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Dragonborn Traits and Abilities

The document provides detailed descriptions of various fantasy races, focusing on Dragonborn, Eladrin, and Elves. Each race is characterized by unique racial traits, physical characteristics, and cultural backgrounds, including their abilities, skills, and preferred classes. The Dragonborn are proud warriors with draconic heritage, Eladrin are graceful magical beings from the Feywild, and Elves are fast archers with a strong connection to nature.

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0% found this document useful (0 votes)
17 views53 pages

Dragonborn Traits and Abilities

The document provides detailed descriptions of various fantasy races, focusing on Dragonborn, Eladrin, and Elves. Each race is characterized by unique racial traits, physical characteristics, and cultural backgrounds, including their abilities, skills, and preferred classes. The Dragonborn are proud warriors with draconic heritage, Eladrin are graceful magical beings from the Feywild, and Elves are fast archers with a strong connection to nature.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

ALL BREEDS

Proud and honorable warriors, born from the blood of an


ancient dragon god.

RACIAL TRAITS
Average Height: 6 2" - 6'
8” Average Weight: 220-
320 Ib.
Ability Scores: +2 to Strength, +2 to Charisma
Size: Medium
Speed: 6 squares
Vision: normal

Languages: Common, Draconic


Skill Bonuses: +2 to History, +2 to Intimidate
Dragonborn Fury: While you are bloodied, you gain a +1 racial
bonus on attack rolls.
Draconic Heritage: Your healing surge value is equal to one-
quarter of your maximum hit points + your Constitution
modifier.
Dragon's Breath: You can use dragon's breath as an encounter
power.

Dragon's Breath Dragonborn Racial Power


As you open your mouth with a roar, the deadly power of your draconic lineage bursts
forth, enveloping your enemies.
Encounter • Acid, cold, fire, lightning or poison
Minor Action Short Burst 3
Targets: All creatures in the area
Attack: Strength +2 vs. Reflexes, Constitution +2 vs. Reflexes or
Dexterity +2 vs. Reflexes
Hit: 1 d6 + Constitution modifier damage.
Increases to a +4 bonus and 2d6 + Constitution modifier damage at
11th level, and to a +6 bonus and 3d6 + Constitution modifier
damage at 21st level,
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the score you will use when making
attack rolls with this power. Additionally, you must choose the type of
damage the power does: acid, cold, fire, lightning, or poison. These
two choices persist for the life of your character, and do not change
any of the other effects of the power.

Born to fight, dragonborn are a wandering race of mercenaries,


soldiers, and adventurers. Long ago, their empire aspired to
dominate the entire world, but now only a few rootless clans of
these honorable fighters remain to pass on the legends of their
former glory.

Play as a dragonborn if you want...


• Have the appearance of a dragon.
• Be the proud heir of a fallen ancient empire.
• Exhale acid, cold, fire, lightning or poison.
4- Be a member of a race that prefers the warlord, warrior, and
paladin classes.
ALL BREEDS

Proud, Trustworthy, Secretive, Rooted in Ancient History.


PHYSICAL CHARACTERISTICS
Dragonborn look like humanoid dragons. They are covered in scaly Male names: Arjhan . Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv.
skin, but have no tail. They are tall and strongly built, often standing Medrash, Nadarrr, Patrin, Rhogar, Shamash, Shedinn, Torinn.
up to 6' 1/2 and weighing 300 lbs. or more. Their hands and feet are
strong claws, with three fingers and a thumb on each hand. A Female names: Akra, Biri, Daar, Harann, Kava, Korinn, Mishann,
dragonborn's head features a flat snout, a broad forehead, and Nala, Peraar, Raiann, Sora. Surina, Thava.
distinctive crests on the cheeks and ears. Behind the forehead, scaly
horn-like protuberances of varying lengths resemble thick, wiry hair.
Their eyes are red or gold in color.
DRAGONBORN ADVENTURERS
Three examples of dragonborn adventurers are described below.
The scales of a typical dragonborn are scarlet, gold, rust, ochre,
Bharash is a dragonborn warlord who leads a group of adventurers
bronze, or brown. It is very rare for an individual's scales to be similar
in search of riches and glory. Inspired by the tales of Arkhosia's
in hue to a chromatic or metallic dragonborn, and the color scheme -
ancient heroes, he seeks to find his destiny in battle. He dreams of one
provides no indication of the type of breath weapon a dragonborn
day leading a mighty army against an Ore horde, or a host of great
uses. Most dragonborn possess very small scales over much of their
goblins, but in the meantime he is content to coordinate attacks
bodies, giving their skin a leathery texture, with areas of larger scales
against the lesser forces of evil he encounters in the dungeons and
on the forearms, lower legs and feet, shoulders, and thighs.
ruins. Revere Bahamut as the god of honor.
Young dragonborn grow faster than human children. They can
Harann is a warrior dedicated to the mastery of her chosen
walk within hours of hatching, reach the size and development of a
weapon, the bastard sword. He wakes up early every morning to
10-year-old human child at 3, and reach adulthood at 15. They live as
practice combat maneuvers and constantly strives to master new
long as humans.
techniques. Achieving excellence with her weapon is symbolic to her:
it represents excellence of character, the perfection of her spirit. When
HOW TO PLAY WITH A DRAGONBORN she has achieved perfect mastery of the bastard sword, she believes
For a dragonborn. the honor is more important than life itself. First that she will have become perfect herself.
and foremost, honor is tied to behavior on the battlefield. Adversaries Donaar is a paladin of Erathis, the goddess of cities and
must be treated with courtesy and respect, even if they are bitter civilization. He believes that the dragonborn race is destined to rise
enemies. Caution and discretion are the keys to a fighter's survival, from the ashes of their former empire to form a new nation carved
but fear is a disease, and cowardice a moral failure. from the wilds, and he intends to be instrumental in that process. As a
The effort to behave honorably extends to the rest of a reminder of his heritage, he keeps a piece of the shell of the egg from
dragonborn's life: breaking an oath is the ultimate dishonor, and which he was born in an amulet around his neck. Though he
heeding honesty is a task that includes every word spoken. When a sometimes feels that dungeon raiding is a waste of his abilities, he
commitment is made, it must be fulfilled. Ultimately, a dragonborn does occasionally unearth a remnant of the long-vanished dragonborn
always takes responsibility for its actions and their consequences. empire, and believes that one day he can use these items to forge a
An additional aspect of honor for a dragonborn is the effort to new empire for his people.
improve oneself. Dragonborn value skill and excellence in all
endeavors. They hate to fail, and will push themselves to the limit
before giving up on anything. A dragonborn considers it a vital goal to
fully master a particular skill. Members of other races who share their
dedication find it easy to earn a dragonborn's respect.
The dragonborn's dedication to honor and excellence sometimes
leads others to view them as arrogant and prideful. Most dragonborn
share great pride in the past and present achievements of their race,
but are not above admiring the accomplishments of others as well.
Although
The tiefling empire of BaelTurath was an enemy of the ancient
empire.

