TEXT: rnn~rn~~rnlIUllll~ ~ 
  (!lrnJll~OO 
  I nnovot i ve occessories ond playing 
  oids for the serious g8mer. 
  NI NE NEW PLAYER RACES 
  ~ ,-
  Tired of playing the same old races ? Now you can have 
  the fun you once did. The Mercenaries Guild presents 
  nine player races guaranteed to recapture the old charm. 
  ---• Mercen8ries Guild is a ComRes Associates Company ___ _,, 
  
  WELCDmE TO THE 
  WlJ!IIllEJ![IlffimllJ:IH l!IWmbW 
  You are now a member is good standing! All you have to do is mail a 
  postcard with your name and address on it. For this you will get on our 
  mailing 11st and will receive advance notice of all our new products. your 
  name may be included in our play test group and you may receive some of 
  our products free. lncourage all your friends to join. 
  All they have to do 
  is send in their names and addresses. The more the merrier and that way 
  we know what products you want to see and you can help us develop them. 
  Thanks, 
  Charles Hubbard, Guildmaster 
  'DI£ Kt:RCEN.AR.U"JI fllL\LD 
  391 1 -B MARCOM STREET 
  RALEIGH, N.C. 27606 
  WE WOULD LIKE TO GIVE A SPECIAL NOTE OF THANKS TO THE 
  MEMBERS 
  WHO PARTICIPAl 1:0 
  IN MAKING THESE PRODUCTS 
  AVAILABLE: 
  Jeff Cooke - H~ Scribe 
  Randal Atkins - Head ore herder 
  Barry Newberry - General F~totum 
  Tom Winters - H~ limner 
  Robert Tarpey - Head ore 
  Mark Holman - Lesser Potentate 
  and especially to Sam Adams -
  Hea:.1 Thaumaturge 
  for print1ng the whole thing. 
  This product is copyri&hted under national and internationaJ laws and reproduction is prohibited. 
  
  'i!IID 'i!Willlllllffi(i]'fi1W~ 
  DESCRIPTION: 
  The Thani9)ths were the result of an experiment by an evil Alchemist 
  Necromancer. He wanted to breed a roce or luroe. stupid, strono slaves to work in his mines and 
  foundrys. He knew that the ores were supposed to be very fecund and could breed with anything. 
  Using this knowledge he forllld lhe interbreeding of ores, elves, humans, and hill giants. The 
  result was a laroe, fairly attracttve, human lookino creature that was a lot smarter than the 
  origim,1 intent. The everege Thani9)th is between 6'4" and 8'2" end is well muscled. 
  The 
  average Thani9)th is fair skinned and light haired but U11:w1: have been some dark Thani!J)ths seen 
  in the southern cl1mates. 
  CLASSES: 
  Unlimited fiohters, 10th level Palooins, 9th level Ran!J!rs, Unlimited Viking, 
  Unlimited Berberian, 10th level knight, Unlimited Bounty Hunter, Unlimited Archer 
  SPECIAL A81lll lt5: 
  Same as half Elves. This is because the Thani~ths are part Elven and 
  retain some of the Elven abilities. 
  SPECIAL DETECTIONS: 
  Same as half Elves. 
  In ajjition they can (Elect magic on some 
  items, especially if the items are weapons or armor. 
  SPECIAL RESISTANCES: 
  Some as half Elves. In in:iition they are resistant to "natural" 
  poisons. That is poisons that come from reptile or insect venom or poisons that are ma(E from 
  plants or fungi. Thts is natural resistance that is bum up due to the constant exposure to these 
  poisons. 
  LAN0UA0ES: 
  Common, alignment, V1k1ng, Elvish, Orc1sh, and HIil G1ant. Because of thetr 
  close association with the other giants and with the dwarves that they can speak their languages 
  also. 
  ATTRIBUTE 
  MODIFICATIONS: 
  Strength +2 ( 19 max.), Dexterity +2 ( 19 max.), 
  Constitution +2 ( 19 max), lntelltgence -2, Wisoom -2, Charisma -2 
  NOTES: 
  They suffer from the !J!nes of the ores and are very short lived. They can use all 
  magical methoos to extend their life spans and they seem to respond exceptionally well to the 
  magical effecb. The Thani9)ths are very well received in the giant clans and are treated almost 
  like brothers or cousins regan.ll~ of their alignment or the alignment of the giants. They are 
  not known for their patience. They would rather kick oown a cxxir in a dungeon than wait for 
  some silly thief to pick thf:l lock. They take great pri~ in their fighting and drinking abilities. 
  They oo not seem to IJ!t along well with the smeller of the roces. This may have something to oo 
  with their pride in their size ond the envy thot some of the smoller roces may have. Thani9)ths 
  can never benefit from the various tomes, librams, and books that raise attributes although they 
  riln benefit tf the magic raises them 1n levels. 
  
