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All of the races detailed below are a compilation of ideas that have collected in my head over the years. You may recognize some of the ideas or themes from other works. These works range from fantasy novels, short stories, role playing games, AD&D source materials, television shows or any number of other sources. Please know that almost every idea here is stolen from somewhere else. However, I hope that the combination of the ideas that I have used here is presented in such a manner that the whole document could be considered original. If you feel that you already know what a "typical dark elf" is, please read the entry anyway. You may be surprised by what you find… or maybe not.
Dwarves are the second oldest race of Laenwold. Some claim that they are the eldest race because their written history goes back almost 25,000 years, but these people are unaware of the verbal history of the elves that goes back much farther. Dwarves are deeply tied to the earth that forms Laenwold. As a result, they do not like being separated from the earth for great lengths of time. Even being atop a horse is a frightening proposition for many dwarves and sailing across great oceans is a feat that dwarves consider insane. Because of their ties to the earth, they are able to sense their distance from the surface world. Some dwarven sub-races are more adept at this natural ability than others.
Every dwarf is born to a clan and remains with that clan for the rest of his life. Changing from one clan to another is a very rare thing in dwarven society. This has happened a handful of times in recent history and has occurred less than a thousand times in all of the dwarven written record. Some dwarven historians travel the land collecting a comprehensive record of all of occurrences and memorize who changed clans, which clans were involved and what events transpired to lead to this rare event. The only dwarves that are not associated with a clan are gully dwarves. These dwarves have been cast out from their respective clans for performing acts that the clan considered abhorrent. Each clan has a standard of conduct that applies to everyone in the clan.
Each clan has its own naming conventions on how a child is named and by which name an adult dwarf goes by. These naming methods are described in the descriptions of the clans. With most clans, the names that are given them at birth belong to the clan, not the dwarf. If the dwarf shames his name badly enough to be expelled from the clan, he is stripped of his name or forbidden from ever using a dwarven name in the future. Gully dwarves, being clanless outcasts, typically use names from the culture in which they were born or in which they currently live. This leads to a wide variety of names in gully dwarf society.
Dwarves have their own spoken language and runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. The Dwarven language is a sharp and poignant language that carries well through mines and caverns without being distorted by echoes. Because most of the writing done in Dwarven is on metal and stone, their written language consists mainly of straight lines and sharp angles that can easily be read by touch if necessary. It also includes runes that stand for words that are commonly used in mines and other underground situations. Dwarves often speak the languages of their friends and enemies. Some also learn Terran, the strange language of the earth-based creatures such as xorn.
Deep dwarves live far beneath the surface of the earth. They have always lived there and seem to enjoy the isolation that their cavernous homes provide. Many deep dwarves never see the sun or have seen sunlight shimmering down a stone corridor. Those few that do travel to the outside world have a hard time seeing in the bright sunlight and do not like the open and exposed feeling. Every chance a deep dwarf gets, he will stay in a shelter or under a rock overhang so that nothing can attack him from above.
Personality: Deep dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. A mountain dwarf values the peaceful times between raids that he can spend with his family for he knows that it may be the last chance to see them alive and well. Deep dwarves do not anger easily and are always focused on the task at hand. Their lack of laughter and anger make some people assume that they have no emotions at all. When a deep dwarf expresses grief or regret, he always does it alone so as to not shame his ancestors.
Physical Description: Deep dwarves stand only 4 to 4 ½ feet tall, but they are so broad they weight at least 120 pounds or more. Deep dwarven men are slightly taller and noticeably heavier than dwarven women are. Deep dwarves' skin varies from pale brown to light an, and often carries a reddish tinge. Their eyes are large and are usually a washed-out blue color. Their hair color ranges from flame red to blonde and is usually worn long. Deep dwarven men and women value their beards highly and groom them very carefully. Most deep dwarven men keep a simple beard of considerable length, but deep dwarven women spend an extraordinary amount of time combing, braiding, and knotting strips of cloth and gems into their beards. Deep dwarves are usually considered to be fully adult around age 50 and can live to be almost 500 years in age.
Relations: Deep dwarves have little or no contact with the surface. It is too far for them to travel to the world above. Deep dwarves are usually on friendly terms with mountain dwarves and deep gnomes, but they fight with unmatched ferocity against dark elves and Duergar. Few deep dwarves every encounter humans and halflings, but when they do, they treat the strangers as curiosities that are not to be trusted until their trust is gained after an appropriate wait… usually several decades.
Alignment: Deep dwarves are predominantly lawful in nature. This is a necessity of life because of the constant conflicts that they face at the hands of their enemies. If they were to ever lose control of a situation, it could mean certain death for an entire community. Good and evil have very little meaning to deep dwarves. They view many things in the terms of survival or annihilation. There are the occasional deep dwarves that take it upon themselves to seek a higher path of learning and focus on morality instead of practicality.
Lands: Deep dwarves claim deep caverns, mines and natural fissures in the rock as their home. There is rarely an easy route from the surface to the depths at which the deep dwarves live. Many people assume that the caverns in which deep dwarves live are under mountains, but this is not always the case. There are rumors of deep dwarves living deep beneath the surface where great cities exist. Other inhabitants of the deep underworld are constantly invading the homes of the deep dwarves, but the might of the dwarves usually repels the invaders.
Adventurers: A deep dwarf adventurer is usually driven by a strong desire to defend his homestead and eradicate racial enemies that are nearby. The deep caverns of their homes are constantly crawling with Duergar, dark elves and goblinoids. These other creatures must be repelled, hunted down and slain constantly. The occasional deep dwarf will tire of the constant warfare and attempt to escape to the surface where they can life a more peaceful life. After a decade or two of hiding from the painful sunlight, many of them return to their homes.
- +3 Constitution, -2 Charisma, -1 Dexterity: All dwarves are stout in nature, but deep dwarves are incredibly thick in and the rigors of living in the depths have made them even tougher than other dwarven species. However, their mobility is limited by the muscle mass that is present everywhere on their body.
- Medium-size: As Medium-size creatures, deep dwarves have no special bonuses or penalties due to their size.
- A deep dwarf's base speed is 20 feet.
- Darkvision: Deep dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight. Deep dwarves can function just fine with no light at all.
- Stonecutting: Stonecutting grants all deep dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. Deep dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground delves.
- A deep dwarf can intuit depth, sensing his approximate depth underground. Deep dwarves are able to tell their exact depth from the surface to within a couple of feet without concentrating. A wisdom check (DC 15) allows them to get within an inch or two on their guess of the depth.
- +2 racial bonus on saving throws against poison: Deep dwarves are hardy and resistant to toxins.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +2 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
- Flanking bonus: Deep dwarves are used to fighting numerous small creatures. Deep dwarves do not take the AC penalty when creatures that are small or smaller flank them. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus too.
- +2 racial bonus on Craft checks that are related to stone or metal: Deep dwarves are very capable metal and stoneworkers.
- +2 racial bonus on Appraise checks that are related to rare or exotic items: Deep dwarves are familiar with valuable items of all kinds (especially those made of stone or metal.)
- -1 racial penalty in bright light: Any light brighter than a continual light spell causes deep dwarves intense discomfort and pain. They have a –1 penalty to all die rolls while subjected to bright light.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Duergar, Elven and Undercommon. Mountain dwarves are familiar with the languages of their enemies and their underground allies.
- Favored Class: Fighter. Mountain dwarven culture requires that all people be trained in the arts of war and battle.
Duergar live deep underground, usually below the deep dwarves. They rarely venture above ground because of the arduous trek to arrive at the surface and the intense pain that the sun causes them. The sun does not cause damage to duergar, but their eyes cannot handle the intense brilliance of sunlight without excruciating pain.
Personality: Duergar are highly emotional people whose moods can switch from joyous to malicious in moments. They express every feeling without hesitation. There has been more than one occasion were a duergar laughed at a joke made about him while killing the person that told the joke. Some scholars theorize that the entire race is insane or maniacal.
Physical Description: A duergar typically stands 4 feet in height, and weighs about 140 pounds. Duergar's skin is very pale white or pasty gray in color and their eyes are a brilliant blue color. Men have long gray beards and women go without beards. Most men are born bald and stay that way for the rest of their lives. The few men that do have hair on their scalp shave with regularity. Duergar are usually considered to be fully adult around age 40 and can live to be almost 500 years in age.
Relations: Duergar frequently compete with deep dwarves, deep gnomes, dark elves and goblinoids for living space, food and minerals. The life of a duergar is hard and they will usually attack a strange before asking them what they want. Duergar so rarely meet surface dwellers that they treat them with suspicion and wariness. Most duergar believe that the existence of halflings is merely a myth.
Alignment: Most duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarven races, and sometimes join forces with orcs and other evil races to raid strongholds of mountain and deep dwarves.
Lands: Deep dwarves claim deep caverns, mines and natural fissures in the rock as their home. There is rarely an easy route from the surface to the depths at which the deep dwarves live. Many people assume that the caverns in which deep dwarves live are under mountains, but this is not always the case. There are rumors of deep dwarves living deep beneath the surface where great cities exist. Other inhabitants of the deep underworld are constantly invading the homes of the deep dwarves, but the might of the dwarves usually repels the invaders.
Adventurers: A duergar adventurer is usually driven by a strong desire to defend his stronghold and eradicate his enemies. The formation of duergar raiding parties is very common. Some of the more courageous (and less wise) duergar will even venture to the surface world in an attempt to reap the unclaimed riches of the surface dwellers. Most of the duergar that adventure do so entirely underground. They search out new caverns, mineral deposits and lost treasures.
- +2 Constitution, -1 Charisma, -1 Intelligence: Duergar are as tough as their dwarven cousins, but are a slight bit less intelligent.
- Medium-size: As Medium-size creatures, duergar have no special bonuses or penalties due to their size.
- A duergar's base speed is 20 feet.
- Darkvision: Duergar can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight. Duergar can function just fine with no light at all.
- Stonecutting: Stonecutting grants all duergar a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a check as if were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground delves.
- A duergar can intuit depth, sensing his approximate depth underground. Duergar are able to tell their exact depth from the surface to within a couple of feet without concentrating. A wisdom check (DC 15) allows them to get within an inch or two on their guess of the depth.
- +2 racial bonus on saving throws against poison: Deep dwarves are hardy and resistant to toxins.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +2 racial bonus to Move Silent checks: Duergar are naturally quiet and receive a bonus to Move Silent when alone or with other Duergar.
- +2 racial bonus on saving throws against illusions. This stacks with the racial bonus for saving throws against spells.
- +2 racial bonus on Craft checks that are related to stone or metal: Duergar are very capable metal and stoneworkers.
- +2 racial bonus on Appraise checks that are related to rare or exotic items: Duergar are familiar with valuable items of all kinds (especially those made of stone or metal.)
- Racial penalty in bright light: Any light brighter than a continual light spell causes deep dwarves intense discomfort and pain. They have a –2 penalty to all die rolls while subjected to bright light. When exposed to sunlight (or any magical equivalent), duergar are only able to see 60 feet and suffer a –3 to all die rolls.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Duergar, Elven and Undercommon. Duergar are familiar with the languages of their enemies and their underground allies.
