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    Taddol

    Image used by permission of Purple Duck Games.

    The taddol appear to be an unlikely blending of ettins and elves.  Whether the taddol were created as a magical hybrid in some long-forgotten experiment, as a result of interbreeding between the races, or as a true-breeding race of high-ettin, it is impossible to know.

    Taddols in your Game

    Unlike other races, taddols present an unusual option: play two personalities attached to one character. This can be done in a variety of ways. First, for the player who wants to play two personalities at once, this is the best option with the taddol. This works well because there is only one set of statistics to work with and one character sheet to maintain while providing the thrill of controlling two active personas. Or perhaps two players really enjoy working together; the taddol would work well for them as well. Yet another option is to have a player play one half of the taddol, and the Gamemaster treats the other as an NPC. If two people play a taddol, they could alternate turns or even encounters as desired. 

    Optionally, the Gamemaster can create an alternative back story for the taddols. Perhaps, like ettins, they are simply a naturally occurring race that has been relatively rare. Then again, maybe they are from another plane and are fleeing to your campaign world from a terrible menace. Taddol could also be a brand new race that arose from an arcane experiment; a clone machine that has gone horribly wrong. Whatever the case, the taddol will make a welcome addition to any game as a the only two-headed PC, an unusual option for a player (or even a couple of players) who are seeking something different, a challenge for the player who likes to play everything, or even a fun alternative for those that really enjoy working together on everything.

    Taddol Characters: Although it has two heads with distinct personalities, the taddol is collectively considered one character. The race is designed to have one set of statistics with racial abilities that reflect the impact of two minds. While it is possible for two people to cooperate to play one taddol character together, it is fairly easy for one person to handle as well. The dichotomy between the two personalities might best be compared to that of a wizard and his familiar or a ranger and his animal companion.

    Physical Description: It is undisputed that taddols appear to be 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 the ettin, but rarely as sublime as most elves. The average taddol has pointed ears and his eye color is of reddish hue, although it  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 apparent ettin origins, the taddol  demeanor is somewhat quiet and civilized.

    Ecology & Society: How exactly the taddols came about, biologically speaking, is a mystery that is pondered by many sages. Elves and ettins are dissimilar creatures in many respects, and should not have produced viable offspring. While some speculate there may have been some arcane tampering which resulted in a hybrid, another theory is that ettin are giants with fairy blood, which may potentially mix with the blood of other creatures of similar backgrounds. If such is the case, this opens the way to many other questions.

    However it happened, the taddol are similar to both ettins and elves. They mature slightly quicker than humans, reaching adulthood at age 14 (unlike ettins who reach adulthood around age 3). They practice polygamy, and each will often have multiple wives or husbands. They never have multiple births, and rarely have more than two children in their lifetime. The heads are always identical, like identical twins. However, the personalities of each head may be markedly different. They live as long as half-elves.

    Taddols have the unique experience of being the only civilized race that has two heads. They were also relatively undisturbed by other sentient races for thousands of years. This, combined with a keen intellect, has produced a most unusual culture that could seem very alien to the outside observer.

    The first cultural difference that one might notice is that taddol are not overly possessive. The concept of “mine and yours” is a bit blurry for a being who shares a body. While they do claim ownership, it is a rather loose association, and it is usually with the attitude of “its mine because no one else wants it.” For this reason, they may cross the line on what other races feel comfortable with on matters of personal space and private property.

    One item of note is that it may be very difficult to ascertain when to use singular or plural adjectives when referring to a taddol. Each individual creature is actually two distinct beings. Taddols each refer to their body as if they were two, not one. “Those people over there” might refer to one taddol body. However, “That person standing there on the left” would refer to the left head of the taddol. Using “taddols” as a plural form refers to multiple bodies. They tend to get upset when someone does not respect the fact that the taddol is actually two distinct people. Individuals prefer to be referred to as a twin, rather than just a head.

    Taddol are also fairly superstitious, and most elaborately so. Many feel this to be strange since the taddol are also highly intellectual. However, one must also remember their ancestors’ propensity for the arcane and that the taddols had little or no guidance in either arcane or spiritual matters. Most of what they came up with was interpreted from ancient manuscripts and manufactured on their own. It would be impossible to list all of the Taddol superstitions, as the list is long, often contradictory, and varies from taddol to taddol.

    Upon speaking with a taddol, one can easily see how the superstitions became so intricate. Taddols love conversation and talk frequently, about virtually any topic. They are master philosophers, but often fall victim to the folly of being able to rationalize nearly anything. Having two heads has also made them quite sympathetic and diplomatic, and they are quick to act as mediators to quarrelling parties.

    While taddols will occasionally have villains among them, they are generally a peaceful race. Despite their ancestry, they are not evil, nor do they have habits that most would consider evil. While they do eat a lot of meat, they wouldn’t even think of eating a sentient creature. They will occasionally fight amongst themselves over philosophical differences, and these disputes have a history of turning ugly very fast and lasting a long time.

    Relations: Taddols view other races with a great degree of pity, and see them as disabled and sometimes lesser beings. While some measure of arrogance has undoubtedly trickled into their own psyche, the taddols try to fight back a condescending attitude with understanding. They often adopt the role of caretaker when among other races.

    Elves often recognize the possible taddol heritage, but are more likely to be appalled by it then accepting. Other races view the taddol as something of a curiosity, as two-headed births occur very rarely for nearly all races but almost always result in individuals who are sickly or who die very early. A taddol serves as a healthy and thriving example of a successful two-headed organism.

