Races

Humans

The most common single race, humans are found everywhere. The Geltan Empire is predominantly human, as are many of the countries in the Allied Kingdoms. They are uncommon in the Zarod empire, but those that are there often hold positions of authority.

Elves

All elves share common ancestors, but each of the subraces has distinct features which come from millenia of seperation.

Common Elves

They sometimes refer to themselves as different peoples, but actually are the same sub-race. They inhabit the three kingdoms of Mata, Tela Masu, and Era Dova. These three kingdoms actually inhabit the same forest, and the dividing lines are historical curiousities. They originated after the first Orcish invasion, when it became clear that a government system was necessary. Three Siblings (Mata, Tela, and Era) where elected by the elves to form a governing body. Each of them was given an area of the forest to improve: Mata, the war ravaged north; Era, the uninhabited south; and Tela, the populous middle. Over the next couple of centuries, the three met less and less, and eventually each was governed independently. There is still talk about re-uniting under one ruler, but many details would have to be worked out, including differences in governments.

The common elves description is in the PHB.

Mountain Elves

Easily seperated from other elves by their slightly greyish skin (and therefore sometimes referred to as "grey elves"). They tend to be taller and even skinnier than common elves. They pride themselves on their intellect, and are considered some of the most powerful magic users in the world. They live only in their country of Asycy. Their city of Anopa is said to be a sight to behold. Their libraries are said to be the finest in the world, and their sages some of the best. Their aloof attitude to other races does not win them many non-mountain elf friends.

Racial Traits

  • +2 dex, +2 int, -2 con, -2 str
  • medium size
  • speed: 30
  • Immunity to sleep spells and effects, +2 vs enchantment
  • low light vision
  • +2 to listen, search, and spot checks
  • automatic languages: common and Elven. Bonus languages: any.
  • favored class: wizard

    Wild Elves

    Found in the forest of Dali Hasa, the wild elves are shorter and more heavily built than common elves. They are much more primitive and simple than other elves, and do not have many wizards or sorcerers. They do not interact well with other races, and tend to be suspicious of outsiders. They are very involved with nature, however, and are without peer in their forest environment.

    Racial Traits

  • +2 dex, +2 str, -2 int, -2 chr
  • medium size
  • speed: 40
  • low light vision
  • proficient with long and short bow, sling, spear, and club.
  • +4 to listen, search, and spot checks. +6 to hide and move silently in forests. -4 to hide and move silently in cities.
  • automatic languages: elven. Bonus languages: Common, dwarven, halfling, gnome.
  • favored class: ranger

    Dark Elves

    It is unclear whether dark elves are born, or that some of the other subraces migrate to evil and change. Dark elves are easily identified by their black skin. Completely evil, they are found only in the Zarod empire.

    Dwarves

    Common Dwarves

    Found in Bedak, Omir, and on the fringes of Zadis. Common Dwarves are found in the PHB.

    Mountain Dwarves

    Slightly smaller than their common cousins, mountain dwarves live only in their kingdom of Drek on the Isle of Hope. They tend to be very conservative, and most are suspicious of outsiders. They are the best metal workers in the world, with even other dwarves acknowledging their abilities. They make a particular metal which is in huge demand: gold steel. The exact process is a closely guarded secret, but it makes for some of the lightest and strongest weapons around. It is apparently very difficult to prepare, and simple knives made of it easily fetch prices in excess of 1000 gold on the market.

    Mountain dwarves make for difficult friends, but their loyalty is legendary. Their society is fairly unique in that they trust each other completely, to the point where they don't lock their doors, and even leave valuable objects in plain site during the night. Crime is said to be almosts non-existant, most of it coming from those who journey to their lands. Their punishment for most crimes is death.

    Racial Traits

  • +2 con, +2 str, -4 chr
  • medium size
  • speed: 20
  • darkvision - 90 feet
  • +2 vs poisons, spells and spell-like effects
  • +4 to appraise checks
  • +4 to metal working skills
  • +2 to sense motive (they're just that suspicious of others)
  • automatic languages: Dwarven. Bonus languages: common, elven.
  • favored class: fighter

    Dark Dwarves

    They are said to be so sensitive to natural light that it will slowly kill them. Dark dwarves only live deep underground, and worship the god Grathis. They are unusually cruel, even for an evil race. The few that encounter them (and live to tell the tale) talk of torture as a sporting event in their cities.

    Half-elves

    Half-elves come from human and elf matings, which are fairly rare. The most common half-elves are common elf - human offspring. Mountain and wild elf half-elves are very rare, and usually shunned by those elves. Dark elf - human offspring are more common (usually resulting from rape) but considered an abomination by the dark elves and are killed on sight. For this reason, many dark elves kill the people they rape to avoid the posibility of offspring. The few that manage to survive find themselves either shunned or hunted by all elves, and most other races also despise them.

    Half-elves are found in the PHB.

    Gnome

    Common Gnome

    Their kingdom is Talep, and is the only major concentration of common gnomes. They get along well with the elves, and their creativity earns them a respected place in the Allied Kingdoms. Gnomes were responsible for the invention of the original siege engines during the Orcish invasions. Their magic users are also potent, and they frequently combine magic with technology for unpredictable results.

    Common Gnomes are found in the PHB.

    Mountain Gnome

    They have a small city in Zadis, but it is estimated that there are less than 5000 mountain gnomes in the world. They tend to be much more serious and scientific than their common cousins. Mountain gnomes are fairly intelligent, and are actually considered quite brilliant by the Mountain Elves. They do not use much magic. Their attitudes tend to a conservative curiousity (they want to know everything, but only take calculated risks). The few soldiers they produce are usually calculating tacticians, and as such they frequently hold higher ranks in the military.