- Favored Class: Fighter. Duergar culture requires that all people be trained in the arts of war and battle.
- Player must have permission from Dungeon Master before running this race.
Gully dwarves are the most degenerate of all the dwarven races. They lack any sign of racial ride, loyalty to other dwarves or a sense of honor. They take the virtues of cowardice, filth, witlessness and dirty tricks to a whole new level. They live in abandoned strongholds, human settlements (the bigger the better), old mines, caverns, refuse dumps and the slums of large cities. Gully dwarves are a collection of clanless dwarves that have given up on ever returning to proper dwarven society. Anyone recently evicted from their clan is openly welcome into the folds of gully dwarf society without question or prejudice. (Game Note: Dwarves that recently joined gully dwarves keep all of their original racial traits. Children of a recently expelled dwarf and a gully dwarf will be a gully dwarf.)
Personality: Slovenly carelessness is the best description of how a gully dwarf goes through life. Many gully dwarves know that they have no reason to exist, but can't summon up the courage to end their pathetic lives. They will gladly accept the company of anyone that will travel or live with them. However, the other races are more discriminating and can't tolerate the presence of gully dwarves any longer than necessary.
Physical Description: Gully dwarves stand a little under 4 feet tall, and weigh a little over 120 pounds on average. It is a status symbol for a gully dwarf to have a large potbelly for it displays his skill as a scavenger. Skin color ranges from olive brown to light yellow, reminiscent of old parchment. However it is often hard to determine a gully dwarf's skin color because of the thick layers of dirt, scar tissue, boils and scabs covering his skin. The beards of gully dwarves are long, scraggly, greasy knots of hair in which numerous bugs and parasites roam. Most female gully dwarves have hair cheeks, but their beards do not grow long. The eyes of gully dwarves are always dull and lifeless unless they have recently discovered and especially delicious piece of food in a trash pile.
Relations: Gully dwarves get along wonderfully with anyone – regardless of race – that will spend more than a few moments with them. However, the other races of the world would rather have nothing to do with gully dwarves at all. Fortunately for the gully dwarves, they are good at gathering information and finding their way into places that they should not be. This allows them to barter what they know for scraps of food, a bit of kindness or a day of "friendship" from others. The occasional gully dwarf will demonstrate skill at blacksmithing, armoring or weaponsmithing and be accepted as a worker in a forge. The work that the gully dwarf produces would be considered sub-par for dwarves, but is probably still better than elven or human workmanship.
Alignment: Most gully dwarves are chaotic neutral, but this diverse people may be of any alignment.
Lands: Gully dwarves claim whatever bits of land that they can until someone comes along and chases them away. They have no strongholds, cities, villages or delves that they can claim as their own. Many gully dwarves are nomadic in nature because they tire of being kicked by the same boots week after week.
Language: Gully dwarves are rarely taught to read or have time for such idle education. Gully dwarves must purchase the ability to read and write just as barbarians do.
Adventurers: Gully dwarves are nomadic by nature, so they are constantly looking for new homesteads, mostly abandoned ruins or empty caverns in which to establish a home. Some of the adventure with the desire to claim fame and fortune for themselves while other dream the impossible dream of earning enough fame and respect that they may be admitted back into dwarven society. In all of dwarven written and oral history, this has only taken place a handful of times.
- +1 Constitution, +1 Dexterity, -2 Charisma: Gully dwarves are tough, but are not as stocky as their cousins.
- Medium-size: As Medium-size creatures, gully dwarves have no special bonuses or penalties due to their size.
- A gully dwarf's base speed is 20 feet.
- Darkvision: Gully dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Gully dwarves can function just fine with no light at all.
- A gully dwarf can intuit depth, sensing his approximate depth underground. Other dwarven races are more adept with this skill, but gully dwarves can still sense their depth with some concentration. A wisdom check (DC 15) will allow a dwarf to determine his depth if he was awake and coherent for the travel from the surface. If the gully dwarf is unconscious or incoherent during his travel to the depths, then his senses are thrown off completely and he is unable to determine his depth until he travels to the surface again and reorients himself.
- +4 racial bonus on saving throws against poison: Gully dwarves are hardy and resistant to toxins.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +2 racial bonus on Spot and Search checks. Gully dwarves are constantly on the lookout for unusual features, movements or details. Their lives depend on attention to detail that others ignore.
- +2 racial bonus on Craft checks that are related to stone or metal: Gully dwarves are very capable metal and stoneworkers.
- +2 racial bonus on Appraise checks that are related to rare or exotic items: Gully dwarves are familiar with valuable items of all kinds (especially those made of stone or metal.)
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Hill dwarves are familiar with the languages of their enemies and their underground allies.
- Favored Class: Rogue. Since gully dwarves are the outcasts of dwarven society, they must learn to live by their wits and ability to earn livings in manners other than the traditional dwarven professions.
Hill dwarves are known for their skill in warfare, untiring stamina, and resistance to some magical forces. Hill dwarves are also fiercely loyal to those that earn it, but it takes many decades to earn this level of trust. Hill dwarves are typically farmers and herders that live with their small families in the low mountains, rolling foothills and high plains. Some hill dwarves choose to live underground in the secure delves their entire lives. Hill dwarven delves are scattered amongst the dwarven communities and are used as centers of information, trade, training, safety and community. All hill dwarves owe their loyalty to at least one delve. The rare hill dwarven family will find themselves equidistant to two delves. In this case, the family will usually choose one to favor over the other, but neither will be ignored.
Personality: Hill dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Hill dwarves value peaceful time that they spend with their families and other simple pleasures. A hill dwarf gains the most pleasure from performing a task well. When their peace, pleasure and families are threatened, hill dwarves will take to arms and fight with careful courage and tenacity. A hill dwarf that is severely wronged will hound his enemies' heels for decades if it takes that long to set things right. The justice that hill dwarves apply is swift and strong but can turn bloodthirsty against enemies.
Physical Description: Hill dwarves stand only 4 to 4 ½ feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Hill dwarven men are slightly taller and noticeably heavier than dwarven women are. Hill dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray or brown and worn long. Hill dwarven men value their beards highly and groom them very carefully. Dwarven woman do not grow beards, but most hill dwarven boys start growing out their beards as young as 20 years of age. Hill dwarves favor simple styles for their hair and clothes, but men usually braid or knot their beards in ornate patterns. Hill dwarves are usually considered to be fully adult around age 50 and can live to be over 400 years old.
Relations: Hill dwarves get along well with all other dwarven races except for Duergar and gully dwarves. The cruelty that Duergar display on a regular basis repulses most hill dwarves. Hill dwarves show mercy towards gully dwarves, but anything more than allowing a gully dwarf to spend the night in a barn or woodshed is asking too much. Hill dwarves get along with gnomes quite well. Hill dwarves enjoy the company of humans, half-elves and halflings, but they are certainly more tolerant of these races than their cousins. Hill dwarves mistrust half-orcs and it takes a very long time for a hill dwarf to come to trust a half-orc, if it ever happens at all. Hill dwarves commonly use the saying, "The difference between an acquaintance and a friend is about a hundred years." Humans, with their short life spans, have a hard time forging a truly strong bond with a hill dwarf. The best dwarf-human friendships are between a human and a hill dwarf who liked the human's parents and grandparents. Like most dwarves, hill dwarves fail to appreciate elven subtlety and art. Hill dwarves regard elves as unpredictable, fickle, flighty and concerned with petty things. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins and gnolls; and elves have earned the dwarves' grudging respect.
Alignment: Hill dwarves are predominantly lawful in nature and usually try to follow the path of goodness. Some hill dwarves take the law so seriously that they will adhere to it even if the law is morally flawed. Despite their lawful bent, some hill dwarves deviate and follow chaotic paths. These hill dwarves are unusual, but very noticeable compared to the normal hill dwarves.
Lands: Hill dwarves mainly reside in foothills and low mountains. Most of them spend a great portion of their lives living near their herds and crops in small villages or isolated cottages. However, all hill dwarves live within a day's march of a delve that can be used as a defensive place to live in case of trouble. While living amongst the rolling hills and high plains, they peacefully tend to their crops, care for their herds and watch out for their neighbors. If their peaceful existence is ever threatened, they respond with instant and incredible energy. Their fervor on the battlefield is surprising to anyone who assumes that these people are simple goat-herders.
Adventurers: A hill dwarven adventurer may be motivated by crusading zeal, a love of excitement, simple greed or vengeance for wrongs committed against him, his family or his clan. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating enemies, defending his homestead and claiming great treasure hordes are sure ways for a dwarf to earn the respect of other dwarves.
- +2 Constitution, -2 Charisma: Hill dwarves are stout and tough, but tend to be gruff and reserved.
- Medium-size: As Medium-size creatures, hill dwarves have no special bonuses or penalties due to their size.
- A hill dwarf's base speed is 20 feet.
- Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Hill dwarves can function just fine with no light at all.
- A hill dwarf can intuit depth, sensing his approximate depth underground. Other dwarven races are more adept with this skill, but hill dwarves can still sense their depth with some concentration. A wisdom check (DC 10) will allow a dwarf to determine his depth if he was awake and coherent for the travel from the surface. If the hill dwarf is unconscious or incoherent during his travel to the depths, then his senses are thrown off somewhat. However, with a successful wisdom check (DC 20) he can reorient himself. This check can be done once per hour until successful. Once this more difficult check is successful, then the DC of the check drops back down to the normal DC of 10.
- +2 racial bonus on saving throws against poison: Hill dwarves are hardy and resistant to toxins.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
- +4 dodge bonus against giants: This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus too.
- +2 racial bonus on Spot and Search checks. Hill dwarves are constantly on the lookout for unusual features, movements or details. Their herds, lives and safety depend on attention to detail.
- +2 racial bonus on Craft checks that are related to stone or metal: Hill dwarves are very capable metal and stoneworkers.
- +2 racial bonus to Animal Handling checks: Hill dwarves work with their animals so often that they are raised with the skills to take care of beasts.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Hill dwarves are familiar with the languages of their enemies and their underground allies.
- Favored Class: Fighter. Hill dwarven culture extols the virtues of the warrior and the vocation comes easily to dwarves.
Mountain dwarves live beneath the mountains. Their strongholds are usually isolated and they have little contact with other races. Mountain dwarves tend to like their privacy and actively discourage non-dwarven visitors to their strongholds. Mountain dwarves make their living off of mining, blacksmithing, gemcutting, jewelry and mercenary work. Mountain dwarves are shrewd traders and know the exact value of products and service. They distrust anyone that appears to be attempting to cheat them in a deal. All mountain dwarves are extremely loyal to one another and will come to the aid of other dwarves (except for gully dwarves and duergar) without hesitation.