EITHER
In the dragonborn period of Arkhosia, the dragonborn recognize
tieflings as worthy companions or opponents, admiring their strength
and tenacity as friends or foes.
Dragonborn see adventure as a chance to prove their worth, gain
renown, and perhaps become champions whose tales will be told for
generations to come. Earning eternal glory through mighty deeds,
daring exploits, and supreme skill is every dragonborn's dream.

Dragonborn Traits: Driven, Honor-Bound, Noble, Perfectionist,

CHAPTER 3 | Human races


ALL BREEDS
Graceful fighters and wizards who feel at home in the
supernatural twilight of the Feywild.

RACIAL TRAITS
Average height: 5' 5" -6'1"
Average weight: 130-180 lb.
Points. Feature: +2 to Dexterity, +2 to Intelligence
Size: Medium
Speed: 6 squares
Vision: In the dark
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History Eladrin Education:
You are trained in one additional skill chosen from the Chapter
5 skill list.
Eladrin Weapon Proficiency: You gain proficiency with the
longsword.
Eladrin Will: You gain a racial +1 to your Will defense.
Additionally, you gain a +5 racial bonus to saving throws
against spell effects.
Faerie Origin: Your ancestors were native to the Feywild, so
you are considered a faerie creature for all effects that
depend on creature origin.
Trance: Instead of sleeping, eladrins enter a meditative state
known as trance. They need to spend 4 hours in this state
to gain the same benefits other races receive from a 6-hour
extended rest. While in trance, you are fully aware of your
surroundings, and can sense approaching enemies or other
events as normal.
Faerie Step: You can use Faerie Step as an encounter power.
With one step, you disappear from one place and appear in another.
Encounter + Teleportation
Personal Movement Action
Effect: Teleport up to 5 squares (see 'Teleportation', pg. 286).

Eladrin are creatures of magic with strong ties to Nature, living


in cities in the twilight realm of the Feywild. Their cities are so
close to the world that they sometimes cross the border, -
appearing briefly in mountain valleys or deep forest clearings
before disappearing again into the Feywild.

Fairy Step Eladrin Racial Power

Play as an Eladrin if you want...


+ Being from another world and mysterious.
+ Be smart and graceful.
+ Teleport across the battlefield enveloped in the magic of the
Faerie Wilds.
+ Be a member of a race that prefers the mage, rogue, and
warlord classes.
ALL BREEDS
Magical, Otherworldly, Patient, Perceptive.
PHYSICAL CHARACTERISTICS

ELADRINES
Elad riñes are the same height as humans. They are thin, and even Male names: Aramil, Arannis, Berrian, Dayereth, Erevan.
the strongest of them only appear athletic, never muscular. They Galinndan, Hadarai, Immeral, Mindartis, Paelias. Quarion,
have the same variety of complexions as humans, although there Riardon, Soveliss.
are more blondes than brunettes. Their hair, straight and delicate,
is often white, silver or pale gold, and is worn long and loose. Female names: Altahea, Anastrianna, Andraste, Bethrynna,
Their ears are long and pointed, and their eyes are pearly, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna,
opalescent orbs of vibrant blue, violet, or green, with no pupils. Sariel, Shanairra, Tehirastra, Váleme.
Eladrin do not grow facial hair and have very little body hair.
Eladrin children grow like human children, but their aging ELADRIN ADVENTURERS
process slows much more as they reach maturity. They enjoy
Three examples of eladrin adventurers are described below:
youth and health for most of their lives, and do not begin to feel
Meriele is an eladrin mage. Though her magic prefers powers
the effects of age until the middle of their third century. Most live
of thunder and lightning, she stands as a point of calm in the heart
to be over 300 years old, and even then suffer very few of the
of the storm. To his friends, he seems to be above the tumult of the
ailments of old age.
world, present among them but distinctly apart by his nature. In
the evenings, while his companions set up camp and rest, he enters
HOW TO PLAY WITH AN ELADRIN a trance, and in his mind he wanders along the paths of the eternal
Eladrin society stands on the border between the Feywild and the trees of the Wild Fairy Lands. Meriele smiles at her allies' -
natural world. The eladrin build their elegant cities and towers in impatience and impulsiveness, but they are almost as dear to her as
places of astonishing natural beauty, especially where the veil her spellbooks.
between worlds is thin: isolated mountain valleys, verdant islands Quarion is a roguish eladrin, as comfortable in the shadows of
off wild, storm-swept coasts, and the deepest recesses of ancient the world as he is in the twilight of the feywilds. He moves with
forests. Some eladrin realms exist primarily in the Feywild, only the grace of a panther, and can be surprisingly quiet when he
touching the world on very rare occasions, while others appear in wants to be. In combat, it's as if his mind is separated from time,
the world each day at dusk, only to disappear back into the as if he were seeing himself and his enemies moving at a snail's
Feywild at dawn. pace. His enemies' attacks are easy to calculate, their defenses easy
Long-lived and strongly tied to the Feywild, eladrin have a to anticipate and avoid. Combat is a carefully choreographed
detached view of the world. They often have difficulty believing dance in his mind, and he relishes that elegance.
that worldly events have much importance to them, and often Anastrianna is an eladrin warlord who once served as captain
devise courses of action that can last for centuries. of the castle guard of a noble eladrin, a winter ghaele. Banished by
Their general disconnection from the world can cause them to an enraged whim of laghaele. Anastrianna has turned her back on
be seen by other races as distant and intimidating. Their faerie the Feywild entirely. She is plagued by beautiful visions of herself
nature also makes them simultaneously enchanting and a little at the head of a fairy army, the banners fluttering against a -
terrifying. Eladrin, however, give themselves wholeheartedly to sapphire sky, and blood soaking the perfect snow, and imagines
friendship and alliances, and can react with swift fury when their that one day her destiny will bring her face to face with her former
friends are in danger. Combined with their intellect, bravery, and mistress.
magical power, this loyalty makes them powerful and respected
allies.
Eladrin live by an aesthetic philosophy common to all of the
Feywild, and personified by Corellon, the god of beauty and
patron of fey. Eladrin seek to be an example of grace, skill, and
learning in every part of their lives, from dance and song to
swordsmanship and magic. Its cities are places of astonishing
beauty that shape and guide their natural environments with
enormous elegance.
Eladrin are close cousins of the elves, and are sometimes
called high elves or grey elves. Eladrin are more drawn to the
Feywild and arcane magic than elves, but the two races hold each
other in high regard, sharing a burning hatred for the third branch
of their race: the drow.
The most powerful eladrin in the Feywild, called nobles among
their kind, become so imbued with the inherent magic of their
realm that they transform into entirely new creatures. These noble
eladrin take on characteristics from the seasons and other natural -
phenomena.