  'irlm! 'irlllillWDCH[Il'irlll~ 
  
  DFSCRIPTION: 
  The Kloshites are a race of small, dark skinned humans that live in Ill~ 
  tropical rain forests along the equator. They resemble the Gnomes more than humans and it is 
  believed that they are reelly half gnome mid half human. They are the remnants of a once 
  powerful race who conquered the entire southern hemisphere and built their roads and briCXJeS 
  all across the continent to link their towns and cities. For some reason they oovolved into the 
  rir:e that we know tooey. Most people think. of the kleshites as merely jungle seveges but there 
  are many cities that thrive within their borders. The misconception comes from the foct that 
  the k.lesh1tes are very staneklff1sh and Ckl not welcome outs1ders 1nto their land. 
  CLASSES: 
  The k leshites can be any cl8SS just as most humans can but they excell in the 
  megical sciences of thaumoluryy and illusion. There are several rumors thcit they have even 
  discovered a new branch of magic because of some of the strange oovices that have been seen on 
  the1r shores. Some of these oov1ces have been used to dr1ve away the ships of fr1endly traders. 
  SPECIAL ABILITIES: 
  They have the normal abilities of all humans and in aojition they seem 
  to be t1nk.ers of great abi11ty. They have proouced some detailed and intricate toys and oovices 
  that they have trooed with the other nations. These oovices bring a high price amoung the 
  nobility for their entertainment value. 
  SPl:.CIAL DETECTIONS: 
  Same as a normal human. If a kleshite is a thief he gets a twenty 
  f1ve percent increase in h1s chances to d1sarm traps und to pick locks because of his abilities to 
  work with small mechimisms. They have the ability to detect illusions if they are conciously 
  searching for them. 
  SPECIAL RESISTANCES: 
  They are very resistant to illusion spells and simple illusions will 
  not fool them al iill. The effects of the damfrJl from illusionist spells are reduced by fifty 
  percent. 
  LANG~AGES: 
  The langufrJlS that human~ norn1ull speak and the native tongue of the Kleshite 
  empire. 
  ATTRIBUTE MODIFICATIONS: 
  charisma -2 
  NOTES: 
  The kleshites society is a very closed society and strangers are not welcomed into il. 
  The borders of lh~ wuntry are strongly guarded and anyone who is caught inv~ing their land is 
  treated most harshly. There are a few boroor cities that are considered to be trading cities that 
  the people from other countr i~ l:cin come to trade and visit. Little is known about the religious 
  beliefs of the kleshites but it is known thi,t they have a diverse pontheon with many deities and 
  demi~. Magical items produced by the kleshites bring a high price in other countries because 
  they are ent1rely different from anything that is known elsewhere. In atlilion the artisans of 
  the k.leshitAS produce some very beautiful artwork that also brings high prices. One of the 
  factors in the high prices is that the demand way outstrips the supply. Maybe that is why the 
  tr~ing is so limited. The k leshites keep the volumn oown to keep the prices u1,1. 
  
