Dwarf

During the War of Gods and Mortals many deities perished at the hands of foul wizards questing for power, including all but one of the dwarven pantheon. Suddenly bereft of spiritual leadership the dwarven people divided into two groups, one following Hrefna, last of the dwarven gods, and the other allying with humans who shared their values of order and truth. Time has separated the two dwarven peoples culturally and geographically, and most dwarves are in fact unaware of the existence of their cousins on the far side of the world.

Dwarf, Atepeshite

The centuries gone by since the Great War have been kind to the dwarves of the Dry Mountains, who with their mining ingenuity and military prowess have become a vital component of the Theocracy of Atep. Having adopted the culture and faith of their human neighbors long ago, the Atepeshite dwarves feel comfortable working with and living among other races more than their northern cousins. An Atepeshite dwarf possesses the physical characteristics defined in the Player's Handbook, but has darker skin and black hair, a result of years of living and mining under the scorching sun.

Atepeshite Dwarf Racial Traits

Atepeshite dwarves have the same characteristics as dwarves defined in the Player's Handbook except as noted below.

  • +2 Constitution, -2 Dexterity: Atepeshite Dwarves are hardy and resilient, but possess somewhat reduced mobility.
  • +1 racial bonus on attack rolls against orcs (including half orcs) and kobolds. Atepeshite dwarves hold a special contempt for these foul godless creatures.
  • Atepeshite dwarves do not receive a dodge bonus against monsters of the giant type, as giants do not inhabit the deserts of the empire.
  • Heat Endurance: Atepeshite dwarves gain Heat Endurance as a bonus feat.
  • Automatic Languages: Atepeshite and Keldari Trade. Bonus Languages: Celestial and Orc. Like their human allies, Atepeshite dwarves learn the languages of divine beings as well as that of their orcish work-force.

Dwarf, Halmar

Tucked away in their frosty mountain caverns, the Halmar people stand watch against any possible advance by their mortal enemies, the giants. The dwarves of Halmland consider law to be of secondary importance behind valor and courage except where the secrets of metalcrafting are concerned. These they guard with the unyielding rigidity one might expect of their cousins far to the south. Physically, Halmar dwarves appear as outlined in the Player's Handbook, but have lighter skin and fairer hair.

Halmar Dwarf Racial Traits

Halmar dwarves possess the traits listed for dwarves in the Player's Handbook with one exception.

  • +1 racial bonus on attack rolls against giants instead of goblins and goblinoids. Hrefna's hatred of the giant god Vaprak is shared fully by her followers.
  • Automatic Languages: Halmar and Keldari Trade. Bonus Languages: Giant and Orc. Dwarves learn the languages of their enemies well so that they might gain advantages over them.
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Elf

Within the verdant confines of the Tanglewood Forest, the heirs to a once great empire worship the memories of gods lost in the War of Gods and Mortals. Though their land holdings have declined, the elves have maintained many of the most beautiful and meaningful aspects of their culture through the careful preservation of ancient songs, poetry, and lore. Elves appear exactly as detailed in the Player's Handbook.

Elf Racial Traits

Elves share the same qualities listed in the Player's Handbook except as follows:

  • Weapon Familiarity: With their keen vision and dexterity, elves take to archery very easily, and treat the elven shortbow as a simple weapon. The elven longbow is popular with many elves, but requires more training to use properly. Consequently, the elven longbow remains a martial weapon for elves and non-elves alike.
  • Elves do not gain free weapon proficiencies.
  • While elves remain the most magical of the humanoid races, the deaths of their gods stripped some of their innate resistance away. Consequently, elves do not enjoy a save bonus vs. enchantment spells and effects.
  • +2 racial bonus to Perform checks. Elven culture venerates music and poetry, and all elves are schooled in these arts from an early age.
  • Spell-Like Abilities: An elf with a charisma score of 12 or higher may cast detect magic once per day per point of charisma bonus.
  • Automatic Languages: Elven and Keldari Trade. Bonus Languages: Orc and Sylvan. Elves speak the language of the woodlands as well as that of their ancient enemy.
  • Favored Class: Sorcerer. Elves possess magical talents surpassing those of other races.
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Half-elf

Caught between the clashing cultures of their human and elven parents, half-elves must struggle to find peace and success in an unfair world. Half-elves do not truly achieve recognition as a people, nor do they have lands of their own. While some half-elves find a place within either elven or human lands, many must live on the edges of society or develop exceptional diplomatic skills to survive. Some accept second-class status within the lands of their parents; others take up a nomadic lifestyle more typical among halflings, while still others follow the more dangerous paths of the mercenary, adventurer, or criminal.

Half-elf Racial Traits

Automatic and bonus languages aside, half-elves enjoy the same racial advantages listed in the Player's Handbook.

  • Automatic Languages: Atepeshite, Elven or Tuireadhan and Keldari Trade. Bonus Languages: Any (other than secret languages such as Druidic). Half-elves must learn to be adaptable in communicating with the world around them in order to survive.
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Half-orc

The vast majority of half-orcs result from foul unions between orc slaves and humans within the Theocracy of Atep. In other lands, half-orcs are typically the result of raids on poorly defended border towns or caravans. Regardless of origin, half-orcs face fear, loathing, or even slavery wherever they go, with only a select few finding respectable places within civilized cultures. Perhaps corrupted by their orcish blood, most half-orcs follow no gods and honor few traditions, but some take up the beliefs of their human parents or of the culture by which they are surrounded.