Personality: Mountain dwarves are very intelligent and tend to evaluate every situation carefully before taking action. This usually makes them appear as if they are slow-witted or dull, but once a person is around a mountain dwarf for an extended period of time, they learn to value the judgement of a mountain dwarf. Mountain dwarves are odd, compared to other dwarves, because of the fact that they appreciate artwork, beautiful sculptures and items that are made to be appealing to the eye as well as functional. Mountain dwarves are not as violent as other dwarven races, but their physical stature and devout loyalty to other mountain dwarves can make them a foe to be reckoned with.
Physical Description: Mountain dwarves stand, on average, 4 ½ feet tall and can get as tall as 5 feet in height. Because of their girth, a mountain dwarf can easily weigh as much as a human. Mountain dwarven men are slightly taller and noticeably heavier than dwarven women are. Mountain dwarves' skin is typically light tan or light brown with a slight red hue and their eyes are dark in color. Their hair is usually black, gray or brown and worn long. While working in the forge, workshop or mines, men and women do not bother much with grooming themselves, but they rarely allow outsiders to see them in this manner. Before presenting themselves to the public or before travelling to the outside world, they will bathe, trim their hair and beards, dress well and then venture forth. They know that when dealing with a potential client or trading partner, that they must look their best. Mountain dwarves are usually considered to be fully adult around age 60 and can live to be 500 years old.
Relations: Mountain dwarves do not appreciate visitors to their strongholds, but will tolerate it so long as the visitor does not disrupt business. Mountain dwarves visiting from other strongholds are always welcomed with great fanfare and diplomacy. Mountain dwarves get along well with all people and races, but that is usually because the dwarves are travelling with goods that they wish to sell or service that they have to offer. Most of their relationships are very business-like and formal. Rarely do they ever allow their business to merge with friendship or family.
Alignment: Mountain dwarves are very lawful in nature because that is the only way to be successful in what they do. Like deep dwarves, mountain dwarves prefer practicality to morality, but they will not go out of their way to cause someone harm. Some mountain dwarves will play with cutthroat business tactics, but this is usually put to a stop as soon as other mountain dwarves learn of it.
Lands: Mountain dwarves reside in strongholds that are built into the side of mountains and cliff faces. These strongholds can be very large or just a simple hold where a few dwarves can gather for safety. The dwarves do their best to control the caverns and mines that link to their strongholds from below and to keep guard over the surface of the mountain in which their stronghold is built.
Adventurers: Mountain dwarf adventurers are very common. Some of them guide travelling groups through caverns while others will offer their services as guards, bouncers or enforcers. Mountain dwarves that have skills in created valuable or useful items or that have a good business sense will travel abroad so that they may trade their goods for product that their stronghold needs. Young mountain dwarves are known to get a touch of wanderlust, pack up their belongings and vanish into the world for a few decades before returning with a few scars and settling down to mind the family company.
- +1 Constitution, -1 Charisma: Mountain dwarves are stout and tough, but tend to be gruff and reserved.
- Medium-size: As Medium-size creatures, mountain dwarves have no special bonuses or penalties due to their size.
- A mountain dwarf's base speed is 20 feet.
- Darkvision: Mountain dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight. Mountain dwarves can function just fine with no light at all.
- Stonecutting: Stonecutting grants all mountain dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if were actively searching, and a mountain dwarf can use the Search skill to find stonework traps as a rogue can. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground delves.
- A mountain dwarf can intuit depth, sensing his approximate depth underground. Mountain dwarves are able to tell their exact depth from the surface to within a couple of feet without concentrating. A wisdom check (DC 20) allows them to get within an inch or two on their guess of the depth.
- +2 racial bonus on saving throws against poison: Mountain dwarves are hardy and resistant to toxins.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +2 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
- +2 dodge bonus against giants: This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus too.
- +2 racial bonus on Craft checks that are related to stone or metal: Mountain dwarves are very capable metal and stoneworkers.
- +2 racial bonus on all Appraise checks. Mountain dwarves are familiar with most materials, crafts and what people will pay for them.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Mountain dwarves are familiar with the languages of their enemies and their underground allies.
- Favored Class: Fighter. Mountain dwarven culture extols the virtues of the warrior and the vocation comes easily to dwarves.
Elves are the oldest civilized race that walks the earth. The only creatures that can claim that they have been in Laenwold longer than the elves are the mighty dragons. The elves were born of the four elements when a tiny fragment of a comet fell from the heavens above and smashed into the center of the continent that dominated Laenwold. The elven gods took the chaos of this collision and merged it with the scattered earth, wind, fire and water of Laenwold to make the elves. It is known that most of deities had their hands involved in the details of the elven races, but to what extent each deity was involved with each sub-race is unknown.
Because of their origin, all elves are able to sense the location of the heavenly bodies even if they are unable to see them. Some elves have taken the time to learn the skill Intuit Time so that they are able to translate the location of the heavens into years, months, weeks, days and hours. See the skills section for more details about this elven skill.
The elven language consists of sounds that flow smoothly as if they are being sung. This is because their entire history is maintained in a verbal manner. Their histories are comprised of songs, poems and short stories that elves tell repeatedly to their younger kin. Most elves know the major stories of their race, but only SongMeisters can tell the tales with the proper inflection, timing and beauty that the stories were meant to have. All of the elves speak the same language, except for the dark elves. These elves have separated from their cousins so deeply that they have formed their own language. The sounds of the dark elf tongue are more harsh and disturbing than the normal elven language, but it still contains remnants of the beauty that the original elven language embodied.
All of the elves, even the dark elves, consider themselves to be hala (people) and everyone else, especially the newly arrived humans, are thought of as dolhala (not people.) Each of the races has a name that they use for themselves and each other. Rarely will an elf be heard using the term "elder elf" or "high elf" unless they are trying to describe an elf to a dolhala. Dark elves are known as dimhala. Elder elves go by eldhala and high elves use the name harhala. Sea elves have the moniker surhala and wood elves are known as wilhala.
All elves are members of a bloodline to which they are born and will remain with that bloodline for all eternity. Unlike dwarves, elves are never expelled from their bloodline. However, if an elf brings shame or dishonor to his bloodline, he will be hunted down and slain. Regardless of religious inclination, the body will be burned and the ashes scattered to the winds so that resurrection will be more difficult. Then word will be spread amongst the elven SongMeisters and never again will tales involving this person be sung. This effectively destroys any trace that the person ever existed. Only the most vile and heinous actions are remembered and these are taught to very young elves as what not to do. The names of these highly disgraced elves are used to scare children into behaving so that the evil (or in some cases, good) elf will not come and kidnap them in the middle of the night.
Elven naming conventions vary from bloodline to bloodline. When choosing a name for an elf, consult the bloodline section to find out what naming method to use.
The dark elves are the evil cousins of the other races. They were made of the darkest earth and hottest fire when Laenwold was recovering from its devastating impact with the comet. These elves have made themselves at home in the depths of the earth. Even the dwarves cannot claim mastery over the dark elves. Even though the dark elves are the masters of darkness, they have a great deal of competition in the Underdark. Because of this, they have become brutal warriors, deadly thieves and horribly efficient spellcasters. Because of their vast differences in how they view the world, dark elves and their surface cousins rarely get along and often come to vehement blows when their paths cross.
Personality: Dark elves are viscous creatures and delight in the pain and suffering of other people. Their cleverness and wit are rarely applied towards goals that are kind and good. Despite their cruel inclinations, dark elves are very pleasant and polite. Many of their machinations and schemes are carried out while they are smiling and treating everyone around them with respect. This façade is carefully maintained until the last moment of their vile activities are revealed for what they truly are.
Physical Description: Dark elven women are typically larger than their male counterparts. The women stand a little over five feet in height and weigh in at around 100 pounds. The men stand a few inches shorter and are very slim compared to the muscular women. The skin of the dimhala ranges in shade from light brown through dark brown and can get as dark as the blackest night. However, the lighter colored children are usually considered inferior and rarely survive to maturity. Most are sacrificed to the dark gods of the dark elves or are "mercifully" killed. The hair of the elves is usually silver or white, but a strange metallic-blue hue occurs in rare dark elves. The eyes of the dark elves glimmer like the gemstones that they steal from the deep gnomes and duergar. A dimhala are considered to be an adult on his 80th birthday no matter how prepared he is for life. Dark elves usually die of old age before their 400th year, but very few of them survive their harsh culture for that long. Any dimhala that manages to live to that ancient age is revered by the youth and feared by those around him.
Relations: Dark elves rarely get along with any race other than themselves and even those relationships are carried out in a careful and guarded manner. Dwarves and gnomes are taken advantage of at every opportunity. If there is no advantage to be gained in allowed one of these two races to live, then they are slain as soon as possible. Other elven sub-races are typically left alone unless they encroach upon dimhala territory in the Underdark. However, the cruelty of the younger dark elves runs hot and can explode into a harsh raid on anyone that they can reach.
Alignment: Dark elves are definitely evil and most of them are chaotic in nature. Neutral and lawful dark elves are not uncommon. There are stories of rebel elves that are good aligned roaming the Underdark. None of these rumors have ever been confirmed.
Lands: The dark elves roam the depths of the world called the Underdark. Unlike deep dwarves and deep gnomes, the dark elven communities are sometimes found near the surface. However, the large cities of the dark elves are always found in the deepest parts of the Underdark.
Adventurers: Dimhala adventurers are usually composed of young, hot-blooded elves that raid other societies to prove their prowess and worth. Other dark elves are in search of dark secrets that they can use against their enemies or are wandering the borderlands in the Underdark protecting dark elven cities from outside encroachment by other civilizations.
- +2 Charisma, +1 Dexterity, -2 Strength, -1 Constitution: Dark elves are thin, lithe creatures with poor health. They make up for their lack of physical prowess by being able to handle themselves in any social circumstance with style and grace.
- Medium-size: As Medium-size creatures, dark elves have no special bonuses or penalties due to their size.
- Elven base speed is 30 feet.
- Spell resistance 11 + class level
- Darkvision: Dark elves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight. Dark elves can function just fine with no light at all.
- +2 racial bonus to Will saves against spells and spell-like abilities.
- Spell-Like Abilities: 1/day – dancing lights, darkness and faerie fire. These abilities are as the spells cast by a sorcerer of the character's level.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or daylight spell) blinds dark elves for 1 round. In addition, they suffer a –1 circumstance penalty to all attack rolls, saves and checks while operating in bright light.
- Location of the heavenly bodies: All elves have been blessed with the ability to know where the sun, stars and the moons are at in the sky at any time. Even when underground, indoors or in overcast weather, elves still know where the heavenly bodies are located. In addition to this, the elves know the phases of the moons, and can predict eclipses and other motions of the moons. It is not known how the dark elves have managed to maintain this ability while still living underground.
- Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. Dark elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
- Favored Class: Sorcerer. Dark elves have mastered the art of casting spells without needing to study cumbersome tomes.
- Player must have permission from Dungeon Master before running this race.