  'trim! lil~Wllllllillll~ 
  DESCRIPTION: 
  TheAsurians are human appearing in all aspects. They appear to be beautiful 
  women who are completely normal except that they appear to be very athletic. No one has ever 
  seen a male Asurian and they are believed to be non-existant. All the females are six feet tall 
  and muscular though nul massive. They are all very beautiful and feminine in spite of their 
  athletic cl~~earance. 
  They all are very concious of appearing 1n public and will avoid publlc 
  gotherings and buildings. They ore eilways seen carrying jeivelins, bolos, ropes, end boomereings. 
  They always wear brooo bands of metal around their wrists. 
  CLASSl:.5: 
  All Asurians are either paladins, holy warriors, knights, clerics, fighter/clerics, 
  fighter/druids, or cleric/druids. They are unlimited in these classes or combinations. 
  SPECIAL ABILITIES: 
  They can parry or block a missile attack or me lee allilek with the arm 
  bands that they wear. To successfully parry or blocl< a successful to hlt roll must be m~ 
  egainst the wielder of the weapon. 
  SPECIAL DETECTIONS: 
  They can detect evll allgnment or lnltmt If they concentrate on It. 
  They can sometimes dt!ltlCt the presense of evil or evil intent by using their womens inluition. 
  They do not have to be concentrating to do it. It will just come as a v~ue. uneasy feeling. 
  SPECIAL RESISTANCES: 
  They all have the same resistances as a paladin. This is racial and 
  has nothing to do will1 class. 
  LANGUAGES: 
  They speak their own language, common, a 1 ignrmm l, and the extra languages for 
  high intelligence. 
  ATTRIBUTE MODIFICATIONS: 
  They ai1 one to everything with a maximum of eighteen. 
  NOTES: 
  The Asurians are very ~ 
  with missile weapons and get plus one to hit with any 
  thrown weapon or fired m1ss11e. They never wear any armor heavier than leather and they 
  never carr1 ~ shield. They always heive a rope of entanglement. Their favorite missili:: weapon 
  is the javelin. Their alignment can be any non evil. If an asurian if forced to change to an evil 
  alignment they will immediately get sick and will gradually die unless something is done lo 
  reverse the cur~. 
  · 
  
  'trim! [;]~Wlllllillffi~ 
  
  DESCRIPTION: 
  The half Dwarves are a little known offshoot of the normal Dwarven race. 
  They evolved on the plains and hills of the far southern nations where they interbred with the 
  smaller humans ~hus becoming more humanlike and less Dwarf like. They oo not have the 
  ci3triments that a normal Dwarf would have in direct sunlight and they love the open spaces of 
  the hills and plc:1ins. The Half Dwarves are sf1Qhtly laroer than a normal Dwarf and they have 
  none of the minu~ to their charisma that a normal Dworf would have. The extra height comes 
  from longer 1~ which evolved from running as opposed to cave walking. Although they still 
  make their homes In caves whenever possible, there are several nomadic clans that have become 
  hunters and herders and live out their entire lives above ground on the plains. 
  CLASSES: 
  They cm, be all the clcsses that a normal Dwarf am be. In i,jjition they can become 
  10th level rangers, I 0th level archtws, unlimited bounty hunters, and unlimited holy warriors. 
  There are even some druids and fighter /druids known although they can't ~ance beyoud the 
  seventh level as druids. One of the druid powers that a half dwarf can never 6CCOmplish is the 
  ability to shape change. 
  SPECIAL ABILITIES: 
  They retain all the normal Dwarven abilities but the are only half as 
  effective. for examµle they can ootect the oopth unci3r ground only half as g:xxj as a normal 
  Dwarf. They oo have exceptional eyesight and can see a great distance very clearly. 
  SPECIAL DETECTIONS: 
  They retain the detections of the normal Dwarves but. as with the 
  special abilities, they are only hc1lf as effective. They c1re also great treckers and they will 
  notice any tr~ks that they encounter on the plains and will be able to ci3termine age, direction of 
  travel, type of party or animal, etc. even if they are not rangers. 
  SPECIAL RESISTANCES: 
  They have the resistances that a normal Dwarf has except that 
  these resistances are less. The resistance to poisons, spells, etc. is calculated by dividing their 
  constitulion by six and rounding down. 
  LANGUAGES: 
  They can speak com mom , alignment, and al I the normal longuoges that Dwarves 
  speak. 
  ATTRIBUTE MODIFICATIONS: 
  They get the same modifications thc:tl u normal Dwarf would 
  get except that they oo not have the detriment to Charisma. 
  NOTES: 
  They can run great distances without getting tired. This comes from hunliriy on the 
  plains and chasing their game· for long distances. They have become great archers but on Jy with 
  crossbows for only the heavy crossbow can fire the long ranges necessary to hit game on the 
  plains. Therefore lhl:!Y have no penalties for range when using a heavy crossbow. 
  