Eladrin Traits: Aesthetic, Deliberative, Detached, Free, Graceful,

CHAPTER 3 | Human races


ALL BREEDS

ELVES
Fast and cautious archers who roam freely through the
forests and wild territories.

RACIAL TRAITS
Average height: 5'4”- 6' 0"
Average weight: 130-170ib.

Points. Feature: +2 to Dexterity, +2 to Wisdom


Size: Medium
Speed:? boxes
Vision: In the dark

Languages: Common, Elven


Ability Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the
longbow and shortbow.
Faerie Origin: Your ancestors were native to the Feywild, so
you are considered a faerie creature for the purposes of
effects that depend on creature origin.
Group Perception: You grant non-elf allies within 5 squares of
you a +1 racial bonus on Perception checks.
Wild Step: You ignore difficult terrain when moving (even
You have a power that allows you to move several
spaces.)
Elven Precision: You can use elven precision as an encounter
power.

Elven Precision Elf Racial Power


With a moment of concentration, you carefully aim at your enemy
and fire with legendary elven precision.
Meeting
Free Action Person]
Effect: Reroll an attack roll. Use the second result, even if it is
lower.

Wild and free, the elves guard their forested lands using stealth
and deadly arrows that descend from the trees. They build their
homes in harmony with the forest, so perfectly united that
travelers often do not discover they have entered an elven
community until it is too late.

Play with an elf if you want...


+ Be fast, silent and wild.
+ Lead your companions through the deepest forests and pierce
your enemies with arrows.
+ Be a member of a race that prefers the ranger, rogue, and
cleric classes.

CHAPTER 3 | Character Races


ALL BREEDS
Female names: Adrie, Bird, Chaedi, Dara, Enna. Faral. Irann,
PHYSICAL CHARACTERISTICS Keyleth, Lia, Mialee, Shava, Thia. Sheath.

ELVES
Elves are a slender, athletic people, of similar height to humans,
and come in a variety of complexions, though they tend more ELF ADVENTURERS
toward tan or brown tones. Typical elven hair colors are dark Three examples of elven adventurers are described below.
brown, autumn orange, moss green, or dark gold. Elves' ears are Varis is an elven ranger and a devout worshiper of Me-lora,
long and pointed, and their eyes are a deep blue, violet, or green. the goddess of the wilds. When a goblin army forced their people
Elves have little body hair, and like their hair to have a wild, free - out of their forest village, the elves took refuge in the nearest
look. human village, walled and guarded by soldiers. Varis now leads
Elves mature at roughly the same rate as humans, but show other elves and some of the town's humans on raids against the
few age effects once they reach adulthood. The first sign that an goblins. Although he remains in high spirits, he often stares into
elf is getting older is usually a change in hair color, sometimes the distance, listening, expecting to hear at any moment signs of
becoming grayer, but more often becoming darker or more the arrival of his enemies.
autumnal in tone. Most elves live well over 200 years, and remain Lia is a rogue elf, and her ancestral forests were burned to the
vigorous almost to the end of their lives. ground decades ago. Lía grew up in the wastelands surrounding a
large human city, unable to fit in. Her dreams took her to the
HOW TO PLAY WITH AN ELF woods, while her waking hours were spent in the dirtiest parts of
Elves are beings of passions lived very intensely, but briefly. It's civilization. He joined a group of adventurers after trying to cut a
easy to make them burst into laughter, blinding rage, or witch's purse, and fell in love with the wide world beyond the city.
heartbreaking tears. They are inclined to act impulsively, and Heian is an elf cleric of Sehanine, the moon goddess. The
members of other races sometimes view elves as capricious or elven settlement where he was born still thrives in the woods,
imperious, though they neither avoid responsibilities nor forget oblivious to the darkness that spreads across the world, but he left
their obligations. Thanks in part to their long lifespans, elves his home years ago, seeking new horizons and adventures. His
sometimes have a hard time taking certain matters as seriously as travels lately have brought him rumors that danger may be
other races do, but when a true threat arises, elves are seasoned brewing in the ancient forest, and he is torn between a desire to
and trusted allies. make his own way in the world and a sense of obligation to his
Elves revere the natural world. Their connection with the homeland.
environment allows them to perceive many things. They never cut
down living trees, and when they establish permanent
communities they do so by carefully growing or weaving together
branches, tree houses and walkways of living branches. They
prefer the primordial power of the natural world to the arcane
magic employed by their loseladrin cousins. Elves love to explore
new forests and new lands, and it is not uncommon for individuals
or small groups to stray hundreds of miles from their homes.
Elves are loyal and cheerful friends. They love simple
pleasures, such as dancing, singing, foot races, and competitions
of balance and skill, and rarely see any reason to chain themselves
to tedious or unpleasant tasks. But as unpleasant as war may be, a
threat to their homes, families, or friends will turn the elves grimly
serious and prompt them to take up arms.
At the dawn of creation, elves and eladrin were a single race
that inhabited both the Feywild and the world, passing freely
between the two. When the drow rebelled against their kin, under
the leadership of the goddess Lolth, the ensuing battles tore the
faerie realms asunder. The ties between the people of the Feywild
and those of the world grew more tenuous, and eventually elves
and eladrin became two distinct races. Elves are descendants of
those who lived mostly in the world, and they no longer dream of
the Faerie Wilds, but love the forests and wilds of the world that
they have made their home.

Elf Traits: Agile, Friendly, Intuitive, Festive, Perceptive, Fast,


Passionate, Wild.

Male names: Adran. Aelar. Beiro, Carrie, Erdan, Genual. Heian,


Lucan, Peren, Rolen, Theren, Varis.

CHAPTER 3 | Human races


ALL BREEDS

DWARVES
Lords of stone and iron, intrepid and unbreakable in the face
of adversity.

RACIAL TRAITS
Average height: 4' 3” - 4' 9"
Average weight: 160-220 lb.

Points. Feature: +2 to Constitution, +2 to Wisdom Size:


Medium
Speed: 5 squares
Vision: In the dark

Languages: Common, Dwarvish


Skill Bonuses: +2 to Toughness, +2 to Dungeons
Cast Iron Stomach: +5 racial bonus on poison saving throws.
Dwarven Fortitude: You can use your new energies as a
minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the
throwing hammer and warhammer.
Loaded Speed: You move at your normal speed even when
your speed would normally be reduced by armor or a
heavy load. Other speed-limiting effects (such as difficult
terrain or magical effects) affect you as normal.
Maintain Position: When an effect forces you to move
(through a pull, push, or slide), you can move 1 square
less than the effect specifies. This means that an effect that
would normally push, pull, or slide a target 1 square will
not force you to move unless you want to.
Additionally, when an attack knocks you down, you
can immediately perform a TS to avoid falling to the
ground.

Carved from the rock foundations of the universe, the dwarves


endured an era of servitude under the giants before gaining
freedom. Their mighty fortified mountain cities are testimony to
the power of their ancient empires. Even those who live in human
cities are among the staunchest defenders against the darkness
that threatens to engulf the world.