Elder elves gained their name because they were created before any of the other elven sub-races. This is a major point of contention with high elves, but the other sub-races don't seem to care whom came first. Elder elves were formed of the air and earth of Laenwold and a large part of the comet that survived the impact. Elder elves are very graceful and intelligent beings that enjoy pontificating about topics in which they are highly knowledgeable. The spell casting ability of the elder elves is unrivaled by any other civilized race.
Personality: Elder elves are usually quiet and highly observant of everything that goes on about them. When their time to speak comes, they speak volumes and usually bore their listeners before they reach the true point of their speech. The only people that can stand to listen to an elder elf speak in length is another elder elf and then their fellow eldhala sits and listens to every word spoken with care. Debates between elder elves have reportedly lasted for months on end with only breaks being taken during Reverie and the occasional meal.
Physical Description: Eldhala usually stand 5 ½ feet in height and weigh around 90 pounds. This makes their stature smaller than other elves, but elder elves usually resort to physical violence as a final option. Eldhala typically have pale gray skin, silver hair and amber eyes. Elder elves have been recorded with hair color ranging from light blonde to honey brown and blue or green eyes. Eldhala reach adulthood around 140 years old and can live an entire millennium with good health and safe living, but cases of an elder elf living that long are very rare.
Relations: Eldhala do their best to get along with all other races, but their overbearing demeanor and judgmental nature seem to put them at odds with other race. Humans have not been on Laenwold long enough (a "mere" 1500 years) for the elder elves to decide how they feel about the human race as a whole. It is obvious to the eldhala that the humans are certainly impatient people, but they feel that humans must be this way in order to accomplish anything worthwhile in their pathetically short life spans. Eldhala consider themselves to be the "true" elves and are very strict in not producing offspring with other elven bloodlines. The elder elves are staunch believers in this "fact" and take no effort to conceal it from the other elven races.
Alignment: Elder elves are typically lawful neutral, but can be found with any alignment. Chaotic eldhala are extremely rare, but lawful evil elder elves can be found in wizards that have been corrupted by the darker arts of magic.
Lands: Elder elves typically build sizable cities in low mountains, secluded plains and remote deserts. They typically protect the entrance to their mountain homes with powerful magic that prevent the doors from being discovered or opened. The cities that they build in the open are often disguised with powerful illusions that only those with an incredible amount of skill and determination can work their way through. Eldhala are not necessarily antisocial, but they learned many millennia ago that most people only want to buy or steal the magic on which they have worked so hard.
Adventurers: Eldhala become adventurers to find new information, skills or magical feats that they cannot learn through apprenticeship or school. Even though the eldhala universities are the best in Laenwold, not all skills can be found in a single place. Some eldhala chase rumors of magical items that they wish to acquire so that they can duplicate the item or discover the magic that drives the object. Some eldhala break free of the scholarly mold and leave their homes behind to sell their services as swordsmen or thieves.
- +2 Intelligence, +1 Dexterity, -2 Constitution, -1 Strength: Elder elves are graceful but frighteningly thin. Elder elves spend more time with tomes and research than anyone else does and this affects their health and physical conditioning.
- Medium-size: As Medium-size creatures, elves have no special bonuses or penalties due to their size.
- Elven base speed is 30 feet.
- Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Knowledge, Spellcraft and Alchemy: Elder elves spend so much time studying that they gain bonuses to their knowledge. Even with the +1 to Knowledge, an elder elf must still have at least 1 rank in a particular knowledge in order to attempt to use that knowledge.
- Elder elves have learned so much knowledge and information in their life, that they have developed a method of retaining all of the vital details of their research and discoveries. Each night, instead of sleeping, an elder elf will enter a Reverie. During this time, he relives the experiences of the past several days. His subconscious mind records important information and discards irrelevant details. This process usually takes 4 to 5 hours each night. When an elder elf leaves his Reverie, he is refreshed as if he had slept an entire night. To recall information from a Reverie, the elder elf must be totally relaxed or make a Will save. The DC of the Will save depends on the pressure that is placed on the elf to recall the information and the obscurity of the details being looked for. A typical DC for this Will save is 15.
- +2 racial bonus on Listen, Search and Spot checks. An elder elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. An elder elf's senses are so keen that she practically has a sixth sense about hidden portals.
- Location of the heavenly bodies: All elves have been blessed with the ability to know where the sun, stars and the moons are at in the sky at any time. Even when underground, indoors or in overcast weather, elves still know where the heavenly bodies are located. In addition to this, the elves know the phases of the moons, and can predict eclipses and other motions of the moons.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
- Favored Class: Wizard. Wizardry comes naturally to elder elves and they sometimes claim to have invented it.
High elves are the most highly favored of all of the elven races in the eyes of their gods. This is not to say that the other elven races are frowned upon, however. The high elves know that they are the favorite, and they act accordingly. The eldhala were the original elven sub-race, and the harhala were the last to be formed from the chaos of the comet's impact with Laenwold. The harhala hold to the opinion that the other four sub-races were practice attempts at creating the perfect race and when the high elves were finally crafted, the gods stopped because they had obtained perfection.
Personality: High elves are usually aloof and distant when interacting with all races other than other harhala. When around other high elves, the harhala talk, joke and interact as if no one else was around. When celebrating, the harhala will sometimes invite a wilhala to the gathering in order to liven up the festivities. Like most elves, harhala are deeply endowed with patience that the long-lived races manage to obtain. High elves are difficult to befriend, but once a friendship is forged, the bond is tight and potent. It is said that there is no better friend to have at your side than a high elf.
Physical Description: High elves are what most people envision when they think of elves. High elves stand around five feet in height and weight a little under 100 pounds. Their hair color ranges from blonde to light brown with the occasional redheaded elf. Harhala eyes are usually blue, but sometimes a hazel-eyed high elf can be seen. High elves begin their adult years around the age of 120 and live to be 550 years old on average. It has been recorded that some harhala have lived to be over 700 years of ago.
Relations: Harhala get along well with most anyone, but their lofty nature make them hard to befriend. Harhala will rarely get along with a surhala for any extended period of time unless they are forced to do so.
Alignment: Harhala are almost as free-willed as humans are when it comes to their morals and lifestyle. Most high elves are chaotic in nature and most are good, but this is by no means the rule of thumb. When dealing with a harhala, it is hard to predict what their alignment is without magic.
Lands: Harhala usually make their homes in lightly wooded areas, but on rare occasions they also make their homes in low hills and empty plains. They do not usually protect their homes with magical wards the way high elves do. Instead, they use rangers and wizards to patrol their borderlands in an effort to keep unwanted trespassers at bay.
Adventurers: High elves typically wander Laenwold in search of new knowledge or to push their ideals of what is the proper way to live on others. It is not unusual for a Harhala to dedicate their lives to hunting down creatures that they consider scourges of the world. Many high elves that hunt other creatures go after undead, lycanthropes or dragons.
- +2 Dexterity, -2 Constitution: High elves are graceful but frail. A high elf's grace makes her naturally better at stealth and archery.
- Medium-size: As Medium-size creatures, high elves have no special bonuses or penalties due to their size.
- Elven base speed is 30 feet.
- Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: High elves can see twice as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Proficient with either longsword or rapier; proficient with shortbow, longbow, composite shortbow and composite longbow. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
- +2 racial bonus on Listen, Search and Spot checks. A high elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. A high elf's senses are so keen that she practically has a sixth sense about hidden portals.
- Manifestation: High elves have the ability to make themselves appear larger and more imposing than their frail stature would normally allow. This supernatural ability can be used at will, but overuse of the ability dulls its effects. When a high elf is using his manifestation ability, it attracts attention to him right away. Enemies focus on the elf, friends can see him from a distance and those that normally would not spot the elf see him right away and give him their undivided attention. This ability can attract attacks away from an injured party member or distract guards while another party member sneaks by. The exact advantages that may be gained by manifestation are to be decided by the game master at the time of the use of the power.
- Location of the heavenly bodies: All elves have been blessed with the ability to know where the sun, stars and the moons are at in the sky at any time. Even when underground, indoors or in overcast weather, elves still know where the heavenly bodies are located. In addition to this, the elves know the phases of the moons, and can predict eclipses and other motions of the moons.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. High elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
- Favored Class: Wizard. Wizardry comes naturally to high elves and fighter/wizards are especially common among them.
Sea elves, also known as surhala, are a very populous race of elves, but because they live beneath the waves of the oceans, seas (and some salt-water lakes) they are not encountered all that often. Some humans and dwarves declare them to be one the many myths that sailors tell about the oceans. Surhala live in the depths of the waters and only come to the surface when playing with dolphins, swimming with whales or are on a mission that involves surface people.
Personality: Sea elves are a very happy and carefree race. They spend a great deal of time playing with other marine life and teasing sailors that travel over their cities. The pranks of the sea elves rarely put the sailors in danger, but the occasional evil surhala will take a practical joke too far. Surhala are not always absorbed by frivolous activity. They often spend time keeping the ecology of the sea in order and protect it from marauders. Surhala dislike sharks with a passion, but their feelings for sharks pale in comparison to the burning hatred that sea elves have for sahuagin and other evil sea dwellers.
Physical Description: Surhala have gills that allow them to breathe water just as fish and other marine life does. They can also survive out water for short times by breathing as surface creatures do. Their skin is usually a silver-green, but some sea elves have a blue tinge to their skin. The hair of the surhala ranges from green to blue-green. The combination of their skin and hair make them very difficult to see when they are in the ocean. Adult surhala are unusually short for elves. The average height for a sea elf is 4 ½ feet with a weight of 90 pounds. Sea elves are considered adults at a little over 100 years of age and can almost live to be 600.
Relations: Surhala are easy to befriend, but it is just as easy to fall out of favor with a sea elf. Relationships with sea elves are often as tenuous as the moving tide. Marriages between sea elves are very rare. They prefer to mate with a well-liked partner for a short period of time (a few decades) and then part ways when someone else that is more appealing comes along. The only thing that does not change in the mannerisms of the surhala are their intense hatred of creatures that ravage the sea beyond what they need for survival. They tolerate fishermen so long as the fishermen are not stripping the sea of all of the fish in a certain area.
Alignment: Surhala are definitely chaotic good in their nature, but the occasional sea elf will stray from the norm and become neutral evil. Neutral good and lawful good sea elves are rare, but they are known to exist.
Lands: Sea elves, of course, live in the depths of the oceans, seas and salt-water lakes of Laenwold. They use patrols of armed surhala to protect their cities and the ecology around them, but because of the difficulty of reaching their homes, the surhala rarely use magic as a form of protection.
Adventurers: Surhala are always on the watch for evil creatures attempting to encroach on their territories. Many sea elves join the patrols that keep the seas surrounding their cities safe from harm. Some surhala will dedicate themselves to the magical arts. There are few schools and universities beneath the seas, so surhala typically have to travel to the surface in order to advance in power as a wizard or sorcerer.
- +2 Dexterity, -2 Intelligence: Sea elves do not have schools or learning institutions like the other elves and their constant swimming keeps them in great physical condition.