    It can be difficult to tell Mountain Gnomes from Common Gnomes. Mountain Gnomes tend to be slightly taller, and less rash in their decisions.

    Racial Traits

  • +2 int, +2 wis, -2 str, -2 con
  • small size
  • speed: 20
  • lowlight vision
  • +2 vs illusions
  • +4 to the skills alchemy, listen, search, spot, knowledge (all)
  • automatic languages: common,gnome, dwarven, elven. Bonus languages: any.
  • favored class: rogue

    Deep Gnome

    Evil to the core, the Deep Gnomes live even farther underground than the dark dwarves (whom they are often in conflict with). Mountain Gnomes hate Deep Gnomes (and vice versa) with such a passion that a lot of time is spent by both sides devising ways to destroy the other.

    Halfling

    All halfings are actually the same, but are commonly divided into 2 groups to keep them seperate, since they are distinct in their attitudes and morals.

    Stout

    Stout halfling villages are found in Yulse, Bairg, Clak, Faremore, Tark, Zadis, Wadette, and Kizyg. They are excitable, and very urban. A Stout halfling feast is a sight to behold. They are trustworthy and loyal, and contribute a great deal to the kingdoms that they reside in. Stout halflings identify with their village, and while they will respect other Stouts, they will refer to only their village as family.

    Hair-foot

    These halflings earned their nickname from the humans, since they rarely wear shoes. Nomadic and tribal, the Hair-foots have little respect for the property rights of non-tribepeople. Most communities curse when a Hair-foot band comes into their area, and few trust them. Their lives seem almost frantic, as they rarely sit still. They are, however, superb at the craft of their tribe (each tribe has its own specialty).

    Half-Orc

    An uncommon species, Half-Orcs live wherever they can find someplace that doesn't immediately try to stone them. Many take to the largest cities of the southern Allied Kingdoms where they are more of a curiousity than a feared group. Along the borders of the Empires and the Allied Kingdoms, they are despised. The few that live in the Zarod empire usually end up as slaves of Orc chieftains.

    Half-Orcs are found in the PHB.

    Age, Height, Weight

    The following table shows the age that each race reaches the various aging stages of life, as well as base height and weight. Starting age for a character is the Adulthood age plus the modifier from the appropriate class. Maximum age is the Venerable age plus the Max Age modifier. Base height are listed as male/female, to which the Height Modifier is added. Base weight is listed as male/female, and should be added to the Weight Modifier x Height Modifier.

    Abbreviations: Adult = Adulthood; Barb = Barbarian; Rog = Rogue; Sor = Sorcerer; Fight = Fighter; Pal = Paladin; Ran = Ranger; Wiz = Wizard; Mid Age = middle age; Ven = venerable

    Adult Barb, Rog, Sor Bard, Fight, Pal, Ran Cleric, Druid, Monk, Wiz Mid Age Old Ven Max Age Base Height (M/F) Height Mod Base Weight (M/F) Weight Mod
    Human 15 1d4 1d6 1d8 35 53 70 2d20 58"/54" +2d10 120/85 x2d4
    Elf 50 3d6 3d8 3d10 120 200 250 5d10 +50 53"/53" +2d6 85/80 x1d6
    Mtn Elf 60 4d4 4d6 4d8 140 220 280 6d10 +80 57"/57" +2d8 80/75 x1d4
    Wild Elf 45 3d4 3d6 3d8 105 165 210 5d10 +40 56"/55" +2d8 100/95 x2d4
    Dwarf 45 3d4 3d6 3d8 105 165 210 4d20 +50 45"/43" +2d4 130/110 x2d6
    Mtn Dwarf 50 3d6 3d8 3d10 120 200 250 3d20 +30 42"/40" +2d4 130/115 x2d6
    Half-elf 20 1d6 1d8 1d10 55 82 105 3d20 55"/53" +2d8 100/80 x2d4
    Gnome 35 2d6 2d8 2d10 90 135 175 5d20 36"/34" +2d4 40/35 x1
    Mtn Gnome 30 2d4 2d6 2d8 70 110 140 4d20 39"/37" +2d4 45/40 x1d2
    Halfling 20 1d6 1d8 1d10 50 80 100 4d10 +10 32"/30" +2d4 30/25 x1
    Half-Orc 14 1d4 1d6 1d8 32 50 63 3d10 58"/55" +2d10 130/120 x2d4

    Other Races

    Centaurs

    Found in Niok, the Centaurs live in harmony with nature. They are fine archers, but rarely travel out of their lands since the rest of the world is not set up to accomodate them.

    Orcs

    The most numerous of the races in the Zarod empire, they are cruel, evil, and ferocious. They will attack and kill most other races on sight.

    Giants

    Most giants on this world are evil, and serve the evil gods. They are mostly in the Zarod empire.

    Goblins

    Found in the mountains between the Geltan and Zarod empires, these are dangerous in large numbers at night. They raid frequently into the Geltan empire, as well as the northern Allied Kingdoms. Fortunately, they are easily handled by well-prepared groups.

    Dragons

    Originally created during the age of the God's War, they were the most feared creatures in the war. After the gods departed the world, they were left to their own devices.

    Good Dragons

  • Gold
  • Silver
  • Bronze
  • Brown

    Neutral Dragons

  • Ruby
  • Diamond
  • Sapphire

    Evil Dragons

  • Red
  • Blue
  • Green
  • Black
  • White