Play with a dwarf if you want...


♦ Be tough, rough and strong as a rock.
• Increase the glory of your ancestors or be the right hand of your
god.
+ Be able to withstand as much damage as you are able to cause.

♦ Be a member of a race that prefers the paladin, cleric, and


warrior classes.
ALL BREEDS
themselves from the giants' jai go (including the Azeri and the
PHYSICAL CHARACTERISTICS

DWARVES
Gale b duhr).
Dwarves are on average 4' 1/2 tall, and very wide. so they weigh To a dwarf, it is a gift and a sign of deep respect to stand by an
as much as an adult human. Dwarves have the same variety of ally in battle, and shielding an ally from enemy attack is a sign of
skin, eye, and hair colors as humans, although sometimes their the deepest loyalty. Dwarven legends honor many heroes who
skin is gray or sandstone red, and red hair is more common among gave their lives to save their clans or their friends.
them. The men are often bald, and they braid their long beards in
complicated patterns. Women braid their hair to show their clan Characteristics of dwarves: greedy, brave, hard-working. loyal.
and ancestors. Dwarven clothing and equipment, including organized, severe, stubborn, tenacious, vengeful.
weapons and shields, are decorated with complex geometric
shapes, natural gems, and the faces of ancestors. Male names: Adrik, Baern. Berend, Darrak, Eberk. Fargrim,
Although they reach physical maturity at roughly the same age Gardain, Harbek, Kildrak, Morgran, Orsik. Ran-grim. Thoradin,
as humans, dwarves age more slowly, and remain vigorous well Thorfin, Tordek, Travok, Vondal.
into their 150s, often living to see 200.
Female names: Artin, Bardryn, Diesa, Eldeth, Fa-Ikrunn, Gurdis,
HOW TO PLAY WITH A DWARF Helja. Kathra, Kristryd, Mardred, Riswynn, Torbera, Vistra.
Proudly claiming to be made from the earth itself, dwarves share
many qualities with the rock they love. They are strong, resilient DWARF ADVENTURERS
and responsible. They value their ancestral traditions, which they Three examples of dwarven adventurers are described below.
have preserved over the years with such tenacity, as they defend Travok is a dwarven paladin dedicated to the service of Kord.
the carved structures of their mountain homes. Wearing his gleaming plate armor crafted and worn by his great-
Dwarves believe in the importance of clan ties and ancestors. great-grandfather, Travok forms an impenetrable line of defense,
They greatly respect their elders, and honor the founders of clans daring his enemies to try to bypass him to reach his allies. Faithful
who died countless years ago and the heroes of the past. They to his god and the honor of his ancestors, Travok values his
value the wisdom and experience of years of life very highly, and strength and endurance, swearing that nothing will move him
most are very respectful of elders of any race. from his place. He is fiercely loyal to his friends and, if the need
More often than most other races, dwarves seek the guidance arises, will give his life to ensure they survive.
and protection of the gods. They turn to the deities in search of Kathra is a dwarven cleric devoted to Moradin, the Great
strength, hope and inspiration. or they seek that cruel or Digger, who shaped dwarves from stone and freed them from
destructive gods be propitious to them. Individual dwarves may be servitude to the giants. Wielding a warhammer engraved with the
impious or openly heretical, but temples and shrines of some sort hammer and anvil symbol of her god, Kathra stands beside her
can be found in virtually any dwarven community. Dwarves fellow warrior, relying on divine power, her self-made chainmail,
revere Moradin as their creator, but individually many dwarves and her natural fortitude to protect her from her enemies. Her
honor those gods who govern their vocations: fighters pray to greatest wish is to create a legacy that will endure through the
Bahamut or Kord, architects to Erathis, and merchants to Avandra centuries, as beautiful and resilient as the finest dwarven jewel; a
(or even Tiamat, if a dwarf is consumed by the desire for riches legacy of peace and justice in this uncertain world.
that permeates his race). Tordek is a dwarven warrior, the latest in a long line of noble
Dwarves never forget their enemies, be they individuals who fighters. Three generations ago, his family's ancestral stronghold
have caused them harm. or entire races of monsters who have was overrun by orcs and reduced to ruins, leaving Tordek with
wronged their race. Dwarves harbor a fierce hatred for orcs, who only a signet ring and tales of past glory. He has sworn that one
often inhabit the same mountainous areas that dwarves prefer, and day he will rebuild the fortress, and that oath drives his every
who periodically bring devastation to dwarven communities. action. Meanwhile, his fellow adventurers know they can trust
Dwarves also despise giants and titans, because the dwarven race him completely, and one day he will trust them to help him
was once slaves to the former. They feel a mixture of pity and reclaim his kingdom.
dislike towards the corrupted dwarves who have not yet freed

CHAPTER 3 | Character Races


ALL BREEDS

WE SMOKE
Ambitious, driven, pragmatic; a breed of heroes, but
also villains.

RACIAL TRAITS Average


height: 5' 6” - 6 2”
Average weight: 135
2201b.
Points. Feature: +2 to one feature of your choice
Size: Medium
Speed: 6 squares
Vision: normal

Languages: common, choose another


Additional At-Will Power: You know an additional at-will
power! of your class.
Bonus Feat!: You gain a bonus feat at 1st level. You must
meet its prerequisites.
Additional Skill: You are trained in an additional skill from
your class skill list.
Human Defense Pumpers: -1 to Fortitude, Reflexes, and
Willpower defenses,

Of all civilized races, humans are the most adaptable and


varied. Human settlements can be found everywhere, and the
morality, customs, and interests of this race vary greatly.

Play with a human if you want...


+ Be a determined and resourceful hero with enough -
determination to face any challenge.
♦ Have the greatest versatility and flexibility of all breeds.
+ Be able to excel in any class you choose.

aÑk
ALL BREEDS

Gregg, Jonn, Kris. [Link]. Pieter, Regdar, Quinn, Samm,


PHYSICAL CHARACTERISTICS Thom, Wil.
Humans come in a wide variety of heights, weights, and colors.