  DESCRIPTION: 
  The Karhosta are a ra:e of humanoids that decen~ from the felines. The 
  tr~ of the cats are only very faintly visible in their features. 
  The most visible and 
  noticeable mark of the cet is their eyes which have the oval pupils m:e a cots. Also they are 
  larger than a normal humans eyes and are almost always amber or l;J)ld in color. Their ears are 
  larger and are pointed sim Iler to an elves but different In a subtle manner that is nol1ceab le. 
  The kerh~lc2 c2re larger than a normal human by about one foot and they have more bocty hair 
  than a human but not nearly as much as a cat. Their fingers end in claws just as a cats and this 
  1nterferes greatly with their abllity to handle small 1tems. 
  They cannot use a bow or dal}Jer 
  because of this. They are most happy with javelins or spears for missile weapons and their own 
  claws and teeth for me lee W!'l8pons. They oo use what they cell war claws which are m~l.ul claws 
  and gloves that they slip over their hands and use in place of their normal claws. Their teeth are 
  very large and the fangs are much longer that a normal humans. 
  CLASSES: 
  They can only be fighters, thieves, assassins, rangers, bounty hunters and druids 
  although they are unlimited in all thtY.:C classes. They can also be any combination of any two of 
  the Classes. 
  SPECIAi ABILITIES: 
  They have the same abilities of a normal human. In niilion they have 
  a superior sense of smell and hearing and cen see much better in the dark. They OJ not have 
  infravision nor OJ they need it. 
  SPECIAi DETECTIONS: 
  They have the ability to smell certain poisons. Usually they cen 
  ootect contact poisons and poisons that come in potion bottles. They have a chance to ioontify any 
  potion that they have smelled before. The chance 1s ten percent per level. 
  SPECIAL Rl:5I STANCES: 
  The karhosta are resistant to m1Y,1ic and can never use m1Y,1ic in any 
  form including potions of healing or mogicel weapons except for magical throwing weapons. 
  They are fifty percent resistant to any form of magic affecting them. 
  LANGUAGES: 
  They speak their own tongue, common, alignment, all fel ines or feline like 
  creatures such as sphinx or ralcshasa, and halfling. 
  ATTRIBUTE MODIFICATIONS: 
  stre.ngth +2, constitution +2, ooxterity +2, wisoom -2, 
  intelligence -2, charisma -6 to cat haters only. 
  NOTES: 
  The karhosta seem to like halflings for some reason. Some people think it is because 
  they like the leisure life of~ fem and drink that the halflings enjoy. Others think that the 
  natural enemies of the halflings which are the kobolds have something to OJ with it. No one 
  really unoorstands the relationship but the Karhosta will l;J) out of their Wf!'/ to help the little 
  people and to protect them even at the cost of thelr own llves. Many tlm~ they have been seen 
  carrying a hulrling around on their back with the halfling busily scratching them behind the 
  ears. 
  The Karhosta originally came from a laroe chain of islands in tile southwestern sea. 
  Althuuyh they are still_ rare they are spreooing and becoming more common due to the foct that 
  they are sailcr-s of great skill and will sail everywhere and trade with any race. 
  
