chairman of the company's board and co-CEO; Montgomery F. Moran, co-CEO; and two other top executives.
Nathan Cummings Foundation will file for proxy access at Oracle
trueNathan Cummings Foundation, New York, expects to file a proposal at Oracle Corp., calling for proxy access permitting shareholders the use of corporate proxy materials to nominate directors.
Ford shareholders approve executive compensation despite pension opposition
trueFord Motor Co. shareholders Thursday voted 75.2% of shares to ratify the compensation package of Alan Mulally, president and CEO, and other senior executives at the company despite opposition from CalSTRS, Canada Pension Plan Investment Board and Florida State Board of Administration.
Barrick shareholders approve exec pay package
trueBarrick Gold Corp. shareholders ratified an executive compensation package with 80% of the vote despite opposition from the Canada Pension Plan Investment Board and the Ontario Teachers' Pension Plan.
CPPIB on opposing side of CalSTRS, Florida SBA for executive compensation at Barrick
trueCanada Pension Plan Investment Board is at odds with CalSTRS and the Florida State Board of Administration in their voting on the executive compensation plan of Barrick Gold Corp., according to their proxy-voting disclosures.
Coca-Cola shareholders approve executive equity plan, reject independent chairman
trueCoca-Cola Co. shareholders approved the company's proposed 2014 executive equity plan by an 83% vote in favor, despite opposition from some major pension funds, according to preliminary results announced at Wednesday's annual meeting.
CEO compensation at S&P 1500 companies barely rises on lower pension values
trueThe median total compensation for CEOs at the nation's largest corporations increased 0.5% in 2013 to $4.9 million, primarily the result of sharply lower executive pension values, according to a new analysis of proxy statements of 430 companies in the S&P 1500 index by Towers Watson.
CalSTRS updates proxy votes on Coca-Cola in support of compensation proposals
trueCalSTRS reversed its position on Coca-Cola Co. and will now support the pay package of Muhtar Kent, the company's chairman and CEO, and other top executives, according to the pension fund's proxy voting disclosure.


text:
When it comes to having a reputation as a college community, the Fordham section of the Bronx is hardly in the same league as iconic college towns like Amherst, Ann Arbor or Chapel Hill.
But in the last decade, Fordham University's Rose Hill campus has come to resemble such a place, especially late on weekend nights when the adjacent Belmont neighborhood, the Bronx's Little Italy, fills with students heading to bars or parties.
This activity has let to a town-gown struggle that is pitting the university against long-term residents. An aggressive campaign on the part of the police and the State Liquor Authority has resulted in the closing of three of the most popular bars near the campus -- Alumni Hall, University Cafe and Howl at the Moon -- within the last few months, for serving minors. A fourth bar, Mug-Z, was also closed, but has reopened with stricter controls.
Many local residents had complained to the police about late-night noise and fights.
''When you get 200 kids, hot, sweaty and drunk, coming out onto the street at 3 a.m., there's a nuisance,'' said Frank Franz, a lifelong resident who is chairman of the Law Enforcement committee of Community Board 6.
A policy of carding students to determine if they are underage was not strictly enforced at Alumni Hall, according to Chad Stewart, a recent graduate who used to work there as a D.J. ''If you had a piece of notebook paper with your mom's signature on it, you could get in,'' he said.
Elizabeth Schmalz, the university's assistant vice president for public affairs, said Fordham supported the efforts of the police. ''The university is very adamant about not facilitating in any way illegal businesses that prey on the vulnerability of students,'' she said.
Capt. Joseph Hoch of the 48th Precinct said the bars were persistent offenders. To close an establishment, he said, the police must find violations on six occasions. ''To get that isn't very easy to do,'' he said. ''It's more than just lucky. It means it's a persistent problem.''
At the bars themselves, the sentiments are different.
''The cops have nothing better to do than stop the kids at Fordham from having fun?'' said Simon Kajtazi, whose family owns Howl at the Moon and lives above it. ''We are a bar and restaurant. Kids come in, socialize. The kids who are of age drink.''
Both the police and The Fordham Ram, a student newspaper, have cited several recent cases of sexual assault, and some students suggested that the increase was caused by the need to walk to more distant bars.
''We have to walk 15 minutes in a neighborhood that's not safe, instead of walking two seconds in our local vicinity,'' said a student who was drinking at the Upper Deck, five blocks from campus, a few days before her 21st birthday. ''We're doing the same things, just further away.'' SETH KUGEL
Photo: An off-campus bar that greeted returning Fordham students is now closed for serving minors. (James Estrin/The New York Times)