HUMANS
Some have black or dark brown skin, others as pale as snow, and Female names: Ana. Cassi. Eliza, Gwenn, Jenn, Kat. Keira,
they run the gamut of tans and browns in between. Her hair can Luusi, Mari. Mika, Miri. Stasi. Shawna, Zanne.
be black, brown, or a wide range of blondes and reds. Their eyes
are usually brown, blue or hazel. HUMAN ADVENTURERS
Human attire varies greatly, depending on the environment Three examples of human adventurers are described below.
and society in which they live. Their clothes can be simple, Brandis is a human warrior, a mercenary who has rented his
ostentatious. and any point in between. It is not uncommon for arm and sword to every baron, duke and prince from the
several different human cultures to live side by side in a particular mountains to the coast. His armor is practical, without any
area and intermingle, so their armor, weapons, and other items decoration, and his sword is intended only for battle, not as a sign
may incorporate a wide variety of designs and motifs. of prestige. He prays to the Raven Queen every day, not out of
Human life expectancy is around 75 years, although some devotion, but because he knows that death is inevitable and he
elderly members of the race live to 90 years or more. hopes to postpone it as long as possible. He started going on
adventures after a mission ended in disaster. All his comrades in
HOW TO PLAY WITH A arms died, and he was captured by some large goblins who held
HUMAN him captive for a ransom that no one bothered to pay. He joined
Humans are determined and sometimes impulsive. They explore the group of adventurers who slew the great goblins, and has
the darkest corners of the world in search of knowledge and since found adventures more lucrative and satisfying than his
power. They throw themselves into danger, facing the previous life.
consequences of their actions as they arise. They act first and Mari is a human explorer, with her eyes always on the
think later, relying on their will to succeed and their natural horizon. She is motivated by a passion for exploration and a love
ingenuity to overcome dangerous situations. of new places. He dreams of finally establishing a settlement in a
Humans are always looking to the horizon, seeking ways to place where people can live in peace and freedom. She prays to
expand their influence and territory. They are after power, and Avandra to protect her on her travels, and to Erathis to help her
they want to change the world, for better or worse. Their realize her dream. He is aware of the contradiction of his life: he
settlements are some of the brightest lights in the darkness of an is a creature of the wild, but his dream is to tame and cultivate it.
untamed world, and humans are constantly seeking to explore Part of her wonders if she will be able to settle in the town she
new lands and colonize new frontiers. dreams of founding.
Their self-confidence and bravery draw them toward martial Thom is a human wizard, and all he wants is power. He goes
classes, such as warrior warlord and rogue. They often prefer to on adventures in search of arcane knowledge and ancient artifacts
draw on their own hidden reserves of strength rather than rely on that will increase his mastery of magic. He prays to Loun, for he
the magic of wizards or clerics. sees knowledge as the key to power, but he is also drawn to
That said, humans tend to be a devout race, worshipping the Vecna, wondering what power the god of secrets might offer him
entire pantheon of gods. Their myths do not name any god as the in exchange for his devotion.
creator of the race. Some accounts say that the gods worked
together to create them, infusing them with the best qualities of
each race they had created before. Other stories tell that humans
were the creation of a god whose name has been lost, a god killed
in the war against the primordials, or perhaps murdered by
another deity (Asmodeus and Zehir are often accused of this).
Humans are tolerant of other races, different beliefs and
foreign cultures. Most human settlements are diverse places,
where different races live together in relative peace. The human
empire of Nerath, the last great world power, brought together
many different peoples. Most of the human cities that have
survived the fall of the empire are fortified bastions against the
backdrop of the Great Wall. advance of darkness. When elven
forests are ravaged or dwarven mines invaded, survivors often
flee to the nearest human village for protection.
Despite Nerath's vast expanse and power. Today's humans are
a scattered and divided people. Dozens of minor kingdoms, fiefs,
and free cities have risen from the ruins of Nerath, and many of
these kingdoms are small, weak, or isolated. Tensions and lack of
understanding between them often precipitate skirmishes.
espionage, betrayal or even open war.

Human characteristics: adaptable, ambitious, bold, corruptible,


creative, motivated, tough, pragmatic, resourceful, territorial,
tolerant.

Male names: .Alain, Alek, Benn, Brandis. Donn, Drew, Erik,


©
ALL BREEDS
Swift and resourceful
travelers, small in stature but
great in courage.

RACIAL TRAITS
Average height: 3' 10" -
4' 2”
Average weight: 75-85 lb.

Points. Feature: +2 to Dexterity. +2 to Charisma


Size: Small
Speed: 6 squares
Vision: normal

Languages: common, choose another


Skill Bonuses: +2 to Acrobatics, +2 to Pickpocketing.
Bold: You gain a +5 racial bonus to saving throws against fear.
Swift Reaction: You gain a +2 racial bonus to AC against
opportunity attacks.
Second Chance: You can use Second Chance as an encounter
power.

Luck and your small size combine to play in your favor when you dodge
your enemy's attack.
Meeting
Immediate interruption Personal

Second chance Racial


Effect: When an attack hits you, it forces an enemy to re-rollpower
the attack.
The enemy uses the result of the second roll, even if it is lower.

Halflings are a small race, known for their resourcefulness. his


swift cunning and his nerves of steel. They are a nomadic people
who roam the waterways and swamps. No one has traveled farther
or seen more of what's going on in the world than the halflings.

Play with a medium if you want...


+ Be a courageous hero who is easy to underestimate.
+ Be kind, affectionate and friendly.
+ Be a member of a race that prefers the rogue, ranger, and
warlord classes.

WHAT DOES IT MEAN


TO BE SMALL
Small characters generally follow the same rules as Medium
characters, with the following exceptions:
+ They cannot use two-handed weapons (p. 215), such as -
greatswords and halberds.
+ When using a versatile weapon (p. 217), such as a longsword,
they must use it two-handed, but do not deal additional damage
for doing so.

CHAPTER 3 | Character Races


ALL BREEDS

all offer her a prayer of thanksgiving when fortune favors them.


PHYSICAL CHARACTERISTICS Halflings love stories and legends like the myth of Avandra.
Mediums are about 4' tall and weigh about 80 lbs. They look like and its culture is very rich in oral traditions. Few members of

MEDIUM
small humans, and are proportioned like adult humans. Halflings other races are aware that halfling folk tales contain a vast amount
come in the same variety of complexions as humans, though most of knowledge about long-vanished people and places. Many
have dark hair and eyes. Men do not have beards, although many halflings are able to gather knowledge about the history, religion,
have long, thick sideburns. Halflings of both sexes often sport or culture of other races, but that knowledge is usually shrouded
elaborate hairstyles, including complex braids (regular or African) in fable.
and braids.
Halflings tend to wear clothing that blends into their Characteristics of middles: brave, curious, determined, sensible,
surroundings, favoring earth tones and different types of green. friendly, good-natured, lucky, agile, optimistic, practical,
Their clothing and equipment often have woven and stitched resourceful, affectionate.
elements. Birds, river shapes, boats and fish are common images
in Halfling art and decoration. Halflings live about the same as Male names: Ander, Gorrín. Dannad, Errich, Fin nan. Garret,
humans. Lazam, Lindal, Metric. Nebin, Ostran, Perrin, Reed, Shardon,
Limo. Wenner.

