The faeranor are centaur-like, though they do not resemble the easily recognized half-man, half-equine creatures. This noble race possesses the upper torso of an elf and the body of a giant lynx. They possess the agility and speed of their feline heritage and the woodland savvy of the elven race.

Physical Description: Faeranor are graceful and agile, standing 
5 to 5-1/2 feet in height, 6 to 7 feet in length, and weighing 250-350 lbs. Their hind quarters appear like a giant lynx, with tan, brown, black, gray and white patches in a variety of patterns and shades. Their muscular torsos range in color from light or dark tan in color. They have pointed ears, coarse blond or light brown hair, and blue, green, or yellow-green. Males tend to be larger, with wild heads of hair and no facial hair, while females are slightly smaller with their hair tied back in long ponytails or simple braids. Faeranor tend to wear simple clothes with colors that allow them to blend into their natural surroundings. 

Society: Faeranor society is dominated by fighters and rogues, and ruled by a council of savants, sorcerers of tremendous powers. Their social structure most closely resembles that of a mob–a band of brutal warriors and deadly assassins, under the command of savant leaders, whom they follow fanatically. They often abduct surface dwellers to perform hideous experiments on them in their never-ending quest to divine what protects those who dwell above from the burning death.

Relations: Faeranor are suspicious of everyone and everything, and rely upon their inborn stealth and cunning to subdue other races of the Darklands. As a whole, they possess delusions of grandeur, of absolute rule over their kin, coupled with an overpowering urge to inflict torment on others. Though they are capable of holding their murderous impulses in check for short periods of time, this seldom lasts more than a few weeks. Despite the fact that they seek to dominate all other races, they will, at times, ally themselves with other evil creatures of the Darklands.

Alignment and Religion: Faeranor are practical, and rely primarily upon their wits and skill to survive. They tend to neutral in alignment, though some chaotic neutral and chaotic good are also common. Bloodragers, hunters, and shaman are the most common classes among farenor, while druids and rangers are also found among their tribes. Those who choose to follow the divine path favor gods of nature, stealth, wrath, and the fey.

Adventurers: Faeranor are rarely seen above ground, since sunlight can kill them. They are most often encountered in city catacombs or in the deep, lightless tunnels of the Darklands, where they arrange vicious, disabling traps and deadly ambushes for unwary travelers. The few faeranor that are encountered on the surface are typically renegades who have managed to cast off their dark impulses, and warily travel the lands of light in search of a measure of redemption. In any case, faeranor tend toward classes such as fighter, rogue, slayer, and sorcerer.

Male Names: Aurthan, Cathis, Durak, Ervesk, Ghaunt, Halzor, Kursh, Lomar, Lurram, Mirgon, Rhunak, Urgoth, Verve, Volgarth
Female Names: Austreev, Belva, Cersus, Domalva, Eilak, Fometh, Gyla, Hessat, Jerza, Kaseth, Lythta, Mamel, Rothwyn, Tymar, Zevek

Faeranor Racial Traits (Advanced 15 RP)
  • Type: Fey (2 RP) 
  • Ability Scores: Faeranors are wise and extremely agile, but lack the understanding of other races. They gain +4 Dexterity, +2 Wisdom, –2 Intelligence. (4 RP)
  • Medium: Faeranor are Medium creatures, and have no bonuses or penalties due to their size. (0 RP) 
  • Normal Speed: Faeranor have a base speed of 30 feet. (0 RP) 
  • Low-Light Vision: Faeranor can see twice as far as humans in conditions of dim light. (– RP) 
  • Natural Leaper: Faeranor are always considered to have a running start when making Acrobatics checks to jump. (2 RP) 
  • Nimble Faller: Faeranor land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. (2 RP) 
  • Quadruped: Faeranors have four legs. (2 RP) 
  • Retractible Claws: Faeranors gain 2 claw attacks that deal 1d4 points of damage and add 1-1/2 their Strength modifier to damage rolls. These claws can be extracted and retracted as a free action. (2 RP)
  • Weapon Familiarity: Faeranors are proficient with the longbow and shortbow. (1 RP) 
  • Languages: Faeranors begin play speaking Common and Sylvan. Faeranors with high Intelligence scores can choose any of the following: Elven, Gnome, Goblin, Halfling, Orc, and Treant. (0 RP)