Suloise

The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.

The Suel Imperium was located in what is now the Sea of Dust. Wicked and decadent, this empire was destroyed during a war with the Baklunish when the latter brought down the Rain of Colorless Fire, Suloise survivors fled in all directions, many crossing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. The barbarians of the Thillonrian peninsula are pure Suel, as are the elite of The Scarlet Brotherhood. The people of the Duchy of Urnst and places in the Lordship of the Isles are nearly so.

The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and many retainers. The modern Suel retain this affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. A few Suel can trace their lineage all the way back to the days of their empire.

The ancient Suel Imperium was exceedingly cruel. This trait surfaces in the modern day, for more than one Suel organization openly plots against other people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the relatively minor flaws of being opinionated, selfish, and blunt. Many also tend to be prideful and unwilling to admit flaws or personal hardships. They have a passion for study, especially in regard to magic, and many Suel wizards become incredibly powerful.

Traditional Suel dress includes wide-legged pantaloons and loose blouses (vests in the south), both in solid colors. Most individuals use one color only, with nobles using two or more as appropriate to their House. The style of clothing is adapted to the climate; Suel in the far north wear furs or thick wool, with capes, mittens, and furred boots. The Suel like large pins, brooches, emblems, and other adornments, a few of which are ancient heirlooms.

Heirs of a highly magical society, the Suel still have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation. They also perfected a number of binding spells and created many items used for controlling and dominating other beings. For instance, it is thought that a long-dead Suel emperor made the ancient and terrible *orbs of dragonkind*.

## Psihawks

Psihawks are an artificially bred offshoot of Suloise humans. They originate from the Scarlet Brotherhood where they are cruelly treated as a subhuman class, actually considered to be lower than hounds specifically because of their human nature.

Psihawks are almost always albino as a result of being possibly the purest Suloise stock in existence on Greyhawk mixed with psionic and alchemical augmentation. Their eyes are a crystal clear blue, but appear violet or purple due to the red glow which constantly emanates from them. They have long faces with aquiline noses, thick eyebrows which naturally tuft and spike to give the impression of stiff feathers, and thick, straight, stiff hair.

Though the Scarlet Brotherhood treats psihawks cruelly, they do instruct them in basic skills, including reading and simple maths, and they are taught a large vocabularly simple as a result of the Scarlet Brotherhood's own propensity for the same. They are nurtured to have wild, violent miens, however, so that when ordered to attack the psions they are bred to hunt they will do so without hesitation.

Psihawks are hardly known outside the Scarlet Brotherhood. Those precious few who escape their inhuman treatment adjust to free life with little difficulty, and few symptoms beyond a deep seated paranoia and suspicion--which are well justified as the Brotherhood does hunt escaped psihawks. Their quick adjustment to free life means that most people are completely unaware of their histories, and think them simply strange looking Suloise.

Psihawks have the ability to detect psionics naturally, and unless rescued at a very young age, will possess at least one level of Soulknife and the Two Weapon Fighting feats. A psihawk's mind blade naturally manifests as either talon-like claws on each hand, or, when more experienced and powerful, feather-like blades extending from the backs of their hands and halfway down their forearms.

## Common Suloise Regional Feats

**Badge of Bondage** *Lordship of the Isles, Scarlet Brotherhood--* Your experiences as a slave have made you more resistant to torture and mental manipulation, granting you a bonus on Fortitude and Will saves, as well Bluff checks.

**Blood of Kord** *Suel--* You're distantly related to the Suel god Kord, who often takes a mortal woman as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle, increasing the effectiveness of your rage.

**Blooded** *Scarlet Brotherhood--* You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard, granting you a bonus to Initiative and Spot checks.

**Driftwalker** *Frost/Ice/Snow Barbarians (Thollonian Penn.)--* You aren't slowed by snowy terrain, and know how to disguise your movements in the snow, and leave no tracks in it unless you wish to.

**Great Fervor** *Scarlet Brotherhood--* Your overwhelming religious zeal has caught the attention of your deity, granting you an occasional second chance on a failed save.

**Heir of Lendore** *Suel--* You are a descendant of the legendary migrations-era Suel archmage Lendore, predictor of the Invoked Devastation, patron of the Lendore Isles, and creator of the City of Glass. Your eyes are milky white and bear no pupils, although you see normally, increasing the DC of your divination spells.

**Jungle Fighter** *Lordship of the Isles, Scarlet Brotherhood*-- You know how to make the most of terrain-inspired advantages when fighting in a jungle, granting you a dodge bonus to AC when fighting in such terrain.

**Mercantile Background** *Lordship of the Isles, Urnst States--* You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity, granting you a bonus on Appraise checks and the Craft or Profession check of your choice.

**Mountain Fighter** *Frost/Ice/Snow Barbarians (Thollonian Penn.), Duchy of Urnst--* You know how to make the most of terrain-inspired advantages when fighting in mountainous terrain, granting you a dodge bonus to AC in such terrain.

**Pureblooded Suel** *Suel--* Undiluted Suloise blood flows through your veins, hearkening back to ancient empires and making you an attractive potential associate of the pro-Suel Scarlet Brotherhood racists. You have a notoriously short temper, granting you a bonus on Intimidate checks, and the resolve and magical aptitude of your ancestors grants you a bonus to saves against magic. Finally, you receive a bonus on all Charisma-based checks with members or supporters of the Scarlet Brotherhood.

**Raider's Spirit** *Frost/Ice/Snow Barbarians (Thollonian Penn.)--* You're a fearless raider, granting you a bonus on Intimidation check and saves against fear effects.

**Rapscallion** *Urnst County--* Your stunning wit improves the credulity of your lies and bluffs, allowing you to add your Intelligence bonus to your Bluff checks.

**Rustic Charm** *Urnst--* Others tend to underestimate you due to your rural upbringing, meaning you do not suffer penalties Diplomacy checks related to social class, and others suffer a penalty on Sense Motive checks against you.

**Spirit of the Sea** *Lordship of the Isles, Scarlet Brotherhood--* You're most alive on the deck of a ship at sea and know all too well the dangers of open waters, granting you a bonus to Balance checks made on Unstable Footing and survival checks at sea.

**Troll Blooded** *Frost/Ice/Snow Barbarians (Thollonian Penn.)--* Your family tree contains the blood of the trolls of the Thillonrian Peninsula, giving you a minor regenerative ability, but making you fatigued in sunlight.

**Vatum's Touch** *Frost/Ice/Snow Barbarians (Thollonian Penn.)--* You have little difficulty with cold environments, and do not need protection to operate in cold weather, automatically succeeding at saves to stave off its effects.

**Well-Read** *Lordship of the Isles, Suel, Urnst--* Your readings have granted your extensive general knowledge about a wide range of affairs, making all Knowledge skills class skills for you.

**World Weary** *Scarlet Brotherhood--* Your crushed spirit makes you difficult to scare or intimidate, granting you a bonus on saves against fear, and allowing you to treat fear conditions as one rank lower.