HOW TO PLAY Female names: Andrey, Bree, Callie. Chaina, Pida, Kithri, L idda.
WITH A MEDIUM Nedda, Paela, Shaena, Tryn, Vani, Verna, Wella.
Halflings are friendly, warm and cheerful people. They survive in
a world of larger creatures by avoiding detection or, if that is not MEDIUM ADVENTURERS
possible, by avoiding offending anyone. They appear to be
Three examples of medium-sized adventurers are described
harmless, and that is why they have managed to survive for below.
centuries in the shadow of empires, and on the edge of wars and Lidda is a medium-sized minx with a quick wit and an acid
political conflicts. tongue. At a young age, she left her family out of a desire to see
Halflings are practical and realistic. They are concerned with more of the world and experience for herself the wonders
basic needs and simple pleasures, harboring few dreams of gold described in the stories she grew up with. During his career he has
or glory. Adventurers are no rarer among halflings than among joined different adventuring groups, and even though his displays
other races, though they typically pursue the adventuring life for of sarcasm and ironic humor towards his companions suggest
reasons related to their community, friendship, wanderlust, or otherwise, he considers each and every one of them to be great -
curiosity. Halfling adventurers are brave and loyal companions, friends.
relying on stealth and guile in battle rather than brute force or Garret is a medium-sized explorer. Several years ago, his
magic. grandfather sent him to find a branch of his family who had
Close-knit communities of halflings can be found near stopped answering his messages. Garret discovered that the entire
settlements of other races, often next to a body of water, or even clan had been killed, and returned to bring sad news to his family.
on the surface of it. The halflings have never had kingdoms of Since then, he has been unable to stay in the same place for long.
their own, and have never even owned large lands. They do not He doesn't know what or who killed his relatives and he doesn't
recognize any kind of royalty or nobility among their own people, dream of revenge, but he hopes to do some good in the world that
but instead turn to the family elders for guidance. This emphasis will somehow balance the scales for the atrocity of those murders.
on family and community has allowed halflings to maintain their Verna is a halfling witch, and probably one of the most
traditional way of life for thousands of years, immune to the rise cheerful and sociable halflings. The infernal powers he channels
and fall of empires. do not seem to leave any mark on his spirit or mind. She does not
According to halfling legend, Meloray Sehanine created the delight in killing, but employs lethal powers as a practical matter,
halflings together, granting the race a love of nature and the gift to protect herself and her allies. She does not often speak about
of stealth. When their interest waned, Meloray Sehanine stopped the fact that led her to the life of an adventurer and to make a pact
caring for Taraza, or so the legends say, and the halflings made with infernal powers: without warning, a devil appeared before
their own way in the world. They say that Avandra, the goddess her and offered her power, in exchange for a favor that would be
of luck, admired their ingenuity, and adopted them, favoring them requested of her later. In what he still considers a moment of
with good fortune. Not all halflings worship Avandra, but almost stupidity, he agreed. Nightmares about his unknown future haunt
his dreams, but he never speaks of them.
ALL BREEDS

HALF-ELVES
Born to be heroes and leaders, combining the best traits of
humans and elves.

RACIAL TRAITS Average height: 5' 5” 6' 2” Average weight:


130-190 Ib.

Point, characteristic: +2 to Constitution, +2 to Charisma


Size: Medium
Speed: 6 squares
Vision: In the dark

Languages: Common, Elvish, one more to choose from


Skill Bonuses: +2 to Diplomacy, +2 to
Insight
Amateur: At 1st level, choose an at-will power from a class
other than your own. You can use that power as an
encounter power.
Dual Inheritance: You can take feats that have elf or human as
a prerequisite (as well as those that are specific to half-
elves), provided you meet the other prerequisites.
Group Diplomacy: You grant allies within 10 squares of you a
+1 racial bonus on Diplomacy checks.

Descended from elves and humans, half-elves are a lively race that
often features the best traits of both elves and humans.

Play with a half-elf next...


+ Be an outgoing and enthusiastic leader.
+ Be a charismatic hero who feels equally at home in two different
cultures.
* Be a member of a race that prefers the warlord, paladin, and
warlock classes.
ALL BREEDS

Half-elf traits: easy-going, adaptable, charming, trusting, social,


PHYSICAL CHARACTERISTICS open-minded.
Half-elves tend to be more heavily built than elves, but are slimmer
than most humans, and have the same range of builds as humans and Half-elven names: Usually elven or human names. although some
elves, though like elves, they often have eye and hair colors not half-elves have names more typical of other races.
typically found among humans. Males can grow facial hair, unlike
elves, and often grow a mustache, goatee, or short beard. Half-elf HALF-ELF ADVENTURERS
ears are roughly the size of a human's, but are pointed, like those of Three examples of half-elf adventurers are described below.
their elven ancestors. Daran is a half-elf warlord and keen tactician. He has no
Half-elves often adopt the dress and hairstyle of the society in aspirations of marching at the head of an army, but is content to lead
which they spend the most time; for example, a half-elf raised a small group of friends in a quest for personal glory. Wealth is a
among a human barbarian tribe will dress in the tribe's customary welcome benefit of adventuring, and between adventures he enjoys
furs and leathers, and adopt their hair-braiding and face-painting spending his time and riches in the cities of the world. He makes
style. However, it is not uncommon for half-elves raised among friends easily, who form a wide network of contacts to find
humans to seek out items of elven clothing or jewelry, so they can opportunities for adventure, and from whom he can ask favors from
proudly display the symbols of their dual heritage. everywhere.
Half-elves live the same life span as humans, but like elves, they Shuva is a half-elf witch, whose intense and grim personality
remain vigorous until very old age. inspires more fear than loyalty. Unlike many of his kind, he grew up
feeling no part of either human or elven society. She has always been
HOW TO PLAY a loner, and is used to relying only on herself. Now that he's part of
WITH A HALF-ELF an adventuring group, he's slowly learning to trust his companions.
Calder is a half-elf paladin of Pelor, the sun god. A strong sense
Half-elves are more than just a combination of two races; the
of compassion drives Calder to help those in need and alleviate their
mixture of human and elven blood produces a unique race with its
suffering in any way he can. He frequently battles evil forces that
own characteristics. They share some of the natural grace, athletic
prey on the weak, whether it be bandits harassing caravans or gnolls
ability, and keen perception of elves, along with the passion and
destroying farms. However, he refuses to let the struggle define him,
initiative of humans. But they are also charismatic, confident and
and spends more time helping the victims of those hardships than
open-minded in their own right, and are natural leaders, diplomats
celebrating their success.
and negotiators,
Half-elves like to be with people, the more diverse the better.
They tend to gravitate toward population centers, especially larger
settlements, where members of many races mix freely. Half-elves -
cultivate wide networks of friends, both out of a natural tendency
toward sympathy and for practical purposes. They enjoy forming
relationships with humans, elves, and members of other races, so
they can learn about elves, the way they live, and how they make
their way in the world.
Half-elves rarely settle in one place for too long. Their
wanderlust makes them natural adventurers, and they quickly feel at
home wherever they end up. When their path takes them back to a
place they have visited before, they seek out their old friends and
renew old contacts.
Ultimately, half-elves are survivors, able to adapt to virtually any
situation. They are generally welcomed and admired by everyone,
not just elves and humans. They are empathetic, better at getting into
someone else's skin than most.
Half-elves inspire loyalty in others by nature, and they
reciprocate that feeling with deep friendship and an intense sense of
responsibility for those entrusted to their care. Half-elven warlords
and generals do not lead their followers into danger they will not
face themselves, and usually command them from the front lines,
trusting their allies to follow.
Half-elves have no culture of their own, and are not a numerous
people. They usually have human or elven names, sometimes even
using one name among elves and a different one among humans.
Some are uneasy about finding their place in the world, feeling alien
to any race except other half-elves, but most consider themselves
citizens of the world and kin to all.
ALL BREEDS

TIEFLIN
Heirs to a shattered empire, living in the shadows and not
afraid of darkness.