text:
Advertise On UGHH |
CUSTOMER SERVICE: 1-617-262-0200 STORE FRONT: 234 Huntington Ave, Boston, MA 02115 (Tues-Sat 12PM-8PM) | |
Xzibit: Restless XposedDVD
Price: $20.97
No Longer Available (Get e-mailed if ever back in stock) | ||||||||
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Product Details
SummaryXzibit, a long time underground legend, emerges to bring you this behind the scenes look at what made his highly anticipated Platinum Restless LP. Take a hand to hand walk with Xzibit as he crushes arenas on the Anger Management Tour, kicks it on the tour bus and indulges in Xplicit groupie action.See Mr. X to the Z doing it big with his homies, Eminem, Dr. Dre, Snoop Dogg, and many more. Plus an all access ride on his European tour, backstage footage and all of Xzibit's groundbreaking videos. Restless Xposed is much more than a concert film. The footage is true behind the scenes action shot with Xzibit daily for eight months. High quality content, high quality images and high quality sound. If you like Xplicit lyrics, Xplicit girls, and Xplicit behavior Restless Xposed is a must see. Take it home, put it in your system and crank that S**T up!! |
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Reviews and Comments


text:
Benstonium has just released his Pittsburgh Steelers pump-up video for the 2015 Playoffs. It's a movie trailer in the style of the movie Inception. | |
Posts Tagged 'tribute'
VIDEO: Steelers / 'Inception' Movie Trailer
Saturday, January 3rd, 2015Pirates Rally Video — In The Air Tonight
Tuesday, October 1st, 2013"Breaking .500″ — Buccos/Breaking Bad
Thursday, August 29th, 2013We've waited 20 years. All bad things must come to an end. After 20 losing seasons, the Pittsburgh Pirates are on the verge of breaking the worst streak in American sports history. In the style of the TV show Breaking Bad, Benstonium's latest video "Breaking .500" welcomes the end of a forgettable era in Pittsburgh baseball.
"Benwatch" | Roethlisberger/Baywatch Parody
Saturday, December 8th, 2012Steelers / James Bond "Skyfall" Trailer
Thursday, October 18th, 2012Benstonium has just released its latest sports / movie trailer mashup for the 2012 Pittsburgh Steelers. This epic mashup combines Ben Roethlisberger and the Steelers with the upcoming James Bond film "Skyfall". With the season on the verge of collapse, the Steelers success will be carried by the arm of one man. #7. Roethlisberger. Ben Roethlisberger.
"Steeler Nation Rises" World Premiere
Friday, July 20th, 2012 Benstonium has just released its latest epic sports / movie trailer, in the style of The Dark Knight Rises for the 2012-13 Pittsburgh Steelers. The video is currently released EXCLUSIVELY to our Facebook page fans. If you haven't already "LIKED" our page, please do so now and check out the epic trailer. Follow Benstonium on Facebook and Twitter throughout the season to see more amazing Steeler videos!
When the Steel Curtain Comes Down, The Champions Will Rise.
PirateBall | Buccos Moneyball Trailer
Tuesday, June 12th, 2012Pens / Flyers: Game 5 Promo Video
Thursday, April 19th, 2012LEAKED Hines Ward Farewell Tribute
Monday, February 13th, 2012Benstonium Exclusive: A pre-made Hines Ward farewell tribute video was leaked out of the Steelers' Media Office this past weekend…seems like they knew his fate all along. As it appears from the video, the Steelers are already preparing for a PR backlash if they decide to release Ward, pushing most of the blame on the future Hall-of-Famer.


text:
What does HUN mean in Chat?
This page is about the meanings of the acronym/abbreviation/shorthand HUN in the Internet field in general and in the Chat terminology in particular.
Find a translation for HUN in other languages:
Select another language:
What does HUN mean?
- Hun(noun)
- a member of a nomadic people who invaded Europe in the 4th century
Discuss this HUN abbreviation with the community:
Use the citation below to add this abbreviation to your bibliography:
"HUN." Abbreviations.com. STANDS4 LLC, 2015. Web. 28 Feb. 2015. <http://www.abbreviations.com/term/89358>.
HUN also stands for:
- Hacettepe University (Ankara, Turkey)
- Hackers Underground Network
- Horizons BetaPro Winter-Term NYMEX Natural Gas ETF
- Hualien, Taiwan China
- Hungarian
... and 2 more »