  ti'IID ~[llllJilyjti'ill 
  
  'ijl~ Jijlfflij(H(!]11fH 
  DESCRIPTION: 
  It is claimed that the Mingols are basically anolher branch of the human race, 
  but the same has been said of all the oomi-human roces. The Mingols are sufficiently different 
  to justify a destinction of their own. The Mingo ls are basically a race of yellow skinned humans 
  that are smaller than average. They are strong and muscular but not as massive as most of the 
  other ra.:es. They have very !JXX1 reflexes anct extremely !JXX1 eyes1Qht. They have very !JXX1 
  oopth perception and color sense. The mingols are very hardy and sturdy and are resistant to 
  most diseases and infections and they heal a lot more quickly than the other roc:es. The mingols 
  are natural hOrsemen ana they take pr1oo 1n own1ng and taming large herds. The larger clans 
  e~ in horse breeding and racing and one of the Wf!YS that a young man can advance himself is 
  to win at these roces. 
  CLASSES: 
  They can be any of the cl~ just like the other humans except thal llley cannot be 
  mag1c users or 11tus1on1sts unless 1t 1s one of the oriental class that have some of these powers 
  in conjuction with another class. 
  SPECIAL ABILITIES: 
  The min!))IS have the same basic ulJilities as other humans except that 
  they can pass without trace in large numbers on horseback. The mingols are natural raiders and 
  raiding other camps is a wr1y of life for them so they have learned to conceal their trails so that 
  only a high level ranger can detect their passaJe. There have been cases when the mingols have 
  raided a small village r,eep if"!Side another country and escaped leaving no signs of their going or 
  com1ng. This of course drives the border patrols w11d. 
  SPECIAL DETECTIONS: 
  The mingols have the same detections as a normal human. In 
  ~1t1on they lluve a very ~ute sense of smell. On the northern plains wh1ch 1s their home they 
  can detect intruders from miles awrJy if they are oownwind from them. This sense is also very 
  discerning in that they can identify the intruders or tribe if they have ever encountered them 
  before. 
  SPECIAL RESISTANCES: 
  The min!))ls are strongly resistant to dfsease and infections of any 
  sort. This is portially because of the life they leod ond ptirtitilly because of the evolution they 
  have gone through. They also he.al a lot faster than u normal human and seem to be highly 
  resistant to pain and injury. The mimpls are very magical resistant and oo not like magic in 
  any form except clerical or druidic. Because of this they get + 1 on all their saving throws. 
  LAN8UA8ES: 
  The min(}Jl:s :speak their tribal tongues, alignment, common, lh~ tracE dialect, 
  and elven. In atiition they can speak any of the languages that the pAOplA speak in the counlr i~ 
  thal border their tribal areas. 
  ATTRIBUTE MODIFICATIONS: 
  constitution + 1 
  NOTES: 
  The mingols are fierce fighters and make excellent light calvary. The horses that they 
  ride are bred by them and they take great pride in their care. 
  The min93ls will not wear any 
  armor except leother macE from boiled horse hide. They arc also very~ with the short horn 
  bow and they can fire from the soo:lle with great effectiveness. They get one extra attack every 
  two rounds with the short horn bow. 
  
  illll ~IIllIBWIP\i1lllllllWilfH 
  DESCRIPTION: 
  The Chiropterians are the results of an experiment by the Drow. They wanted 
  to breed a slave roce that would be comfortable and effective in the dim light that exists in their 
  underground world. The Chiropterians evolved intelligence and a fierce hatred for the Drow. 
  The Chiropterians were evolved from bats and retain the natural abilites of the bats. They can 
  use the bats echo soundtng to navfoate 1n total darkness and they have a very ocute sense of 
  hearing. Their focial features are close to that of a giant bat and their charisma suffers because 
  of that. 
  They RrP. hasically a gentle people who want to be set free from the Drow's slavery. 
  They have learned to be f1erce fighters 1n their slruygle to be free. Very few are seen around the 
  civilized areas because they feel uncomfortable in direct light and uncomfortable around normal 
  humans and demi-humans. 
  CLASSES: 
  The Chiropterians are very limited in the cl~ they can be but they excell in the 
  rolls they can fulfull. They can be: un11m1ted f1Qtlters, unltmfted ttlleves, unlfmited assassins, 
  and any combinations of these classes. 
  There have been some very sucessful Chiropterian 
  bounty hunters. Their natural skills lend themselves well to trocking and catching criminals. 
  SPECIAL ABILITIFS: 
  They have the ability to use the bats echo soundinga to navigate in total 
  darkness. They can constantly use this ability to detect any incoming missiles and to cbXJe those 
  missiles. They naturally rely more upon this sense than their eyesight. 
  SPl:.CIAL DETECTIONS: 
  They have very ocute hearing and can detect sounds at a very high 
  pitch. 
  They cen also tell which direction c2 sound comes from much better than eny normal 
  human. 
  SPECIAL RESISTANCES: 
  They are very resistant to maJiC and maJical spells. They will not 
  willingly use maJical armor or magical weapons unless they are the Drow armor or weapons 
  with which they are very proficient. Their maJical resistance is ten percent per level and it can 
  exceed une hunderd percent. 
  LANGUAGES: 
  They speok their own language, common, Drow, Mind flayer, Kobold, Gnome, 
  and alignment. 
  ATTRIBUTE MODIFICATIONS: 
  non-Chiropterians). 
  Strength -2, Dexterity + 2, Charisma -6 ( but only amoug 
  NOTES: 
  They never wear armor heavier than leather as they are very slight in build. They 
  rely upon their ability to ootect missiles fired at them and to cbXJe them ( the same as a monk of 
  the scme level). They have lost their wings~ they evolved but they con u:se e hang glider ond fly 
  very effectively outside. They almost always exist by thievery by night using their very 
  effective night abilities. 
  There hiNe been some rumors ttlat there is an offshoot from the 
  normal Chiropterian that has some very unsavory habits. It is claimed that there is a vampire. 
  variant that lives exclusively by ttie ulcxxl of humans. These vampires are supposed to be very 
  cunning end sneaky as well as very ruthless in their lust for blcxxl. Needless to Sl:r'( they are not 
  lawful ip)d in alignment. 
  
