The Githodin are a peculiar race of stoneshapers and miners. They resemble a race of svirfneblin crossed with halflings who possess much of the halflings personality and easygoing way of life. 

Physical Description: Githodin are a race of fun-loving but industrious tricksters stand 3 feet to 3 1/2 feet tall, weigh between 50 to 60 pounds and possess stone gray skin, pointed ears, and naturally muscular but hairless bodies. Their hair tends to be black or steel grey in color, and often kept neatly trimmed or elaborately braided to keep it out of their faces. They have dark blue, deep slate slate, or amber eyes that allow them to see in the dark. 

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 

Githodin Racial Traits (Advanced 18 RP)
  • Type: Humanoid (0 RP) 
  • Ability Scores: Githodin are agile, insightful, and very shrewd. They gain +2 Dexterity, +2 Wisdom. (2 RP) 
  • Small: Githodin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP) 
  • Slow Speed: Githodin have a base speed of 20 feet. (–1 RP) 
  • Earthskin: Githodin have skin as tough as stone and gain a +2 natural armor bonus. (2 RP) 
  • Githodin Immunities: Githodin are immune to petrification and gain a +4 racial bonus on saving throws against earth-based spells and effects. (2 RP) 
  • See in Darkness: Githodin can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. (4 RP) 
  • Skills: Githodin gain a +2 racial bonus on Survival checks; this improves to a +4 bonus underground. They also gain a +2 racial bonus on Knowledge (dungeoneering) checks. (4 RP) 
  • Stability: Githodin gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. (1 RP) 
  • Stonecunning: Githodin gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (1 RP) 
  • Stonechild: Githodin add +1 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities (the caster level is equal to the githodin's character level): 1/day—earth glide, stone call, stone shape. (2 RP) 
  • Weapon Familiarity: Githodin are proficient with the heavy pick, light hammer, light pick, and warhammer. (1 RP)
  • Languages: Githodin begin play speaking Common and Terran. Githodin with high Intelligence scores can choose any of the following: Aklo, Dwarven, Gnome, Goblin, Halfling, Orc, and Undercommon. (0 RP)