text:
On March 9, Apple is widely expected to let us know exactly when its much-anticipated Watch line will ship and how much all the new models will cost. But what other new products might Apple unveil?
As demand for bandwidth increase, carriers in Myanmar are looking toward third-party solutions such as Opera to help relieve traffic congestion.
The law and ethics are no obstacle for Frank Underwood when it comes to amassing more power, and neither, for many, is copyright law when it comes to watching "House of Cards."
One day after the FCC adopted new Net neutrality rules, consumers are left scratching their heads about what it means for their Web-surfing experience. Has anything really changed?
Broadcom announced the first 802.11 Wi-Fi chip that enables mobile devices to transmit and receive data over the 5GHz and 2.4GHz bands at the same time.
Google has plenty of partners supporting its new 4K bandwidth, according to a report, so this could be the year of 4K.
The company's "Unified Wireless Networks" concept promises to more than double your download speeds, boost your upload speed by 55 times and double the Wi-Fi range.
A new video codec from Google promises to deliver 4K content without all that buffering.
The comments suggest Verizon won't need to participate in the next spectrum auction, but the carrier could just be buying time and pushing for more favorable terms.
The offers come after the company posted fourth-quarter results that showed a spike in customer defections.


text:
Don't ask to ask, just ask | |
PerlMonks |
Re: HTTP::Daemon and SSLby IlyaM (Parson) |
on Jul 07, 2002 at 16:32 UTC ( #179988=note: print w/ replies, xml ) | Need Help?? |
I'd like to add that if you don't mind using additional software then you can instantly turn any non-SSL service into SSL-enabled using stunnel. It is not a Perl solution but it is probably the simpliest.
In Section
Seekers of Perl Wisdom


text:
Chris Paul and Tyson Chandler Play Weekend at Bernie's With Carmelo Anthony
Even though Tyson Chandler and Chris Paul seem to be behind this dastardly deed, Kevin Love took the Instagram shot, and Kevin Durant re-tweeted the image to thousands of followers, I think we all know who is responsible here, don't we?
"I will have my vengeance! On this team trip or the next!" – LeBron "Maximus" James.
Filed Under: Carmelo Anthony, Chris Paul, Kevin Durant, Kevin Love, NBA, Olympics, Team Usa
More from Chris Ryan
More Carmelo Anthony
NBA All-Star Weekend Winners and Losers: RussVP, Leaping LaVine, and the Kevin Hart Conspiracy
Who Dodged the Biggest NBA Offseason Bullet?
A Knicks-Bucks Explainer for Our English Friends
NBA Shootaround: Detroit vs. Everybody
The Bake Shop Mailbag! Answering Your Questions on Absurd Hockey Stats, Devastating Knicks Losses, and Ugly Christmas Sweater Etiquette
More The Triangle
'B.S. Report': Chuck Klosterman on Kobe Bryant, Rajon Rondo, and the Sixers
What's Wrong With the Wizards?
Moneyball II: Charles Barkley, the Sports Media, and the Second Statistical War
Titus's Top 12 NCAA Power Rankings: Attending the Saint Mary's–Gonzaga Grudge Match at McKeon Pavilion
Press, Press, Boom: How a Bit of Brilliance Decided a Suffocating Tactical Battle Between Leverkusen and Atlético


text:
A Wisconsin mom says she was booted from her position as a Girl Scout troop leader because she and her husband run a goth website. Is this a case of Middle American moral panic, or is there more to this story? » 2/17/12 1:40pm 2/17/12 1:40pm
What, you thought Lolita and Norman Bates came out of thin air? » 7/07/10 6:20pm 7/07/10 6:20pm


text:
Article Preview
At least 20 arrested during frack sand protest in Winona, Minn.
Published 04/29/2013, KAGE-AM
Those arrested were part of a larger group of about 100 and tried to stop sand from being loaded onto barges at the city's harbor.
Word count: 128Log In
The full article is available to newspaper subscribers. If you are a subscriber please log in to continue reading.