RACIAL TRAITS
Average height: 5' 6" 5' 2'
Average weight: 140-230lb.

Points. Feature: +2 to Intelligence, +2 to Charisma


Size: Medium
Speed: 6 squares
Vision: In the dark

Languages: common, choose another


Skill Bonuses: +2 Bluff, +2 Stealth.
Blood Quest: You gain a +1 racial bonus on attack rolls
against battered enemies.
Fire Resistance: You have fire resistance 5 + half your level.
Infernal Wrath: You can use Infernal Wrath as an encounter
power.

Call upon your natural fury to improve your chances of wounding your
enemy.
Meeting

Hellish Tiefling Racial


Wrath
Minor Personal Action Power
Effect: You can channel your fury to gain a +1 power bonus to your
next attack roll against an enemy that hit you since your last turn. If your
attack hits and deals damage, add your Charisma modifier as bonus
damage.

Heirs to an ancient infernal bloodline, tieflings have no realms of


their own, but instead live within human kingdoms and cities.
They are descendants of noble humans who negotiated with dark
powers, and long ago their empire subjugated half the world. But
the empire collapsed. and the Til Lin were left to find their own
way in a world that often fears and resents them.

Play as a tiefling if you want...


+ Be a hero with a dark side to defeat.
♦ Being good at deceiving, intimidating, or persuading others to
do your will.
+ Be a member of a race that prefers the warlock, warlord, and
rogue classes.

n aj e
ALL BREEDS

Modern names: Art. Carrion, Song, Despair, Fear, Happiness,


PHYSICAL CHARACTERISTICS

TIEFLIN
Hope, Ideal, Music. Absence, Open, Poetry, Search, Chance,
The tieflings' appearance attests to their infernal lineage. They Reverence, [Link], Fatigue.
have large horns, thick non-prehensile tails that measure 4-5',
sharp, pointed teeth, and eyes that are completely black, red, TIEFLING ADVENTURERS
white, silver, or gold orbs. Their skin color covers the entire
Three examples of tiefling adventurers are described below.
human spectrum, but also includes reds, from reddish bronze to
Akmenos is a tiefling warlock torn between good and evil. He
brick red. Their hair, which descends from behind their horns, is -
longs to fit into the human society in which he lives, and would
usually dark blue, red, or purple more often than common human
like to be able to consider himself genuinely good. But at the
colors.
same time he fears that his soul is irreversibly corrupted by the
Tieflings favor dark and red colors, shiny leather and fur, and
touch of evil, both that of his blood and the sinister nature of his
small spikes and brooches. The weapons and armor crafted by
infernal pact. He feels like he is walking a tightrope between good
tieflings are often archaic in style, recalling the glory of their
and evil and that he could ultimately fall to either side. His -
long-gone empire.
companions know the goodness in his heart, and they trust him.
And that confidence has been enough on some days to keep him
HOW TO PLAY WITH A TIEFLIN from sliding into evil. His life is tormented, and although he
Hundreds of years ago, the leaders of the human empire of Bael believes he is destined for a great destiny, he is not sure whether
Turath made pacts with the devils to consolidate their dominance this will be realized as a hero or as a villain.
over their vast territory. These humans became the first tieflings. Kallista is a tiefling warlord who prays daily to Bahamut to
and ruled their empire in the name of their infernal masters. Over help her maintain her commitment to living a just and honorable
time, Bael Turath came into conflict with Arkhosia, the ancient life. He has no love for the priests and temples of Bahamut. but
empire of the dragonborn, and decades of war left both empires in feels a personal connection with the Platinum Dragon, who
ruins. The great capital of Bael Turath was reduced to rubble. inspires her to carry out acts of nobility and sacrifice. Kallista
The tieflings are the heirs of the surviving noble dynasties that leads a group of adventurers in attacks against the forces of evil.
ruled that empire. His bloodline is corrupted by his evil although he dreams of a day when he will lead an army under the
connections, passing down to his descendants through all banner of Bahamut. In his name, he strives to keep his violent
generations. In many ways they are human: they can have temper and cruel impulses under tight control.
children with humans, for example, but their offspring are always Azares a rogue tiefling. a native of the streets and alleys of a
tieflings. human city for whom poverty, distrust and prejudice are not
Centuries of mistrust and open hatred from other races have exactly unknown. As far as he is concerned, good and evil are
made tieflings self-sufficient, and often all too willing to live up topics for priests and philosophers to discuss in their marble
to the stereotypes imposed upon them. As a race without a temples and universities. The reality of the street is survival, and
homeland, tieflings know they have to carve out their own place he's willing to do whatever it takes to survive. As part of an
in the world, and that they have to be strong to survive, and they adventuring group, he has his first taste of wealth, and has
are not quick to trust anyone who claims to be a friend. However, discovered that he likes it. In addition, Li has also experienced for
when a tiefling's companions show them that they trust him, the the first time the trust and friendship that are also growing
tiefling quickly learns to return the same trust, and once a tiefling stronger within him.
gives someone his trust and loyalty, he is a loyal friend and ally
for life.
Though the nobles of Bael Turath bowed to the devils, modern
tieflings spend little time on gods or patrons, preferring to fend for
themselves. For this reason, they do not usually follow the path of
the divine; tiefling clerics or paladins are rare.
The tieflings are not numerous. Sometimes a tiefling merchant
clan descended from a dynasty of Bael Turath will settle as a
group in a territory where money can buy them safety and
comfort; but most tieflings are born outside of these hidden
dynasties, and grow up in the rougher quarters of human cities
and towns. These tieflings often become con artists, thieves, or
crime lords, carving out a niche for themselves amid the squalor
of their surroundings.
Tiefling characteristics: cunning, brooding, imposing, mysterious,
proud, rebellious, self-sufficient, sinister, cunning, unusual.

Male names: Akmenos, Amnon, Barakas, Damakos, Ekemon,


sides, Kairon,Leucis, Melech, Morthos, Pelaios, Skamos, Theral.