- Sea elves can swim at a base speed is 40 feet.
- Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Sea elves can see four times as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Listen, Search and Spot checks. A sea elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. A sea elf's senses are so keen that she practically has a sixth sense about hidden portals.
- Location of the heavenly bodies: All elves have been blessed with the ability to know where the sun, stars and the moons are at in the sky at any time. Even when underground, indoors or in overcast weather, elves still know where the heavenly bodies are located. In addition to this, the elves know the phases of the moons, and can predict eclipses and other motions of the moons.
- Bills: Sea elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules on page 88 in the DMG.)
- Automatic Languages: Common and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc and Aquatic creatures.
- Favored Class: Fighter. Beneath the tranquil waves of the oceans, the water is a violent place to live and sea elves have adapted.
- Player must have permission from Dungeon Master before running this race.
Wood elves, also known as wilhala, are the most primitive of all of the elven races. However, this does not mean that they are barbaric or simple people. Wilhala have, like the rest of the elves, mastered working with metal, wood, ceramic, leather and other substances. Their handiwork may not be as good as the harhala or eldhala, but the craftsmanship is not poor by any definition. Wilhala focus more on survival in the depths of the wild forests of Laenwold and have little time for the idle pursuits that the eldhala and harhala thrive upon. Some of the other elven sub-races pity the wood elves for what they lack, but the wilhala prefer this simple life. Their music is that of wind through leaves, the howl of wolves and the cries of birds. Their art – in the form of tattoos – is inspired by the heavenly bodies that they are so closely tied to.
Personality: In addition to this, wood elves are often described as wild and temperamental. This is true to the extent that wilhala are very emotional people. They live with their hearts, not their minds as do the eldhala. Whatever they feel, they know is the right answer. Logic plays little part in their lives, for logic cannot save on from the charging boar, whistling arrow or falling tree. Intuition and strength are all that counts in the wildwood.
Physical Description: Wood elves are bundles of wiry muscle that are tightly wrapped around lean frames. Wilhala are not as graceful as their cousins, but their strength makes up for their lack of flexibility. Wood elves seem more prone to violence than their cousins, but some scholars accredit this assumption to how the wilhala look and dress. Their hair ranges from light yellow through coppery-red to auburn in color. Their eyes are generally light brown, but bright green eyes are not uncommon. Hazel and bright blue eyes are extremely rare. If a set of twins are born with bright blue eyes and retain that eye color through adolescence, they are highly valued as being bringers of goodness and prosperity to the entire wilhala race. Wood elves dress in a more subdued manner than their cousins. Most wilhala dress in clothing that allows them to blend in with the surrounding terrain. Wilhala reach adulthood around their 120th birthday and can live to be over 500 years old. They typically stand 5 ½ feet in height and weight 125 pounds.
Relations: Wilhala are highly independent folk that value their seclusion and let any intruder know that they are not welcome with hints and nonviolent actions. If the foreigner does not turn aside, then they are met with non-deadly violence that will escalate into a deadly conflict. When wood elves travel outside their domain, they remain silent until discussion turns to something on which they have formed an opinion. When this happens, a wilhala will voice his thoughts loudly and repeatedly until everyone around him agrees with him. This makes it very hard to get along with a headstrong wood elf.
Alignment: Wood elves tend towards total neutrality. They never want other people involved in their business, so they do their best to remain neutral so as to not get pulled into the affairs of other cultures. For those wilhala that do not stride the path of neutrality, most of them are chaotic good, but there are the aberrations that perform evil acts. Even an evil wilhala finds it very hard to destroy nature, natural beasts or harm trees. Many evil wilhala have taken their dislike of humans and how they treat natural resources to the level of hatred and vengeance.
Lands: Wilhala always live in dense forest that is far from other civilizations. They use very little druidic magic to protect their lands. Most defenses depend on rangers, wilderness creatures and the few barbarians in their culture. If a city is directly threatened, then all wood elves turn out in the defense of their home. There are rumors of some wilhala living in jungles, but no one other than those that live in those inhospitable jungles know the truth of this rumor.
Adventurers: Most wilhala travel their forests doing what they can to ensure the health and prosperity of the forest and the denizens of the forest. Sometimes, a problem cannot be resolved with the resources at hand and trusted wilhala are chosen to travel to other people to find assistance. Other wood elves travel Laenwold on a quest of revenge for vengeance for some harm (real or imagined) that was done against their homelands.
- +1 Dexterity, +1 Strength, -1 Constitution, -1 Charisma: Wood elves spend so much time in the outdoors that their strength and grace are incredible, but their social graces are lacking. Like all elves, wood elves are more fragile than normal, but wood elves are not as unhealthy as their cousins.
- Medium-size: As Medium-size creatures, wood elves have no special bonuses or penalties due to their size.
- Elven base speed is 30 feet.
- Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Wood elves can see three as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus to ranged attack: Wood elves spend so much time hunting, that they gain a +1 to hit with any ranged weapon that they use. However, they do not gain free proficiency in swords and bows like other elves. The ability to use a weapon must be gained normally.
- +2 racial bonus on Listen, Search and Spot checks. Unlike other elven races, this bonus does not include the ability to automatically spot hidden doors. Wood elves spend so much time in the outdoors that they have no natural affinity towards hidden portals.
- Wood elves are incredibly resilient in inclement weather and unusual temperature conditions. The temperature must get below 32F or above 100F before they will begin to feel the cold or heat of the environment.
- Wood elves may commune with nature (as per spell) once per month per level while they are within woodlands. If they are underground, in some other terrain or in a city, then this ability does not work.
- Wood elves deplore cities and underground dwellings. Each day that a wood elf spends in this type of surroundings, he must make a Will save against a DC of 10 plus the number of days he has been in the setting. If the saving throw is failed, the wood elf must immediately depart and head to the nearest piece of wilderness that he can find. The wood elf must remain in the wild for a number of days equal to the amount that he failed his saving throw by. (Example: Torindel spends 4 days in a dungeon. Upon the fourth day, he fails his saving throw (DC 14) when he rolled a total of 8. Since he failed the saving throw by 6 points, he must spend 6 days in the wild recovering.)
- Location of the heavenly bodies: All elves have been blessed with the ability to know where the sun, stars and the moons are at in the sky at any time. Even when underground, indoors or in overcast weather, elves still know where the heavenly bodies are located. In addition to this, the elves know the phases of the moons, and can predict eclipses and other motions of the moons.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. High elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
- Favored Class: Druid. Wood elves have taken their talent for magic and focused it on nature.
The origin of the gnomes is unknown. Most people think that not even the gnomes know how they came to exist on Laenwold. When asked about it, the eldest gnomes merely smile, wink and nod while giving an answer that satisfies the curious without actually giving forth the truth of the matter. Most scholars believe that gnomes were originally the offspring of dwarves and halflings. Of course, the dwarves and halflings are disgusted by this notion and gnomes merely chuckle at the idea.
One of the oddest things about gnomes (and they abound with odd qualities) is that they always know what time it is. All calendars and time-keeping systems were developed thousands of years ago by the gnomes. The only people with the ability and skill to make water clocks are the gnomes of Laenwold. The ability to know the time can be muddled by alcohol, drugs and magic that confuses the mind, but normally, a gnome has the ability to tell you the exact year, month, week, day, hour and minute.
The gnomish language is similar to the dwarven language in that it is short and to the point. The gnome language is spoken incredibly fast. The pace is such that people that are attempting to learn the language have a hard time following a conversation between two gnomes. In the time two elves could greet one another, two gnomes have already said hello, held a conversation and said their fare-the-wells. The gnomes use the dwarven runic written script instead of using one of their own. However, the arrangement of the letters and spelling of the words are different. A person that knows dwarven and not gnomish could not read something written in the gnome language and vice-versa. A person that knows neither language would probably mistake gnomish writing for dwarven script.
Another thing that gnomes have in common with dwarves is that they are divided up into clans as well. This, along with the written language, is one of the reasons that people believe that gnomes descended from dwarven stock. The gnomish clans are not as strict as dwarven clans, but they serve the same purpose of providing structure to a widespread community. Gnomes are not as hard-nosed as dwarves when it comes to changing clans. As a matter of fact, some clans require a man or woman of a newly married couple to leave their old clan and join their spouse's clan. Even though clan changing is a common occurrence with gnomes, it is not done lightly or without reason.
Gnomes that have been expelled from their clan may petition another clan for membership, but the petition is usually rejected unless the gnome, through extraordinary circumstances, is moving from a good-aligned clan to an evil one. While clans are not the driving force in a gnome's life, a clanless gnome generally loses his will to live and will throw themselves against unbeatable odds in battle in order to, hopefully, gain something good for his former clan. Some gnomes that have gone to these extremes have been readmitted back to the clan posthumously.
Ice gnomes are rarely seen outside of their natural habitat, but when other people do encounter them, they are noted to be very friendly and open. Before the gnome race came into the power that it now enjoys, dark elves, evil dwarves and goblinoids hunted gnomes for sport. Some goblins, orcs, gnolls, and hobgoblins still consider this to be a valid past time. It was during these times that they were being hunted that some gnomish clans fled to the extreme weather regions of the world. Many of them fled to the northern and southern arctic parts of the world. Some ice gnome clans, instead of fleeing north or south, ran up and now reside at the tops of some of the most inhospitable peaks on Laenwold.
Personality: Ice gnomes are very friendly to everyone that they meet. Most travelers are immediately welcomed into ice gnome homes for shelter and food. The only thing that the ice gnomes ask for in return is news of the world and friendly conversation. Do not take this as naiveté or foolishness. Until a stranger is proven trustworthy, they are closely watched and not allowed to roam without a guard at their side. The only creatures that ice gnomes do not immediately welcome into their homes are goblinoids, and when these beings are encountered, they are carefully watched. If the goblins lead the gnomes back to their home caverns, then the gnomes will quickly form a raiding party to move in and annihilate the entire enclave of goblinoids. The ice gnomes do not take pleasure from these acts, but simply treat them as a gruesome necessity of their existence.
Physical Description: At first glance, ice gnomes appear to be very short dwarves. Once they peel off their layers of protective clothing, their gnomish blood is revealed. Like all gnomes, the noses of ice gnomes are very large, but the noses of the ice gnomes are extremely thin so as to heat the air that they breathe. The short, stocky bodies of the ice gnomes are built to preserve heat and weather intense ice storms that they are subjected to on a regular basis. Ice gnomes grow thick beards and long hair to also help protect them from the elements. Their hair is usually blonde to light brown in color and their eyes are almost always piercing blue in color. The occasional ice gnome will be born with brown eyes, and these poor gnomes are sheltered from the harshness of the outdoors because it is believed that a gnome with brown eyes is weak and unhealthy. Ice gnomes stand a little over three feet in height and weigh an average of 45 pounds. They are considered adults on their 35th birthday and can live to be over 300 years old.