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15 of the Prettiest New Looks From New York Fashion Week
15 of the Prettiest Looks From Fashion Week's Second Half
by Beauty
Like us on Facebook
15 of the Prettiest Looks From Fashion Week's Second Half
New York's models walked their final runways last night, and although Fashion Week is officially over, now the real fun begins as we take a look back. Get a head start on all the emerging trends by checking out these 15 gorgeous looks from the last few days.
Read More 2011 New York Fashion Week2011 Fashion Week2011 Spring2011 Spring New York Fashion WeekDouglas Hannant2011 Spring Fashion WeekSophie ThealletDennis BassoG StarJ Mendel3.1 Phillip LimTibiPhillip LimAnna SuiRodarteBetsey JohnsonProenza SchoulerLuca LucaNew York Fashion WeekRalph LaurenNanette LeporeMichael Kors
Link Love
- Stop tugging on your eyelid to put on liner, and read this — SheFinds
- Hair accessories are making a big comeback this Fall — Allure
- Beauty products from Shark Tank we actually want to buy — The Gloss
- Rocking fake lashes could be as easy as putting on eyeglasses — HuffPost Style
- Makeup methods for masking a nasty cold — Byrdie
- The brush you need for artfully applied eyeliner — Beauty High
- This new body wash alleviates flu symptoms — Teen Vogue
- Quick techniques that will totally revamp your look — Daily Makeover
Latest Beauty


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Add-on:Aeon Nox
See the Aeon Nox sub-forum for more information. |
Aeon Nox | ||||||||||||
Add-ons | Aeon Nox |
Redux: Completely redesigned to create a modern look, while retaining the classic Aeon feel.
1 Installing
To install this add-on you must do so from the Add-on manager from within XBMC/Kodi by going to:
- Settings
- Add-ons
- Get add-ons
- XBMC/Kodi add-on repository
- Skins
- Aeon Nox
- Install
2 Screenshots
3 Guides
4 Video demos
With the changes in Frodo and the subsequent changes to skins and addons to run in Frodo, there have been a number of questions asked repeatedly.
| ||||
| ||||
The scripts used in **Eden **for watchlist and randomitems have been replaced by a new service called Skin Widgets http://forum.xbmc.org/showthread.php?tid=142389 The scripts listed below and others can be obtained from here http://mirrors.xbmc.org/addons/frodo/ service.skin.widgets (if widgets aren't activating) script.playlists (if your playlists can no longer be selected to add to home menu) script.favourites (if your favourites can no longer be added to home menu) | ||||
| ||||
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See the AEON NOX FAQ Thread for more information. |


text:
Welcome to TalkBass, the Premier Bass Player Community and Information Source. Register a 100% Free Account to post and unlock tons of features.
- diosito was last seen:
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- Current Setup:
- Ibanez, Peavey, GK, Hartke
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- Fusion, Metal, Jazz, World Music
- G.A.S. List:
- Warwick?
- Influences and Teachers:
- Brian Bromberg, Jeff Berlin, Gary Willis, Bill Evans, Jaco, Sammy Morales, Les ...
There's nothing remarkable about it. All one has to do is hit the right keys at the right time and the instrument plays itself. - Johann Sebastian Bach


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New day. New Daily Deals. Get them before they are gone!
Can't find what you're looking for? Shop all ink and toner cartridges by brand
New Customer ? Start Here.
New day. New Daily Deals. Get them before they are gone!
Item: IM1DU0575 Model: CRD9000-110SES
The Motorola CRD9000-110SES single-slot cradle kit is an accessory that adds convenient functionality to your Motorola MC90X0 mobile computer. By providing cradles in convenient locations around the workplace, you make it easy for your employees to manage information they collect on the go. The single-slot serial port can also interface with any barcode and POS devices that can fit in the cradle.
Ensure your mobile computer is ready for work by charging it in this Motorola cradle kit. The multifunctional cradle also lets you transfer data to your office's network by establishing a wired connection. Place this compact single-slot cradle on a warehouse shelf, a desk, or in any other small space to give employees easy access to a charging station.
Interface/Port | Serial |
Bar Code and POS Accessories Type | Other |
Bar Code and POS Accessories Type Details | Single Slot |
Barcode Reader & Scanner Type | Cradles |
Motorola Single slot features one host USB interface. Motorola Single slot is ideal for use with Motorola MT2000 barcode ...
Whether you use your Motorola mobile computer as a walkie talkie, a scanner, or inventory tracker, you can ensure it stays ...
Motorola Universal USB Data Transfer Cable Type A/B USB, Male to Male Connection This Motorola universal USB data transfer cable ...
Transfer data and charge your hand held computer simultaneously with this Motorola single slot charging cradle. Each hardwearing ...
Intermec Single Dock Docking Cradle Easy Data Synchronization Sync data across your network quickly and easily by connecting the ...
This Web site is intended for use by US residents only. See International Sites. See our delivery policy for full details. Copyright 1998-2014, Staples, Inc., All Rights Reserved.