  ~ 
  ~ 
  1.- ~ 
  .... 
  , 
  =.,.. _.;;,: 
  • 
  • 
  •• 
  ., 
  ;; 
  1 I 
  
  DESCRIPTION: 
  The red savages are a little known race because they have remained hi~n in 
  their mountain valleys and plains for centuries. Only recently have they ma1e themselves 
  known to the outside world. They 1:2re very leery of the other r~ hiking over their lend. They 
  have what they call "the memory" which is believed to be a prophecy that some day they will be 
  forced to leave the1r ancestral lands. The favor1te melee weapon of the red savage 1s the hand 
  oxe. The favorite missile weapon is the long bow. They frequently carry a long lance which they 
  can use very effectively from horse hack. They make very \µXi light calvary. They always 
  carry an unusual sh1eld. Th1s sh1eld always seems to be glowing. They also wear a most unusual 
  shirt with many colored beads and died bones. They are slightly larger than the average human 
  and they always have black hair and dark skin with a redish hue. 
  CLASSES: 
  They are limited to fighter, ranger, bounty hunter, druid, and cleric but they are 
  unl1mlted ln these classes. 
  SPECIAL ABILITIES: 
  They can tr!'W':k like A ranger of the same level even if they are not a 
  ranger. 
  SPECIAL DETECTIONS: . The same as a normal human. 
  SPE.CIAL RESISTANCES: 
  They are immune to cold and cold weather. Any cold attack -will 
  only do half or no damage. 
  LANGUAGES: 
  They can speak their own lr ii.Jal tongue, common, alignment, and a special sign 
  language that 1s common among all the tr1bes. 
  ATTRIBUTE MODIHr.ATIONS: 
  none 
  NOTES: 
  The shield that they carry is called a sun shield. They ~uire this after they have 
  been initiated into a warrior society. The shield is placed facing the sun and is turned during the 
  day by the women to keep it facing the sun. The shield draws power from the sun and stores it 
  until the time of combat. During combat the shield will automatically interpose itself in front of 
  any blow aimed at the wleloor as long as he fs worthy. If he i::; a coward or tells a lie then the 
  shield will not protect him and will even move eside to allow il blow to fall. 
  The warrior also 
  gets what is called a medicine shirt. This shirt is ma1e of leather with many UJlored beoos sewn 
  onlu it. The shirt has strong m~ical protections and gives the wearer the crmor class base of 
  three. When worn with the shielr1 the armor class base is zero. There is never any magical 
  bonuses to these items nor can any other form of protection be worn with them. The only thing 
  that will lower the armor class any lower is the ~xterity bonuses. 
  