Relations: Ice gnomes get along quite well with anyone that treats them nicely. Since most people traveling in ice gnome lands need their help to survive, they treat the gnomes with the respect they are due. Anyone that shows themselves to be rude or malicious to the ice gnomes are immediately led to the freezing outdoors and left there to fend for himself. The only creatures that ice gnomes do not extend their hospitality to are the goblinoids that have been racial enemies for thousands of years.
Alignment: Ice gnomes live in a very structured society. This is a must for survival in the harsh lands in which they live. Combine this with their good-natured treatment of others, and most ice gnomes come out of their childhood with a lawful good alignment. There are quite a few ice gnomes that are lawful neutral or neutral good. It is rare to find a chaotic or evil ice gnome and if there has ever been a chaotic evil ice gnome, the ice gnomes will not speak of it.
Lands: Ice gnomes manage to survive where others fear to tread. Most ice gnomes live in the extreme cold of the northern and southern artic regions, but some have settled atop the highest peaks in some of the harshest mountain regions of Laenwold. Most races have to actively defend their homelands, but the ice gnomes let nature do it for them.
Adventurers: Most ice gnomes take it upon themselves to protect their homelands from goblins, orcs and the like. These gnomes travel the warmer parts of the arctic regions making sure that these races do not come near their homes. Others take their zealous hunt to the rest of the world and travel where other ice gnomes consider the weather uncomfortably warm. Not all ice gnomes that travel to other climates are hunters of evil. Some are merely curious as to what the world is like without ice and snow.
- +2 Constitution, +1 Wisdom, -2 Strength, -1 Dexterity: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
- Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Gnome base speed is 20 feet.
- Low-light Vision: Ice gnomes can see four as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Bright lights do not bother ice gnomes or their vision. They can see equally well in normal light, brilliant illumination or twilight situations.
- Cold spell resistance 11 + character's level.
- -4 to save against heat based spells.
- Cold weather does not affect ice gnomes until the weather gets to the extremes of –15F or lower. However, warm weather (80F and higher) affects ice gnomes as if the temperature were 20 degrees higher.
- +2 racial bonus on saving throws against illusions, because gnomes are innately familiar with illusions of all kinds.
- +2 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins and bugbears): Ice gnomes battle against these creatures frequently and practice special techniques for fighting them.
- +1 racial bonus to damage against kobolds and goblinoids. Their hatred for these creatures is well documented.
- +4 dodge bonus to attack rolls against giants: This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to AC, such as when he's caught flat-footed, he loses his dodge bonus, too.
- +2 racial bonus on Listen, Spot and Search checks: Ice gnomes have keen ears and eyes.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies as well. In addition, once per day a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (badger, fox, rabbit, etc.) This ability is innate to gnomes. It has a duration of 1 minute (the gnome is considered a 1st-level caster when he uses this ability regardless of his actual level). See the speak with animals spell description, page 254.
- Favored Class: Barbarian. Living in the cold wastes of the north has bred a special kind of gnome.
Deep gnomes live in the depths of the earth known as Underdark with the stout Duergar, evil surhala and other dwellers of the deep caverns of Laenwold. Many consider the deep gnomes to be as evil as the dark elves, but this is far from the truth. They have had to live by their wits in order to compete with the other Underdark races. It is their ability to devise intricate traps, plan strategic strikes and perform raids without failure that have given them this reputation. Most deep gnomes don't have the time to consider if their actions are evil or good; many times, it is simply matter of survival or death.
Personality: Deep gnomes are a very secretive and secluded people. They rarely give their trust to strangers, even other deep gnomes. This is not because they dislike other people, but because trust is a rare commodity in the Underdark. If someone manages to befriend a deep gnome, then it will be one of the strongest and most resilient friendships that they will forge. Deep gnomes take great pride in being the first to think of an ingenious solution to a problem and will always give credit to the proper person for an accomplishment or plan of action.
Physical Description: Deep gnomes are short and much thinner that the rest of their gnomish cousins. Their bluish-white skin gleams in the unnatural light that can be found in the Underdark. While on the surface and under moonlight, this gleam brightens to a glow that seems to surround the gnome. This is not as pronounced as the glow caused by faerie fire, but more than one deep gnome has been mistaken for a ghost while on the surface. Deep gnomes have thick, bushy eyebrows jut out from atop gleaming black eyes. This is the only hair that grows on their large, round heads. Deep gnomes usually grow to be three feet in height and only weigh a little over 40 pounds. Deep gnomes reach adulthood at 35 years of age and can live to be over 300 years old. However, many deep gnomes barely see their 100th birthday before they are killed in a mining accident or in battle with another denizen of the Underdark.
Relations: Deep gnomes do their best to stay out of the way of others, but that is impossible in the Underdark. Deep gnomes will sometimes trade with deep dwarves, but usually a raid is necessary to get what they want from the stubborn dwarves. Dark elves and deep gnomes never barter or trade for anything. The interaction between those two races is always bloody and violent. When deep gnomes travel to the surface, they are always amazed at what they find, but are soon driven back underground by people that believe the evil stereotypes about deep gnomes that are believed to be fact.
Alignment: Most deep gnomes are lawful neutral, but many revel in the chaos and unpredictability that their quick minds give them. The occasional deep gnome will get too comfortable with their surroundings and take time to contemplate good and evil, but these distracted gnomes rapidly fall prey to more focused minds.
Lands: Deep gnomes make their homes in small caverns and the abandoned ruins of other races. Many deep gnome communities are always prepared to pick up their vital belongings and move to another safe site. It is not uncommon for dark elves to drive deep gnomes from their homes only to find that the deep gnomes have taken up residence in the dark elves' city and won't let them back in.
Adventurers: Deep gnomes find excitement in all sorts of things. Many join their militias and fight against the deep dwarves and dark elves. Others travel the Underdark alone on scouting missions to find new veins of ore, deposits of gemstones or new living quarters for their communities. Some have traveled to the surface in an attempt to find possible homes for their people, but these deep gnomes rarely return and when they do, none are successful in their endeavors.
- +2 Constitution, -2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
- Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Gnome base speed is 20 feet.
- Darkvision: Deep gnomes can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight. Deep gnomes can function just fine with no light at all.
- +2 racial bonus on Listen checks: Gnomes have keen ears.
- Deep gnomes gain a +2 to hide (in addition to their size bonus) that increases to +4 in dark conditions.
- Stonecutting: Stonecutting grants all deep gnomes a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a check as if were actively searching, and a deep gnome can use the Search skill to find stonework traps as a rogue can. Deep dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground delves.
- Deep gnomes can use blindness, blur and change self once per day. These abilities are as the spells cast by a wizard of the deep gnome's level.
- Deep gnomes have continuous nondetection ability as per the spell.
- Spell resistance of 11 + character level.
- +2 racial bonus to all saving throws.
- +4 dodge against all creatures. Gnomes are especially nimble, but they only get this ability if they are not flat-footed and are wearing light or no armor.
- -1 racial penalty in bright light: Any light brighter than a continual light spell causes deep dwarves intense discomfort and pain. They have a –1 penalty to all die rolls while subjected to bright light.
- Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Elven, Giant, Goblin and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies as well.
- Favored Class: Fighter. Deep gnomes live in a harsh environment and must defend themselves.
Forest gnomes are not as common as their cousins and many people, even some gnomes, consider them to be nothing more than myths that live in faerie tales. Forest gnomes are incredibly shy and reclusive that prefer life in which no one knows who they are or where they live. One of the reasons for the doubt in the existence of forest gnomes is their diminutive size. Most forest gnomes barely peek above two feet in height and they use their tiny size to their advantage. Forest gnomes live in harmony with nature that goes above and beyond that which elves enjoy.
Personality: Forest gnomes are very hard to relate to because they say very little and do not often show intense emotion. Most forest gnomes only interact with their immediate family. This gives them all a sense of harmony in which they know what all forest gnomes around them are thinking. They tend to forget that not all people have a rapport that goes this deep.
Physical Description: Forest gnomes have thick skin that has a slight green hue. This, combined with their dark brown and black hair, makes them very hard to see. Their eyes are usually light hazel or blue in color, but green eyes are considered a good omen. Forest gnomes always dress in a manner that allows them to blend in with their natural surroundings with ease. They typically stand a little over two feet in height and weigh about 25 pounds. Forest gnomes reach adulthood around their 40th birthday and can almost reach 500 years of age with good health.
Relations: Forest gnomes get along with anyone that respects woodlands and treats nature with love and care. Wood elves and high elves get along with forest gnomes better than anyone else does. When a creature starts destroying woodlands that are in the care of forest gnomes, the gnomes use their allies in the forest to hamper the invader's efforts. Most of the time, forest gnomes are successful in annoying people like this into leaving the forests.
Alignment: Forest gnomes tend to remain neutral in their dealings with the world. Most deviate towards neutral good, but some will be chaotic good or chaotic neutral. Evil forest gnomes do not exist and any forest gnomes that are magically persuaded to go against their nature are captured and cured if possible. If it is not possible to reverse the magic, then the evil forest gnome is compassionately slain so that he will not bring harm to those things that he once loved.
Lands: Forests and woodlands of every kind are home to forest gnomes. Every gathering of trees from the smallest copse to the darkest, densest forests can contain forest gnomes. Most forest gnomes will not choose a place to live where they will be easily discovered and harassed by unfriendly people.
Adventurers: Most forest gnomes become adventurers to find a cure for an affliction that is being suffered by a plant or animal, or they train to protect their homelands from attack by people that they consider "evil". Some will guide forest gnomes from one forest gnome gathering, across open terrain and to other forest gnome habitations.
- +1 Wisdom, +1 Dexterity, -2 Strength: Forest gnomes are incredibly agile, very small and have great patience.
- Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters. Note: Most forest gnomes are over two feet in height, but some are less than two feet tall. Even though creatures that are less than two feet tall are technically tiny in size, all forest gnomes are considered to be small.
- Gnome base speed is 20 feet.
- Low-light Vision: Forest gnomes can see twice as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on saving throws against illusions, because gnomes are innately familiar with illusions of all kinds.
- +1 racial bonus to attack rolls against kobolds, goblinoids (goblins, hobgoblins and bugbears), orcs and reptilian humanoids: Forest gnomes battle against these creatures frequently and practice special techniques for fighting them.
- +2 racial bonus on Listen checks: Forest gnomes have keen ears.
- +4 racial bonus to hide that increases to +8 in wooded environments.
- Forest gnomes can pass without trace at will when in wooded areas.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies as well. In addition, once per day a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (badger, fox, rabbit, etc.) This ability is innate to gnomes. It has a duration of 1 minute (the gnome is considered a 1st-level caster when he uses this ability regardless of his actual level). See the speak with animals spell description, page 254.
- Forest gnomes with Intelligence scores of 10 or higher may cast the 0-level spells (cantrips) and dancing lights, ghost sound and prestidigitation, each once per day. These are arcane spells and as such the gnome suffers spell failure penalties for wearing armor. Treat the gnome as a 1st-level caster for all spell effects depending on level (range for all three spells and duration for ghost sound). See the spell descriptions for more details.