    Relations to Remarkable Races: Taddols are reasonably accepting of all races, though have some superstitious reservations with a few. They consider mogogols to be lucky, as they often believe frogs to be blessed creatures. However, they avoid the zif, which they often equate to snails, which are a bad omen. They feel at home with the relluks, whose architecture often reminds them of their own art and sculpture. They will not touch obitu, as there is a strong taddol taboo against touching corpses of sentient creatures.

    Alignment and Religion: Taddol twins rarely have opposing alignments or religions, as such would render one useless with constant bickering and arguing. If a pair of twins has a different alignment, the core alignment for the character is the average of the two, favoring neutral. For example, if one head tends to be chaotic neutral, and the other neutral good, then the overall alignment of the character is true neutral. This average alignment applies to all affects that are based on the alignment of the character, with the exception of magic head gear which applies to each head’s alignment individually.

    While superstitious, taddols have no religion of their own. They are fond, however, of both human and elven pantheons, and will occasionally adopt religions based on those cultures if it is congruent with their cause and personality.

    Adventurers: Taddol characters often multi-class to best reflect the individual interests of each head. No two taddol heads think exactly alike or focus on precisely the same things. One head may focus on an entirely different skill than the other head. With their non-possessive philosophy, however, this is rarely an issue. Watching a taddol train is a dizzying experience, as they take turns in rapid succession doing entirely different things. It happens so fast sometimes that it appears that they are literally doing two things at once.

    Taddol characters tend to gravitate towards martial classes, as they have no recent legacy of arcane or divine classes. They will occasionally revere nature, however, and have been known to spontaneously muster workable druids. Taddols are curious and adventurous creatures and are quick to devour new information. It is very likely that taddol wizards and clerics will become more common in the near future.

    Taddols adventure most often for the sake of adventure. For eons, they had been isolated, and most long to see the rest of the world.  Taddols do not often adventure for wealth or fame, as they cannot relate well to these concepts. They will, however, adventure for a concept, ideal, or philosophy. Some say that a taddol values their beliefs over anything else. A taddol will often quest to affirm their beliefs, spread their word to others, or answer a philosophical argument. To a taddol, one’s thoughts are the only true possession one can have.

    Male Names: (right head & left head): Adan & Ardan, Berro & Berrin, Carick & Darick, Eldin & Ertin, Gondal & Thal, Ian & Eltrin, Lucan & Lucus, Rolen & Theren.

    Female Names: (right head & left head): Adrie & Sadie, Birel & Biren, Chaedi & Chaeda, Dala & Dasa, Emmi & Enni, Fralas & Frelas, Keyla & Freyas, Mialen & Maylen, Shala & Shela.

    Occasionally, taddols will also use names common to other humanoid races. According to superstition and custom, if a taddol owes his life to another, he or she must name his next child after that person. They also believe, however, that using a nontraditional name is unlucky. Some taddols will avoid having children or go to great lengths to repay a debt in order to circumvent this outcome.

    Racial Traits
    • +2 Strength, +2 Intelligence, -2 Charisma: Taddols are very strong and exceptionally bright. While very talkative and even good at mediating between quarreling parties, they still have trouble relating to races who have just one head. Consequentially, they often seem rude, blunt, and unsympathetic.
    • Medium: Taddols have no bonuses or penalties due to size.
    • Normal Speed: Taddols move at base speed of 30 feet.
    • Low-Light Vision: Taddols can see twice as far as humans in conditions of dim light.
    • Half-blood: Taddols count as both elves and giants for any effect related to race.
    • Multitalented: Taddols choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
    • Two Heads: Taddols gain a +4 bonus to Perception skill checks. For magic items, the taddol has the same slots as a single character with twice the number of head and neck slots. A vorpal weapon can lop the head off of a taddol on a roll of 19 or 20, provided that the attack is also a critical hit. Losing one head is still fatal for a taddol. Taddols share effects regardless of which head is targeted.
    • Two-Weapon Fighting: At 1st level, the taddol gains Two-Weapon Fighting as a bonus feat, regardless of whether or not he meets the prerequisite. Additionally, a taddol qualifies to take Improved Two-Weapon Fighting and Greater Two-Weapon Fighting without meeting the Dexterity prerequisite, though he must qualify in all other ways to take these feats.
    • Languages: Taddol begin play speaking Common and Taddol, which is a pidgin of Elf, 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 cannot understand individual elements of their ancestral tongue any more than other races that are also unfamiliar with these dialects. They can however, better understand ettins, and require Intelligence checks DC 5 to communicate with one.

      Taddols with high Intelligence scores can choose from the following: Elf, Giant, Gnome, Goblin, Orc, and Sylvan.

    Random Starting Ages

    Adulthood Intuitive1 Self-Taught2 Trained3
    14 years +1d4 years (15 - 18 years) +1d6 years (15 - 20 years) +2d6 years (16 - 26 years)
    Middle Age (60 years) Old (91 years) Venerable (120 years) Maximum Age (120 + 3d20 years)

    1 This category includes barbarians, oracles, rogues, and sorcerers.
    2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
    3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

    Random Height and Weight

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 7 ft. 2 in. +3d6 in.(7 ft. 5 in. - 8 ft. 8 in.) 320 lbs. +(3d6×8 lbs.)(344 - 464 lbs.)
    Female 6 ft. 8 in. +3d6 in.(6 ft. 11 in. - 8ft. 2 in.) 250 lbs. +(3d6×8 lbs.)(274 - 394 lbs.)

    Racial Feats

    The following feats are available to a taddol character who meets the prerequisites.

    Racial Classes and/or Prestige Classes

    The following classes and/or prestige classes are available to a taddol character who meets the prerequisites.