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==Mystara== [[File:Beastman HW.jpg|thumb|right|300px]] The '''[[Mystara]]n Beastman''' (or '''Grruuk''', as they call themselves) is an ancient species of protohumanoid, the magically-wrought and mutation-plagued rootstock engineered by the Immortal Hel from the souls of evil demihumans, that eventually diverged and stabilized into myriad races of humanoid, including [[orc]]s, [[goblinoid]]s, [[ogre]]s and [[troll]]s. Extinct on the surface of Mystara, having bred themselves into stability due to the weakening of their original chaotic nature, they now survive only in the [[Hollow World]], where they inhabit the bleak permafrost regions at the northern pole of the planet, which have been unceremoniously dubbed "The Beastmen Wastes". Beastmen were artificially by a malevolent Immortal of the Sphere of Entropy by the name of Hel, starting with the base material of souls taken from evil humanoids. Introduced to the world in the year BC 4,500, they instantly began making a nuisance of themselves, until they were ultimately driven towards the cold, artic regions of the planet by the humans of [[Blackmoor]]. Here, they settled and eventually began to calm down - which was fortunate, as Blackmoor went on to blow itself up in the Great Rain of Fire a few centuries later. Over the generations, the beastmen changed in two major ways. Firstly, they stopped being evil by nature, mellowing out into their current cultural form. Secondly, their physiques became increasingly less chaotic; specific traits were more and more likely to breed true, meaning the beastmen were evolving into the various humanoids that now inhabit Mystara. This increasing physical stability upset [[Ka the Preserver]], among other Immortals, who regarded the beastmen as an interesting species and worthy of preservation. So, he secretly guided a large breeding population of beastmen to migrate through the northern polar opening and settle in the Hollow World, where their mutability would be preserved forever more. The beastman culture is fundamentally an arctic-tribal culture, focused on surviving in the harsh environment they have chosen and committed to enjoying themselves. They live in igloos, hunting and fishing for their daily meals. The hunter-warriors of the tribe seek glory through the demonstration of their skills, and gender is a non-concern; the strong are admired and encourged, regardless of their sex. When not bringing home the meat, bone, fat and fur they need to survive, beastmen enjoy boastful tale-telling and friendly competitions; bragging is an artform to them, but whoever spins a tale is expected to provide proof that their story happened if they want to receive full admiration. Perhaps because of this, beastmen are surprisingly friendly; so long as a stranger to the tribe's land isn't immediately hostile, beastmen will happily invite them to spend an evening with them, sharing food, drink, warmth and entertainment. They won't support useless people for prolonged periods, but everybody is owed that one night of free hospitality. Incidentally, because of their own extreme mutability, beastmen are a race of xenophiles; humanoids and [[demihuman]]s alike may find themselves with quite a few beastman (or beastwoman, if male) suitors if they make a positive impression on the tribe. And when we say "extreme mutability", we ''mean'' it! The Hollow World Player's Guide presents extended tables of the many bizarre physical features they can have, including snout-like faces, a body covered in fur, tusks, vampire-like fangs, shark-like teeth, a single eye like a cyclops, and having three eyes. Needless to say, two beastmen look almost nothing alike. Beastmen are presented as a PC race in the Hollow World Player's Guide. Like all Basic D&D non-humans, they essentially function as their own class, although they can also become Wokani (a sort of primitive [[Wizard]]) of up to 4th level and Shamans (primitive [[Cleric]]s) of up to 8th level. ::+1 Strength, +1 Constitution, -2 Dexterity ::Minimum Str 10, Minimum Con 10, Maximum Int 16, Maximum Wis 16 ::Prime Requisite: Strength; a beastman gains +5% EXP for a Str score of 13 and +10% EXP for a Str score of 16 ::Natural AC 7 ::Infravision 60 feet ::Saving throws are as a [[Fighter]] of equivalent experience level ::Maximum level: 18; after 18th level, beastmen gain another general skill slot per 960,000 EXP earned. ::Cultural Melee Weapons: Axe (battle, hand), Dagger, short sword, mace, club, hammer (war, throwing), spear, harpoon, javelin, net ::Cultural Missile Weapons: Sling ::Cultural Armor: Leather, Shield (including Horned & Tusked) ::Shamans can use: Mace, club, hammers, net, leather armor and shield ::Wokani can use: Dagger, club, net Hollow World Beastman Experience Table: ::1: 0 EXP required, 1d8+1 hit dice ::2: 1,200 EXP required, 2d8+2 hit dice ::3: 2,400 EXP required, 3d8+3 hit dice ::4: 4,800 EXP required, 4d8+4 hit dice ::5: 9,600 EXP required, 5d8+5 hit dice ::6: 19,000 EXP required, 6d8+6 hit dice ::7: 38,000 EXP required, 7d8+7 hit dice ::8: 76,000 EXP required, 8d8+8 hit dice ::9: 150,000 EXP required, 9d8+9 hit dice ::10: 300,000 EXP required, 10d8+10 hit dice ::Subsequent: 240,000 EXP to gain a level, +2 Hit Points per level {{D&D1e-Races}}
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