- HUMANS
-
Human (3e): This Package models D&D
3e Humans fairly closely.
- ALTERNATE PACKAGES:
-
Human (Trained): This Package is ideal
for Humans that come from a more urban or
civilized upbringing that favored social,
professional, and / or vocational development.
-
Human (Physical): This Package is ideal
for Humans that come from a more rural or
physical upbringing that favored athletic
development over learning trade or social
skills.
- DWARVES
-
Hill Dwarf: The more gregarious and
outgoing sort of Dwarf found in highlands
and hilly regions.
-
Mountain Dwarf: The more gruff, retiring
sort of Dwarf found living deep under the
mountains far from surface civilization.
- ELVES
-
High Elf: Typically the most commonly
encountered Elves in most campaigns. They
are the most likely to form friendships
with members of the shorter-lived species,
and the most likely to involve themselves
in external events.
-
Wood Elf: Typically more durable and
rugged than their cousin races. Less cerebral
and more adventurous, Wood Elves tend to
be less in touch with Magic than their cousin
races, favoring more martial pursuits such
as hunting and bow craft.
-
Snow Elf: A very rare offshoot of Wood
Elves who live in extremely remote mountain
ranges at very high elevations. More durable
and rugged than their cousin races, Snow
Elves are fairly barbaric by comparison
their kin and are often mistrusted and even
shunned by their cousin races. Few Snow
Elves practice Magic, but many among them
are renowned as fearsome Giant killers.
Many High and Grey Elves consider the Snow
Elves to be a fallen sub-race of Elvenkind.
-
Grey Elf: Typically a much rarer and
more erudite branch of Elvenkind. Grey Elves
are usually wizards, and particularly excel
at Divinatory Magic. Frailer and smaller
than their cousin races, they make up for
their physical limitations with a great
gift for Magic.
-
Drow Elf: A branch of Elvenkind that
lives underground. In most settings Drow
Elves are dominated by a matriarchal society
and typically worship the goddess known
as Lolth, the Spider Queen. Drow are renowned
for their cruelty and are widely perceived
as an "evil" race. GM's permission
is usually allowed to play a Drow.
- SMALL FOLK
-
Rock Gnome: The most common type of
gnome by far in most settings, Rock gnomes
typically live in rocky hills and outcroppings
close to the surface and in pockets rich
in gems further down. Many of them have
some capacity to work simple Illusions Magic
innately.
-
Hairfoot Halfling: The most common type
of Halfling by far in most settings, Hairfeet
are essentially Hobbits in all particulars.
They are small, often like to eat a lot,
and ill-suited to lives of adventure. The
one area where they particularly excel is
stealth.
-
Tallfellow Halfling: A variety of Halflings
that seems more similar to Elvenkind than
to Humankind, Tallfellows may not exist
in all settings. They are typically similar
to Hairfeet, but taller and more refined
in appearance. They are also apparently
longer lived than Hairfeet, and are a little
more adroit, but also less hardy. They may
not exist in all settings.
-
Stout Halfling: A variety of Halfling
that seems to be more closely related to
Dwarves, Stouts combine many of the advantages
of Dwarves and Halflings and make an excellent
Player Character race. Stouts tend to act
like a cross between Dwarves and Halflings
might be expected to act, basically prosaic
stay at home types, but also durable and
stalwart on the defense and often skilled
underground. However, they may not exist
in all settings.
- MIXED BREEDS
-
Half-Elf: With roughly equal amounts
of Human and Elven heritage, the Half-Elf
combines many of the strengths of both races
into a generally advantaged combination.
-
Elven-Blooded: Similar to a Half-Elf,
but with more Human blood than Elven, an
Elven-Blooded character is basically an
advantaged Human.
-
Half-Orc: Half Orcs are often, but not
always, rape-get from a Human woman and
a Orcish raider. Half Orcs typically favor
one parentage over the other, but generally
benefit from the brutish strength and durability
of their Orcish heritage. Their life spans
are typically short compared to those of
normal Humans, but are still longer than
that of most Orcs.
-
Half-Ogre: Similar to Half-Orcs, Half
Ogres are usually rape-get from a Human
woman and an Ogre raider. They typically
favor one parentage over the other, but
generally benefit from the brutish strength
and durability of their Ogrish heritage.
Their life spans are typically very long
compared to those of normal humans.
-
Half-Gith: Crossbreeds
of Human and one of the offshoots of the
planar-traveling Gith race. They are usually
thinner and taller than average humans,
with a definite tint of yellowish tone in
their skin, small, sometimes almost nonexistent
noses, high cheekbones, wide thin lips with
very little rouging, and occasionally with
spotted or mottled skin around the joints
and the edges of the face. Their hair is
stiff and brushy compared to a full blooded
human, and generally only grows on their
head. They may not exist in all
settings and even if they do GM's permission
is usually allowed to play one.
- HUMANOIDS
-
Orc: Brutish green-skinned humanoids
standing larger and burlier than most Humans
on average, often sporting tusk like canines,
thick matted hair, prodigious body odor,
and bulging muscles. Their lifespan are
typically short compared to those of Humans,
even when death occurs via natural causes
rather than violence.
-
Kobold: A scaly reptilian race, typically
some shade of rusty black or reddish brown
with some individuals ranging into orange
or vermillion coloring. They have a snouted
triangular head, small horns, crouched knees
with elevated heels and ankles, a short
non-prehensile tail, and red faintly glowing
eyes. They are of a small stature, but dexterous
and quick.
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