Not so long ago, a tribe of humans settled the Plains of Hak, bringing their horses with them. This tribe is known as the Peshwah. The Peshwah are gentle and nomadic souls who enjoy the feel of life from the back of their horses. Until they met the Afridhi, they knew no war or serious conflict.
As the Afridhi drove these peaceful people in front of them across the plains, spilling their blood and killing their fathers and sons, the Peshwah grew hard and fierce — proving that even a horse will turn to face the lion. After the combined forces of the northern barons and the other goodraceshaltedtheAfridhi’sadvance,thePeshwahonce again settled into their windswept homeland. This time though, they have a purpose: the vengeance pounding in their collective heart.
Personality: Peshwah are a well-meaning people. They have pleasant natures and are willing to help their own kind without asking for anything in return. Peshwah mistrust outsiders, including the other human races, but they are rarely hostile toward them. The burning racial anger they hold in their hearts is for the Afridhi alone.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. Race information listed in this section are adaptations of the races created in that book. For additional details, pick up a copy of the source book.
+2 to Dexterity or Charisma
Bonus Backgrounding
At 1st level, Peshwah PCs start with 5 extra points of background related to horses, riding, survival and knowledge of the plains.
Never Say Die (Racial Power)
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
Champion Feat: If you roll a 16+ on your never-say-die save, you gain an additional standard action during your next turn.