Half-orc Racial Traits

Half-orcs function as indicated in the Player's Handbook with a few exceptions.

  • +2 Strength, -2 Intelligence: Half-orcs are strong, but their orc lineage makes them slow-witted.
  • -1 racial penalty to Diplomacy, Gather Information, and Handle Animal checks. Half-orcs have no social graces, instead exhibiting the brutish and violent habits of their orcish parents.
  • Toughened by Hardship: Half-orcs gain all the benefits of the Endurance feat.
  • Automatic Languages: Atepeshite or Orc and Keldari Trade. Bonus Languages: Atepeshite, Orc, and Kobold. Half-orcs know the languages of their parents as well as that of their occasional kobold allies.
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Halfling

It could be argued that, since the end of the War of Gods and Mortals, no race has adapted more successfully to a changed world than the halflings. Despite a lack of divine leadership, halflings thrive all across Eresetu, blending into cultures native to the lands in which they have taken up residence. Halflings worship not one god, but all of them simultaneously, blending the qualities of each into a unique and open philosophy. Scholars debate whether the halfling nomadic lifestyle is a result of their religious beliefs or if their beliefs are the end result of their nomadic lifestyle, but the small folk themselves do not concern themselves with such trivialities, instead focusing on living and experiencing life in its many forms. Halflings call themselves the Keldari, a name they say venerates the leader who led them out of the darkness of war and into the prosperity they enjoy to this day.

Halfling Racial Traits

Halflings possess the traits listed in the Player's Handbook with no modifications aside from a change in automatic languages.

  • Automatic Languages: Keldari Trade and the language matching the halfling's home region. Bonus Languages: Any (other than secret languages such as Druidic). Halflings are prepared to deal with any they may encounter during their nomadic wanderings.
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Human

Human, Atepeshite

The humans of the Theocracy of Atep thrive under the just rule and watchful gaze of their god, and represent possibly the most powerful force on Eresetu. Ever striving to extend Atep's reach to the lands of nonbelievers, humans of the empire exhibit confidence and rigidity in pursuit of their expansionist policies. Atepeshite humans have tan to brown skin and black hair, though many shave their heads and wear wigs instead. Excessive facial hair is considered unclean, but men occasionally wear thin mustaches or goatees.

Atepeshite Human Racial Traits

Atepeshite humans have the abilities listed in the Player's Handbook except as follows:

  • Weapon Familiarity: Humans of the Theocracy of Atep treat the khopesh and Atepeshite throwing stick as martial weapons rather than exotic weapons.
  • +2 racial bonus to Knowledge (religion) checks. Having grown up in a religiously-charged land under the direct rule of a god, Atepeshite humans have an inherent knowledge of the history of their faith.
  • Automatic Languages: Atepeshite and Keldari Trade. Bonus Languages: Celestial and Orc. Atepeshites must deal with orc slaves regularly, and have much greater exposure to divine beings than the denizens of other lands.
  • Favored Class: Cleric. In a land of such religious conviction, the path of the cleric is a road followed by many.

Human, Nubiwatepite

Far from the core of the Theocracy of Atep, Nubiwatep retains a hint of savagery harkening to a time when orcs roved its expansive plains, and the humans who live there must often face greater challenges than their counterparts to the east. Though loyal citizens of Atepesh, Nubiwatepites are not bound as tightly by structure and rules as the rest of the Theocracy. Nubiwatepite humans have deep brown skin and tend to be quite tall.

Nubiwatepite Human Racial Traits

Nubiwatepite humans possess all the qualities listed in the Player's Handbook, but select languages from a different list.

  • Automatic Languages: Atepeshite and Keldari Trade. Bonus Languages: Orc and Ulmec. Nubiwatepites deal with orcs regularly and have more contact with the lizardfolk of the Yaxcitlan Jungle than most other races.

Human, Tuireadhan

Tuireadhan Warrior

Considered barbarians by some, the humans of the hills of Tuireadh in fact possess a rich and ancient culture tied closely to the natural world. Tuireadhans exhibit a duality between warrior spirit and harmony with the land, often warring with neighboring clans while still participating in religious ceremonies with them. Despite a general lack of cohesion between the various clans within Tuireadh, these humans never fail to maintain a unified watch on the Mindless Waste to the west. From atop their wooden watchtowers, Tuireadhan warriors display their vigilance in woad, a war-paint traditionally used only in preparation for battle, and many wash their hair with lime to enhance their already fearsome image. Tuireadhan humans are tall and fair skinned, and men often grow beards or mustaches.

Tuireadhan Human Racial Traits

Humans of the Tuireadhan hills have the characteristics of humans as defined in the Player's Handbook with two exceptions.

  • +2 racial saving throw bonus against charms and compulsions. Due to their exposure to the mysterious thought-twisting horrors of the Mindless Waste, Tuireadhan humans resist mind-controlling powers more readily than do other races.
  • Automatic Languages: Tuireadhan and Keldari Trade. Bonus Languages: Kobold, Orc, and Sylvan. Tuireadhans learn the languages of friends and enemies alike.
  • Favored Class: Barbarian. The call of the warrior reaches the ears of many a Tuireadhan youth.
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