- Forest gnomes deplore cities and underground dwellings. Each day that a forest gnome spends in this type of surroundings, he must make a Will save against a DC of 10 plus the number of days he has been in the setting. If the saving throw is failed, the forest gnome must immediately depart and head to the nearest piece of wilderness that he can find. The forest gnome must remain in the wild for a number of days equal to the amount that he failed his saving throw by. (Example: Greegar spends 6 days in a city. Upon the sixth day, he fails his saving throw (DC 16) when he rolled a total of 14. Since he failed the saving throw by 2 points, he must spend 2 days in the wild recovering from the trauma of being in a city.)
- Favored Class: Druid. Forest gnomes are very close to the woods that surround them.
- Player must have permission from Dungeon Master before running this race.
Rock gnomes are the most commonly encountered sub-race of gnomes. This causes many people picture a rock gnome when someone talks about gnomes. Rock gnomes are big nosed, cheerful, boisterous, and ingenious creatures that brighten the world for some and confuse others. Rock gnomes are very pleasant to be around if you can stand their idiosyncrasies.
Personality: Rock gnomes are usually excessively happy and bouncy, but when they find a vexing problem, they will put aside all other thoughts until they figure it out. Rock gnomes are usually very easy to get along with so long as they keep their practical jokes to a minimum. Unfortunately, many rock gnomes don't know when to quick making jokes. Gemstones seem to be the only thing that can distract a rock gnome above all else. Their passion for finding and collecting gemstones is unparalleled by any of the other races.
Physical Description: The most prominent feature of rock gnomes is their very large nose. The skin of the rock gnomes ranges in color from light tan to dark brown and as their skin gets darker, so does their hair. Hair color typically ranges from light brown through auburn to black. The eyes of the rock gnomes are like the gemstones that they covet so much. The sparkling reds, greens and blues of gemstones are reflected in the eye colors of the rock gnomes.
Relations: Rock gnomes get along with anyone that can put up with their creativity and endless stream of jokes. The only races that seem to bother rock gnomes to any extent are duergar and dark elves, but even then, the rock gnomes give each individual a chance to prove their friendliness before attempting to do them harm.
Alignment: Rock gnomes are definitely chaotic in nature. Other than this one rule of thumb, anything else goes. Evil gnomes are more rare than good gnomes, but they do exist in enough numbers that other gnomes worry about being compared with the less civilized races.
Lands: Rock gnomes typically live in hilly and mountainous areas, but they will make their homes anywhere they can establish a mineshaft. They are always on the lookout for new gemstones and take every advantage of gaining new stones to add to their collections.
Adventurers: Most rock gnomes travel the lands looking for brighter and more brilliant gemstones. Many will take their share of treasure in nothing more than the collection of gemstones that the group has found. Others are in search of new magical powers to add to their collection. Some accuse the rock gnome race of suffering from wanderlust as much as the halflings do.
- +2 Constitution, -2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
- Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Gnome base speed is 20 feet.
- Low-light Vision: Rock gnomes can see twice as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on saving throws against illusions, because gnomes are innately familiar with illusions of all kinds.
- +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins and bugbears): Rock gnomes battle against these creatures frequently and practice special techniques for fighting them.
- +4 dodge bonus to attack rolls against giants: This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to AC, such as when he's caught flat-footed, he loses his dodge bonus, too.
- +2 racial bonus on Listen checks: Rock gnomes have keen ears.
- +2 racial bonus on Alchemy checks: A rock gnome's sensitive nose allows him to monitor alchemical processes by smell.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies as well. In addition, once per day a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (badger, fox, rabbit, etc.) This ability is innate to gnomes. It has a duration of 1 minute (the gnome is considered a 1st-level caster when he uses this ability regardless of his actual level). See the speak with animals spell description, page 254.
- Rock gnomes with Intelligence scores of 10 or higher may cast the 0-level spells (cantrips) and dancing lights, ghost sound and prestidigitation, each once per day. These are arcane spells and as such the gnome suffers spell failure penalties for wearing armor. Treat the gnome as a 1st-level caster for all spell effects depending on level (range for all three spells and duration for ghost sound). See the spell descriptions for more details.
- Favored Class: Illusionist, which is a wizard who specializes in casting illusion spells.
Half-elves are the offspring of an elven and a human parent. If the half-elf has at least one-quarter human heritage, then they are considered to be half-elven. Half-elves are usually looked at as outsiders from both of their respective races. They are generally accepted into both communities, but their distinct differences make them hard to understand and get along with. Humans think of half-elves as being aloof and mystical and are generally jealous of their longevity. Elves think of half-elves as being impetuous and impatient, but forgive them for their flaws. Even though half-elves are not fully accepted in either society, they do glean benefits and bonuses from both of their bloodlines.
- +1 Dexterity, -1 Constitution: Half-elves are not as graceful or as frail as a pure elves.
- Medium-size: As Medium-size creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elven base speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight and other similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search and Spot checks. Half-elves that merely pass within 5 feet of a secret or concealed door is entitled to a Search check at a -5 to notice it as if they were actively looking for the door. Half-elven senses are very keen, but not as finely tuned as their full-blooded counterparts.
- Elven blood: For all special abilities and effects, a half-elf is considered an elf. Half-elves, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.
- Location of the heavenly bodies: Half-elves share a portion of the elven ability to know where the stars, moons and other heavenly bodies are located. Elves instinctively have this knowledge, but half-elves must focus and concentrate to tell where the heavenly bodies are at. In order to tell where the sky-borne entities are at, half-elves must make a successful Wisdom check. The DC is 15 to 20 depending on what they are trying to locate.)
- Bonus Skill Points: 2 extra skill points at 1st level and 1 extra skill point at each odd-numbered level after that, since half-elves are almost as versatile as humans.
- Bonus Feats: Half-elves also gain extra feat, just as their human counterparts do. However, they do not gain as them as often. Half-elves gain bonus feats at 1st, 6th, 12th and 18th level.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic.)
- Favored Class: Any. Half-elves receive versatility of mind and body from their human lineage.
Halflings are some of the most intriguing characters that roam Laenwold. Most of them just wish to be left to their simple lives, but some will be afflicted by a case of wanderlust that will drive them into the world to learn what it is all about. Halflings were formed from the soil that sits atop the stone from which the dwarves were made. It is not known if halflings or dwarves were created first, but it is commonly held that dwarves have been around longer because their history goes back much farther than that of halflings. There are a handful of halfling sub-races and the only physical things that they have in common are their pointed ears and their short stature.
Halflings live together in families that are all somehow tied together. Marriage, adoption, friendship and other ties bind together every halfling community in some manner. It may take a set of halflings hours of discussion to figure out how they are related to one another, but they always manage to find some tenuous tie by which to claim that they know each other. Most halflings spend their first meeting discussing relationships over a hardy meal. Most observers of these conversations grow bored with the talk after a few minutes, but halflings revel in the discovery of new kin.
Halflings typically take a first name that is given to them by their parents or grandparents and a surname that the rest of their family shares. Most of the time, the halfling will have accumulated a handful of nicknames to which he answers without hesitation. By the time a halfling has grown to adulthood, most of these nicknames have fallen by the wayside in favor of one that most people use to address him by. These nicknames are rarely derogatory and are usually shortened versions of the given first name.
Halflings speak their own language and write in their own script. The language is a simply one that easily translates to other languages. The only places of complexity in their language are with words that they use to describe agriculture and family ties. For example, elves have a single word that they use to describe a "cousin", but halflings have over a dozen for the same purpose! The halfling script is very smooth and compact. This makes it easier for their small hands to write their text. Some human and elven scholars must use expensive magnifying glasses to read halfling script because of its diminutive nature.
Furchins live in the cold arctic regions along with the ice gnomes of the north. Ice gnomes live far north, far south and at extreme altitudes, but the furchin sub-race of halflings are only found in the northern tundra of Laenwold. Furchins are sometimes mistaken for ice gnomes or short dwarves, but their pointy ears give away their true nature. Furchin are wary of strangers because they know that only the most desperate people travel to where they flourish. Once a stranger has shown that he means no harm, the furchins will always welcome him in from the cold and talk to him as if he were a long-time friend.
Personality: Furchins are pleasant people to be around. They are very subdued in their mannerisms. The funniest jokes tend to only bring a smile and a soft chuckle and the most disturbing of circumstances will only furrow the brow of a furchin a slight bit. They rarely dedicate themselves to a cause without careful consideration and almost always make plans of action before diving into a situation.
Physical Description: Furchins look to be dwarven children unless you examine them closely. They are very short, well built people. The always have beards (even the women) that match their hair color. The most common hair color for furchins is black, but their hair color varies as much as human hair does. The same thing applies to their eye color, but furchins with green eyes are afforded a special, near-royal, status amongst their kind. Furchins usually grow to be a few inches over two feet in height and can weigh about forty pounds. They are considered adults on their 33rd birthday and usually live to be over 200 years old.
Relations: Furchins are not very outgoing, but when a friendship has been forged, they become very talkative so long as there are no strangers around. Furchins rarely go out of their way to cause others harm and they are very hard to find, so not many creatures hunt them. Most furchins judge each person on their own merits and flaws.
Alignment: Most furchins are lawful good in nature, but lawful neutral and neutral good alignments are also common. Furchins can be of any alignment, but most of the chaotic and evil alignments are rare in furchin society.
Lands: Furchins live in the northern frozen tundra of Laenwold. The northern most collection of creatures is a small furchin village that lives near the North Pole year round where even ice gnomes fear to tread.
Adventurers: Furchins will travel the world in search of knowledge or fancy baubles to bring back to their families. Most furchins that are found outside the arctic regions are deep in the grip of wanderlust and desire to roam the world and see everything that they can before returning home.
- +2 Dexterity, +1 Constitution, -2 Strength, -1 Wisdom: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
- Small: As Small creatures, halflings gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Halfling base speed is 20 feet.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +2 bonus on saving throws in general.
- +1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Halflings, being formed of the soil of Laenwold, are more in tune with the earth than other race. This allows them to be able to sense which direction north is without error. If a halfling is confused by magic, drugs, alcohol or some other method, then they must make a Wisdom check (DC to be determined by DM based on how confused the character is) to tell which direction is north.
- Bright lights do not bother furchins or their vision. They can see equally well in normal light or brilliant illumination.
- Cold spell resistance 11 + character's level.
- -4 to save against heat based spells.
- Cold weather does not affect furchins until the weather gets to the extremes of –15F or lower. However, warm weather (80F and higher) affects furchins as if the temperature were 20 degrees higher.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc. Smart halflings learn the languages of their friends and enemies.
- Favored Class: Rogue. Halflings have long had to rely on stealth, wit and skill, and the vocation of rogue comes naturally to them.