text:
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Hickory Hardware P3697-FCH Dew Pull, Frosted Chrome
Product Description
Available while supplies last.
This Hickory Hardware Pull is available in a frosted chrome finish.
This Pull showcasing a beautiful finish is part of our Dew family, providing the perfect decorative touch for your home. Every piece of decorative hardware we design is born using old-world craftsmanship and artistry. Enhance your home ambiance with this piece of decorative hardware from the leader in the industry.
Finish: | Frosted Chrome | |
Materials: | Zinc |
Dimensions & Weights
Width: | ½ inches |
Projection: | 1¼ inches |
Length: | 6.625 inches |
Height: | 1¼ inches |
Center to Center: | 5.04 inches |
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By Kym C. from Natick, MA on Oct 13, 2011
High-End Shopper
I love the look of these. They aren't just standard european pulls. These were back ordered from the manufacturer so I had to wait awhile but I think they were worth it. The way they are means you dont see fingerprints which is areal plus with chrome. The only negative is that it is that there is an optical illusion when trying to figure out if they are straight. I think it relates to the reflective quality because contractor used a level.. So if you are an engineer these might make you nuts but otherwise highly recommend
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Category | Cabinet Pulls - 676 |
Style | Modern - 3 |
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text:
First Name: Chancy
Age: 21
First Name: Chancy
Age: 21
High School: Picayune Memorial High School
University: Mississippi State University
Degree: Bachelors in Education
Career Goal: elementary teacher/ English teacher
Color: green
Song: "All-American Girl" by Carrie Underwood
Book: The Lucky One by Nicholas Sparks
Word: faith
Food: crawfish
Movie: A League of Their Own
TV Show: Friends
Pastime: swimming
Lifetime Goal: To inspire young children to follow their dreams and to accomplish their goals. If I could change the life and future of one helpless child I will accomplish my lifetime goal.
Best Habit: I am perfectionist
Worst Habit: Procrastination
Best experience of being a New Orleans Saintsation so far: Team Retreat. Sandestin is beautiful and it was an unforgettable experience.
Best thing about being a Saintsation: being a role model to young girls and inspiring them to follow their dreams.
Advice for younger girls: never give up on a goal, and anything is possible. Don't let adversity keep you down and keep your eye on success.
Trait you admire most in other people: honesty
What is your most outstanding attribute: seeing the best in other people. No matter how mean someone can be I always seem to find the good in them.
Other than your family, who is a positive role model in your life: My Pastor. She knows the bible like the back of her hand, and she truly is a living example of a great Christian.
If you had the opportunity to travel anywhere in the world, where would it be and why: I would travel to the Bahamas. They have the most beautiful beaches and I would enjoy learning about their culture.
Tribute video to 2015 Saintsation Taylor. Video by Ashley Amoss. (New Orleans Saints video)
The Saintsations entertained fans at the Saints-Falcons game Sunday, Dec. 21 with this pregame performance.
The 2014 Saintsations wish Saints fans a Merry Christmas! Video by Ashley Amoss (New Orleans Saints video)
The Saintsations entertained fans at the Saints-Falcons game on Sunday, Dec. 21 with this first quarter performance.


text:
Pronunciation: Henrique Guimarães
Added on: 2010-01-27
Listened: 94 times
esportistas do Brasil
Pronunciation in Portuguese [pt]
- Pronunciation by guapetin (Male from Brazil)
- Could you do it better? different accent? Pronounce Henrique Guimarães in Portuguese
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- Random word: senhor
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text:
The client has made the following changes to the job.
Client prefers freelancers from:
You are still able to submit a proposal for this job.
The client prefers freelancers from
a different location.
What I need or require:
- Drawing software for kids including: Installer and a Painter Software with language support
What I already have versus what the provider will deliver:
- Product Design (PRD) - all plans are provided on the attached file
- Graphics - you will need to specify what are the cuts and formats you require
- End of project deliveries:
1. A commented source code
2. The compiled software ready for install
3. The compiled software ready for install - an example version for a partner
4. Document describing software elements such as "how to change languages and change texts from external XML files" etc
5. a file with generated registration keys + registration key algorythem / way to generte more keys
Other context/requirements that providers will need to know:
Sign in or Register to see more


text:
WestminsterResearch will not be accepting deposits until 9th March 2015. This is to allow for a system upgrade and server migration.
Items where Author is Herbohn, Kathleen
Jump to: 2011 Number of items: 2.
2011Elad, Charles and Herbohn, Kathleen (2011) Implementing fair value accounting in the agricultural sector. Institute of Chartered Accountants of Scotland, Edinburgh. ISBN 9781904574736 Elad, Charles and Herbohn, Kathleen (2011) Seeing the wood for the trees. The CA, 115 (1254). pp. 58-59. |