Physical Description: It is undisputed that taddols are the unlikely hybrid of elf and ettin. Their abilities, appearance, and even culture seem to be a strange mix of the two. They stand from 7 to 8 feet tall and have lean and muscular frames. Their skin ranges in color from cream to tan. Their hair distribution is very similar to humans, though they do not grow facial hair and males customarily keep their heads clean shaven.

The most distinguishing feature of the taddols is their two identical heads. Their faces are average looking by human standards; not nearly as ugly as their ettin ancestors, but rarely as sublime as most elvish kin. As the originating races both have pointed ears, so do the taddols. Eye color is of reddish hue and can range from violet to orange.

Taddols typically dress in primitive, but well-made attire and are fond of symbols, glyphs, and
runes. They also enjoy tattoos of this same theme, especially on their faces. Despite their origins, their demeanor is somewhat quiet and civilized.

Taddols are a nomadic frontier folk, dwelling primarily in natural borderlands around the settlements of Azag-Ithiel or about the tree cities of vast Great Green. They prefer the keeping of livestock to the pursuit of wild game, but have little problem with hunting when their herds grow thin. Taddol would rather forage than farm, as they never know when they must leave for safer areas. They would also trade rather than raid, as they usually take pride in their ability to deal with other races and tribes.
Taddols are able to breed with elves or ettins. The resulting child is always a taddol.

The taddol political structure is meritocracy in the extreme. Each taddol rules by virtue of their own skill and ability in the area of their own personal expertise. They have no primary rulers or chiefs, only “best-ats”. Each best-at leads and teaches others who pursue a certain skill or discipline. It is the best-at warrior who teaches and leads the other warriors in the ways of battle while the best-at weaver instructs neophytes in the mysteries of woven textiles.

Taddol family structure is little different, as blood relation does not always determine role. The roles of father, mother, sibling, grandparent, friend, or lover is often an earned position that can change overtime. Because these roles are determined by subjective opinion, it is common for both of a taddol’s individual personalities to choose their own parents, siblings, lovers, and so on. Because of this societal duality, most taddol have two mothers, two fathers, two lovers, and so on. While this practice is by nature chaotic, there is little conflict caused. If there is one thing that taddol understand, it is each other.

Whenever conflict is unavoidable and hatred between two taddol is strong enough, a duel is fought between them. If the loser is granted mercy, they are banished from the clan. If the loser is killed, the winner must accept banishment from the clan. Because of these rules, most internal conflicts are resolved peacefully.

Taddol society is a unique blend of nomadic primitive tribalism and wandering carnival caravan life. They take pride in their ability to weave presentable clothing for their unique body types. The men and women dress in similar outfits consisting of a tunic, breeches, boots, and arm wrappings. Extras such as jewelry are usually crafted by the wearer or a close relative. For a taddol, to wear the jewelry of an enemy, whether the enemy be living or dead, is bad luck and bad taste. Such babbles are better traded than worn.

For taddol, it is better to be friendly than friends, at least with persons of other races. There can be no trust without understanding, and taddol understand little about “single-minded one-headers”. Generally, they regard trade as the best reason to socialize with others, even if only trading stories or information. They may grow quite fond of an individual creature, but loyalty always goes to the clan, especially since the clan is almost always changing location. While not necessarily shy or afraid of other races, taddol much prefer the company of their own kind. They will not hesitate to deal with anyone, whether it be in peaceful trade or ruthless defense of their clan.
Many heads of state tolerate the occupation of taddol clans in their borderlands, as the nomads cause little trouble and also function as a buffer against neighboring enemies.

Many taddol adhere to the creed that to explore the world is to explore one’s selves. Thus many embark on adventures of their own for a decade or so before returning to their clan. In these “self-quests”, as they are called, taddols seek temporary partnership and even fellowship with members of other races in journeys to new and strange places. Such adventures make for good stories to bring back to the clan.

Taddol enjoy hearing tales of all the gods, dragon thanes, demon lords, and elemental lords. Yet many a legend sways their hearts and souls to the adoration of Zelasindrillis. Taddol believe that the Protean Lord guided them to safer places in times passed and even in the present. Wandering, travel, laughter, song, joy; these are the sacred gifts from the Unplaced Harmony which must be enjoyed and celebrated. It is with the outlook that home is where the heart is which makes their nomadic life not only bearable, but enjoyable. Most taddol songs and melodies have musical roots originating from Zelasindrillis.

It is also common for a single taddol to have two personal deities (one for each head) to aid them in their individual pursuits.

Taddol names tend to derive from paired pieces of equipment, usually for either sex. Whether this is meant to reflect the taddol’s odd sense of humor or their fondness for valuable tools, few can say.

Example Names Bit & Bridle, Flint & Steel, Hook & Lure, Rod & Reel, Sox & Boots, Ink & Quill, Block & Tackle, Hammer and Nail, Rope and Pulley.

Height and Weight
Base Height Base Weight Modifier Dice Weight Multiplier
6 foot 8 inches 280 lbs 2d12 x6

Taddol Racial Characteristics
Taddol player characters are defined by class levels—they do not possess racial hit dice. As a taddol you possess the following racial characteristics.

  • +2 Constitution, +2 Wisdom, -2 Intelligence: You are able-bodied and wary, but dim-witted.
  • Medium: You are Medium creatures and receive no bonuses or penalties due to their size.
  • Mixed Heritage: You are a humanoid with the elf and giant subtypes.
  • Normal Speed: You have a base speed of 30 feet.
  • Low-Light Vision: You can see in areas of low-light without penalty.
  • Dual Minded: You gain a +2 bonus on all Will saving throws.
  • Healthy: You gain a +4 bonus on Fortitude saves against all diseases and poison.
  • Mountaineer: You are immune to altitude sickness and do not lose your Dexterity bonus to AC when climbing or making Acrobatics checks to cross narrow or slippery surfaces.
  • Two Heads: You gain a +4 racial bonus on Perception checks.
  • Languages: You begin play speaking Common and Taddol, which is a pidgin of Elven, Giant, Goblin and Orc. Creatures that can speak any two of these languages may succeed on a DC 15 Intelligence check to understand the Taddol tongue. Each additional language in common with the pidgin reduces the DC by 5. Check once for each piece of information. Taddols with high Intelligence scores can choose from the following: Elven, Giant, Goblin, and Orc.

Alternative Racial Characteristics
Below is a selection of racial characteristics that could be selected by taddol
characters in place of the racial characteristics listed earlier.

  • All-Around Vision: Your two heads grant you a +8 racial bonus on Perception checks. You cannot be flanked. This replaces the mountaineer and two heads racial traits (although you still possess two heads).
  • Double Headbutt: You possess a devastating headbutt. This counts as a natural attack which deals 1d8 points of bludgeoning damage. This replaces the healthy and multi-talented racial traits.
  • Mountain Climber Magic: You can use feather fall and monkey fish as a spell-like abilities, each once per day. This replaces the Mountaineer and multi-talented racial traits.
  • Somatic Adept: You gain a +4 racial bonus to caster checks when casting spells with somatic components. This replaces the dual-minded racial trait.
  • Two-fold Contempt: You gain Skill Focus (Intimidate) as a bonus feat. In addition, you gain a +2 racial bonus when attempting to demoralize creatures that are larger than you. This replaces the healthy racial trait.
  • Two-Weapon Adept: You gain the Two-Weapon Fighting, even if you do not meet the prerequisite. In addition, you can ignore the Dexterity-related requirements when selecting the any feat that begins with Two-Weapon. This replaces the multi-talented and dual-minded racial traits.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.