  DESCRIPTION: 
  The Licantas are basically Dwarven. They come from the far frozen north and 
  arc sometimes called the ice dwarves or the snow dwarves. They have very fair skin and white 
  heir end beerds. Their eyes are elmost elways pink or red. They ere al must always seen with a 
  pecular bear. This bear is snow white and has longer legs than normal bear. In aojition it has a 
  long IJu~hy ta11 unlfke normal bears. These bears are used as pock an1mals and riding animals. 
  They ere known to be strong fighters in defense of their masters. They seem to be semi 
  intelligent and ~11 lo follow orders willingly and intelligently. Little is known of the home 
  land of the licentas because they are very closed mouthed and any ullempts by tr~rs to follow 
  them home have met with failure. No one has ever seen a female licentas or a young licantas. 
  Cl ASSES: 
  They can be eny of the classes of the normal dwarves. In i,jjition they can be a 
  cleric if they chose either the nordic or celtic pantheon. 
  SPECIAL ABILITIF.S: 
  They are great mountain climbers and can travel over mountains 
  covered with snow and ice at normal speed. They are known for their ability to set traps in the 
  1ce and snow thus preventing anyone from follow1ng them. 
  SPFCIAL DETECTIONS: 
  Because of their built in paranoia they can tell if anyone is 
  following them. This works in the city as well as the mountains and forests. It is believed to be 
  an undeveloped psionic sense. 
  SPECIAL RESISTANCES: 
  They are totally immune to attocks by heat or cold nor oo they 
  suffer the effects of changes of temperalur~. 
  LANGUAGES: 
  They speak the same languages as the normal dwarves. In aojition they speak 
  their own tribal tongue and the lanou~ of all bears or wolverines. 
  ATTRIBUTE MODIFICATIONS: 
  The same as for normal dwarves. 
  NOTES: 
  BecmJse they are few in number the licentas oo not want anyone to know where they 
  came from. They fear greatly the outside influence upon their people. They feel lllat if the other 
  dwarves start to came into their country that they will stey and eventually interbreed thus 
  reducing the r~ial purity of the licentas. The licentas were given the power to communicate 
  with and command all bears and wolverines by a gratr,fu l 1JJJ. l Ile prulJ lem is if they interbreed 
  they feel that might lose this ability. The bears that they use for pack animals and r iding 
  animals are u sµecial breed that w.1.:> yiven lht!m by this g:d. They are totally loyal to the licentas 
  and will protect them with their hves. The licentas have the power to shaµl::l und control ice and 
  snow. This aids them in setting their traps. Also they can use the power to create ire bridges to 
  help them cross the mountain valleys and canyons. They can also use this power to allow them 
  to pass w1thout troce over Ice and snow. 
  
  'irlm! llJJ(Eiiil'irlil~ 
  
  }·\ERCENA 
  GUILl5° 
  LOOK FOR OUR OTHER PRODUCTS 
  FANTASY B.ilLE.. PLAYi NG AJM 
  CHARACTER REC()W SHEETS 
  THIEVES KIT 
  TEN NEW ORIENT AL PLAYER CLASSES 
  TEN NEW PLAYER CLASSES 
  TEN NEW RACES FOR CHARACTERS 
  NEW SPELLS FOR MAGIC USERS 
  NEW SPELLS FOR ILLUSIONISTS 
  NEW SPELLS F 00 CLERICS 
  NEW SPELLS FOR DRUIDS 
  NEW PSIONIC DISCIPLINES 
  ARTIFACTS AND RELICS 
  UNIOOE swams AND WEAPONS 
  THE DECK Of MANY THINGS 
  THE SPELL BACKFIRE RESULTS TABLE 
  SCENARIOS 
  CITY AND TOWN ADVENTURES 
  THE TCX1B OF CX1PHAL 
  SCENARIOS CCONT l 
  THE SHRINE OF TAKATA 
  THE Ta1B OF A TUAN 
  THE CASnE Of SILVERTHORNE 
  THE VILLAGE AT SILVERTHORNE FERRY 
  THE VOYAGE TO TYROS 
  THE PIRATES COVE 
  THE LOST CITY Of OOALMAR 
  THE TEMPLE AT TARANDUIN 
  THE CASnE AT FLEURIN 
  THE ARRCJN OF TORV ALO 
  THE CRYSTAL GRIFFON 
  THE M~S OF TARN 
  THE TOWN Of WODEN-OCR 
  THE WITCH OF WOOEN-OOR 
  THE CASnE AT KALIMAR 
  THE CASTLE OF ALKAZAR 
  THE CASnE Of ALHAMBRA 
  THE OOEST FOR THE Ga.OEN EGG 
  THE SUMMER HOUSE 
  THE JEWELS IN THE FOREST 
  OTHER GAMES AH.12..A.I.OS 
  NINJA: THE GAME 
  THE NEW MONOPa. Y 
  STARFLEET BATnES: .,. 
  ENERGY ALLOCATION SHEETS 
  CARRIER OPERATIONS 
  DRONE. FIGHTER. AND SHUffiE 
  MOVEMENT COOTRQ SHEETS 
  SHIPS LOO AND DIARY 
  FLEET OPERATIONS MANUAL 
  CONTRQLERS TOO.. KIT 
  EXPANDED CAMPAIGN MANUAL 
  AND MUCH, MUCH MORE TO 
  COME IN THE NEAR FUTURE. 
  sw-rteet Battles is a registered trademart or Amarillo Design Bureau 
  
SOURCE: textdata/thevault/Mercenaries Guild (osr)/Mercenaries Guild Nine New Player Races [1984].pdf