Hairfeet halflings are the most common halflings encountered in Laenwold. They are not as populous as tallfellows, but they live closer to other civilizations and are more widespread. Hairfeet live similar to humans, but they take pride in their surroundings and always keep their villages clean and free of disease. Hairfeet, like most other halflings, live simple lives in which they ply their craft to the best of their ability and try not to bother anyone else. However, evil people seem to always try to take advantage of the halflings' small stature and when the halflings finally respond to the danger, they efficiently secure their homes from predators and marauders.
Personality: Hairfeet are open and jolly people to be around. They love a good story and enjoy the suspense, comedy or drama that unfolds at the telling of a tale. Deep bellied laughter comes from every hairfoot within earshot with a particularly raucous joke Is told. However, hairfeet tend to keep their emotions in check around strangers and will warily eye newcomers until they are sure that the newcomer is mostly harmless.
Physical Description: Hairfeet are short, of course, and portly. The soles of their feet are unusually thick and tough. This allows them to work in their workshops and fields without the aid of shoes. The hair that grows in abundance on the tops of their feet is always in the shadow of their large stomachs. Because of their large stomachs (a result of four to six large meals a day), hairfeet halflings have a unique gait that allows them to move their large midsection around with the least amount of effort. Hairfeet are called into adulthood on their 33rd birthday and can live to be well over 200 years old. They stand about 2 ½ feet in height and weigh an average of 35 pounds.
Relations: Hairfeet tend to get along with most people. They are wary of humans because of the impulsiveness that the short-lived race shows and do not get along with orcs, goblins, kobolds, hobgoblins, gnolls or most giants because of the constant raids that are staged by these races.
Alignment: Most hairfeet are neutral good in nature, but any alignment can be found in their sub-race.
Lands: Hairfeet live in burrows that are usually built into the side of cliff faces or rolling hills. Hairfeet communities that are in open plains consist of mud and thatch huts that are rebuilt from scratch every year. Most hairfeet do their best to be unobtrusive so outsiders will leave them alone. When their lands are invaded, hairfeet respond with tenacity, ferocity and resourcefulness until the invaders are driven from their lands.
Adventurers: Hairfoot halflings will sometimes travel to gnomish or elven lands and train with them so that they can learn new skills or be better prepared to defend their homelands. Some halflings will travel to human lands to accomplish the same goals, but the lessons that they learn are much harsher that what they expected. Some hairfeet fall victim to wanderlust and begin traveling the world with whomever they can find to travel with. After several years of wandering the world, most hairfeet wake up one morning with a desire to return to their homelands, settle down and start a family.
- +1 Dexterity, +1 Wisdom, -2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
- Small: As Small creatures, halflings gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Halfling base speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted and athletic.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +2 bonus on saving throws in general.
- +1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Halflings, being formed of the soil of Laenwold, are more in tune with the earth than other race. This allows them to be able to sense which direction north is without error. If a halfling is confused by magic, drugs, alcohol or some other method, then they must make a Wisdom check (DC to be determined by DM based on how confused the character is) to tell which direction is north.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc. Smart halflings learn the languages of their friends and enemies.
- Favored Class: Rogue. Halflings have long had to rely on stealth, wit and skill, and the vocation of rogue comes naturally to them.
Stout halflings are the least common of all halflings, except for the reclusive furchins. They are the same height as hairfeet, but are usually time and a half as heavy as their cousins. Stouts tend to live in highlands and low mountain ranges alongside mountain dwarves and rock gnomes. They get along quite well with these two races, but have a hard time accepting humans into their lives. Stouts rarely build cities and villages of their own because they are always on the move. It is rare for a stout to live with the same group of halflings for more than a handful of years before the group is broken up by new arrivals and people departing for greener grass.
Personality: Stouts are the most boisterous of all halflings. Bawdy jokes, crude tales and loud voices are common around stout tables during their mealtimes (which happen more often than hairfeet meals!) Anyone not accustomed to this kind of behavior is usually shocked by this display and most elves never get used to it at all.
Physical Description: Stouts stand as tall as hairfeet, but weigh quite a bit more. Their expansive guts are slightly larger, but most of the bulk comes from thick legs and broad shoulders. Stouts enjoy hard physical labor and this makes them stronger than the average halfling (but still weaker than the average human.) Their hair and eye colors range and wildly as humans and almost any combination of complexion, hair color and eye color is documented in stout society. Stouts stand about 2 ½ feet in height, but weigh over 50 pounds, on the average. Stouts are considered to be full-fledged adults at age 40 and can live to see their 200th birthday.
Relations: Stouts get along with anyone that can put up with their raucous behavior. This puts most elves and some halflings at a disadvantage when attempting to deal with stouts. The only race that stouts cannot tolerate for extended periods of time are humans. Even the transient stouts find humans to unpredictable and intractable as companions. As far as stouts are concerned, humans can keep their cities and stay in them full-time.
Alignment: Stouts are, by far, highly chaotic creatures, but they rarely mean anyone any harm. It is rare to find a lawful stout, but almost all of them are good aligned.
Lands: Stouts are one of the few non-dwarven races that are allowed to spend extended periods of time in mountain dwarf holds. Stouts typically build small villages in the mountains and high hills that they use to live in, but most of their work and trade is done in rock gnome and mountain dwarf homesteads.
Adventurers: Stouts are adventurous by nature and always wonder what lies over the next hill or beyond the valley in which they stand. They are never afflicted with wanderlust like the rest of their cousins, but they never seem content to stay in one place for very long. It is if stouts are constantly under the sway of a minor case of wanderlust. If there is a reason, even an inconsequential one, for picking up what they own and moving elsewhere, they take it.
- +1 Dexterity, +1 Constitution, -1 Strength, -1 Intelligence: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. Even though stout halflings are considered large in comparison to other halflings, they are still very small creatures and are weaker than the average human as a result.
- Small: As Small creatures, halflings gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Halfling base speed is 20 feet.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +2 bonus on saving throws in general.
- +1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Halflings, being formed of the soil of Laenwold, are more in tune with the earth than other race. This allows them to be able to sense which direction north is without error. If a halfling is confused by magic, drugs, alcohol or some other method, then they must make a Wisdom check (DC to be determined by DM based on how confused the character is) to tell which direction is north.
- Stonecutting: Stonecutting grants all stouts a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A stout who merely comes within 10 feet of unusual stonework can make a check as if were actively searching, and a stout can use the Search skill to find stonework traps as a rogue can. Stouts have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground delves.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc. Smart halflings learn the languages of their friends and enemies.
- Favored Class: Rogue. Halflings have long had to rely on stealth, wit and skill, and the vocation of rogue comes naturally to them.
Tallfellows are not as populous as hairfeet, but the do enjoy great numbers that live in wooded areas and in elven territories. Most halflings struggle to attain three feet in height, but tallfellows are always at least three feet in height and can almost reach four feet in height at the extreme. Tallfellows are often mistaken for short elves because of their thin build and lack of potbelly that most other halflings seem to have. Tallfellows generally live on their own near elven homesteads, but they will sometimes live in the cities of the elves.
Personality: Tallfellows are very reserved people. They will cry at a sad story or laugh at a funny prank, but they will typically hold their emotions in reserve for those times that warrant them. They are usually easy-going and laid back, but if anything threatens the forests in which they live, they will turn on the transgression with a vengeance that matches the best dwarven battle-rage.
Physical Description: Tallfellows are very tall (for a halfling) and lightly built. Because of their physical stature and pointed ears, some people think of them as small elves. This doesn't upset tallfellows, but they will usually correct the mistake. Tallfellows usually have tanned skin and light brown or blonde hair. Their eyes are either green or hazel, but the occasional child will be born with blue eyes. Blue-eyed halflings are always treated with honor and respect for most of them go on to protect the tallfellow homestead or do something to make life better for all halflings. Tallfellows usually stand around 3 ½ feet in height but can sometimes get close to 4 feet in height. They usually weigh around forty pounds.
Relations: Tallfellows get along with most people, but they have a special rapport with wood elves and high elves. They consider elder elves to be snooty and dwarves to be too brusque, but neither of these character flaws keeps tallfellows from getting along with these races in a good manner. The only race that tallfellows are beginning to develop a hatred for is the human race. Their severe lack of respect for nature is starting to drive tallfellows into a rage that will explode into a righteous fury in the future.
Alignment: Tallfellows are almost always good aligned. Their tendency towards lawfulness or chaotic behavior is mostly determined by how the halfling was raised. Evil tallfellows do exist in the world, but they are very rare and are usually very dangerous.
Lands: Tallfellows claim wooded areas as their homelands. They will sometimes share an area with elves or will be peaceful neighbors with the nearby elves. When the tallfellows have their own territory to watch after, they will encourage plants to grow in a manner that forms a natural barrier to keep bandits and other nuisances out.
Adventurers: Tallfellows fall victim to the powers of the wanderlust just as easier as furchins and hairfeet. When under the sway of wanderlust, tallfellows travel the lands in search of riches, glory, new discoveries and new friends. When not rampantly traveling the lands of Laenwold, tallfellows patrol their forests and the lands just outside their immediate responsibility to look for trouble. Some tallfellows will roam the world in search of people that have caused serious harm to a forest. When these people are caught, they are shown no mercy and slaughtered in a bloody massacre. A message is always left behind to let whoever finds the bodies know why the people were slain.
- +2 Dexterity, -1 Strength, -1 Charisma: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
- Small: As Small creatures, halflings gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
- Halfling base speed is 20 feet.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +2 bonus on saving throws in general.
- +1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
- Halflings, being formed of the soil of Laenwold, are more in tune with the earth than other race. This allows them to be able to sense which direction north is without error. If a halfling is confused by magic, drugs, alcohol or some other method, then they must make a Wisdom check (DC to be determined by DM based on how confused the character is) to tell which direction is north.
- +2 racial bonus on Listen, Search and Spot checks. A tallfellow that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. A tallfellow's senses are so keen that she practically has a sixth sense about hidden portals.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc. Smart halflings learn the languages of their friends and enemies.
- Favored Class: Rogue. Halflings have long had to rely on stealth, wit and skill, and the vocation of rogue comes naturally to them.
The half-orcs of Laenwold are identical to the ones described in the Player's Handbook with one major difference. Orc communities are largely matriarchal in nature. This bleeds over into half-orc society as well. Female half-orcs (and full-blooded orcs) are larger, stronger, faster and more intelligent than their male counterparts. This explains why most adventurers do not fear orcs… most have not encountered a female orc yet.
A half-orc that is raised outside orc society may not realize that they are to bow and scrape before female orcs, but once exposed to a female orc, they will feel an urge to be subservient around female orcs. It may take a while before the half-orc realizes why they feel the need to act like this.
Humans of Laenwold are identical to the ones described in the Player's Handbook with the exceptions noted below. All PC races are native to Laenwold except for humans. Humans arrived on Laenwold a few thousand years ago and have taken up residence in a permanent fashion on Laenwold. This explains their lack of supernatural and extraordinary abilities that most other races have naturally.
- Automatic Languages: Common plus on other racial language of their choice.
- In addition to their bonus feat at 1st level, humans gain a bonus feat at 5th, 10th, 15th and 20th level as well.
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