Female names: Akta, Bryseis, Damaia, Ea, Kallista, Lerissa, Makaria,


Nemeia, Orianna, Phelaia, Rieta.
CHAPTER 3 | Character Races
Some young tieflings struggling to find their place in the world
choose a name that signifies a concept and then try to personify it.
For some, the chosen name is a noble feat. For others, a dire fate.
ALL BREEDS
Vol+0 of class.
11, Con 12, Int 10, Wis 11, — Special attacks (see above): light
— Special qualities (see above electricity 5
ichar+1. Ride +1, and cold 5.
Knowledge — Automatic languages: Common, Celestial
Uni, Elvish, Dwarven, Gnome, Halfling,
Sylvan.
to the team (3-4) — Favored class: paladin.
— Level adjustment: +1.
TIEFLIN
eno (usually) taje Tiefling, level 1 fighter
Alien Medium (native)
Hit Dice: 1 d8+1 (5 hp)
Initiative: +1
a good looking human, inner with Speed: 30' (6 squares)
glow that shines CA: 15 (+1 Dex, +3 leather armor tacho touch
11, flat-footed 1-
Base Attack/Prey: i
blessed with a touch of tall, Attack: Rapier +: '
good-looking physical features
other than silver hair, golden crossbow
^4asimar

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ALL BREEDS

Half-Orc
• Size: Medium

Speed: 30 feet

Stat Bonuses: +2 Strength, -2


Intelligence, -2 Charisma.
Darkvision: Half-orcs (like orcs) see
in the dark up to 60 feet (20 meters).
They only see in black and white in
absolute darkness.

Orcish Blood: For all purposes


related to race, the half-orc is
considered an orc.

Automatic languages: Common and


Orcish. Additional: abyssal,
draconic, giant, gnoll and goblin.

Favored class: Barbarian. Multiclass


half-orcs do not receive a penalty to
experience points when leveling up.

• Alignment: All

In the wild frontiers, barbarian tribes of


humans and orcs coexist in a climate of
unstable balance, clashing in times of war and
trading in times of peace. Half-orcs born in
such regions can live with either their orc
parents or with humans, but this does not prevent them from experiencing both cultures. For one reason or
another, some leave their homes and travel to civilized lands, bringing with them the tenacity, courage, and
combat potential learned in the wilds.

Personality
Half-orcs are short-tempered, surly, and prefer to act rather than think, and fight rather than argue.
However, those who succeed in their journeys are those who know how to control themselves enough to
live in civilized lands, not those who behave madly. Half-orcs enjoy simple pleasures, such as eating,
drinking, bragging, singing, fighting, drumming, and wild dancing. Refined amusements, such as poetry,
elegant dancing, and philosophy, escape their understanding. Having a half-orc at the right kind of party
can be a real advantage; taking him to a duchess's ball can be a disaster.

Half-orcs living among the Humkans are almost always forced into violent careers where they can put their strength to
ALL BREEDS
good use. Often shunned by polite environments, half-orcs are often welcomed and made friends by adventurers, many
of whom are also vagabonds and outcasts.

Physical description
Half-orcs stand 6 to 7 feet (1.80 to 2.10 meters) tall, and typically weigh between 200 and 250 lb (90 and 120 kilos). The
half-orcs' greasy pigmentation, sloping forehead, prominent jaw and teeth, and coarse body hair make their lineage
immediately apparent. Orcs like scars. They consider battle wounds to be worthy of pride, and believe decorative scars
are beautiful. Every half-orc who has lived among or near orcs bears scars, whether marks of dishonor indicating who
their former owner was, or marks of pride attesting to their conquests or high station. Depending on how they feel about
their scars, smiorcos living among humans will either display them openly or hide them completely. Members of this
race mature slightly faster than humans and age noticeably more quickly. They reach maturity at 14 years of age, and
few survive past 75.

Relations
Since orcs are sworn enemies of dwarves and elves, half-orcs can have a hard time with members of those two races.
The fact is that orcs do not have very good relations with humans, halflings and gnomes either. However, all half-orcs
usually find a way to gain the acceptance of those who hate or fear their monstrous cousins. Some are reserved and try
not to attract attention. Another small part publicly displays all the piety or goodness of heart they can muster (whether
these are genuine expressions or not); and there are still others who are so harsh in their behavior that others have no
choice but to accept them.

Alignment
Half-orcs inherit a certain tendency toward chaos from their orc parents, but like their human parents, they prefer neither
good nor evil. Precisely, those of evil alignment tend to be those who grow up among orcs and wish to live with them.

Half-Orc Lands
Half-orcs have no lands of their own and most of them tend to live among the orcs. Of the other races, the one most
likely to accept them is the human race. In fact, almost everyone who doesn't live with the orc tribes is usually in the
human lands.

Religion
Like their cousins, many half-orcs worship Gruumsh, the chief deity of the orcs and archenemy of Corellon Larethian,
the god of the elves. Although Gruumsh is evil, he is revered as a god of war by many barbarians and half-orc warriors,
even those who do not share the deity's alignment. When Gruumsh's faithful grow tired of explaining themselves or do
not wish to give humans reasons to distrust them, they simply omit matters relating to their religion. Those who wish to
strengthen their bond with their human heritage, on the other hand, worship the gods of men, and are usually not shy
about showing their devotion.
ALL BREEDS
Additional languages
Orcish is a language that lacks its own alphabet. On the rare occasions when someone uses the written form, the spelling
used is that of the dwarf alphabet. Orcish writing most often appears in the form of graffiti.
ALL BREEDS

Umbra
• Size: Medium.

• Characteristics: See racial traits.

• Speed: 30 ft.

• Automatic languages: Netherino.

• Optional languages: Any language


except special ones (such as Druidic).

• Favorite class: Any.

• Alignment: Any except Good


alignments.

• Level adjustment: +4.

• Special: Outsiders, from the Shadow


Plane

Racial traits
Umbras have the following powers and bonuses
when in shadows or darkness. In well-lit
environments (dwarf light or within the radius of
a Daylight spell) none of these powers work.

• +2 to Constitution, +2 to Charisma.

• Speed increases by 20 feet (or 15 feet if


the character is wearing medium or
heavy armor).

• They gain a +4 Deflection modifier to


AC.

• They gain +2 to hit and damage.

• +4 to saving throws (luck bonus).

• Spell resistance equal to 11 + character level.


• +4 to Spot and Listen checks, +8 to Hide and Move Silently checks. There are no penalties to tests due to
darkness.

• Fast healing 2.

• Control Light (Su): The umbra can decrease light levels within 100 feet by a factor of -10% per level. For
characters and creatures that rely on light to see, this decreases the range of their vision by the same percentage.
For every 25% decrease in light, everyone in the area gains +1 to their Hide checks.

• Invisibility (Su): The umbra can use this ability once per round as if he were a sorcerer of the same level.
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• Umbra Sight: The umbra has darkvision out to 60 feet. Can't see through the magical darkness.

• Shadowy Image (Su): Three times per day you can use this spell-like ability as a sorcerer of the same level.
This creates 1d4 umbra chimeras, +1 additional every 3 levels (Works the same as a multiple image spell).

• Shadow Stride (Su): Umbras of 8th level or higher can vanish from their current location and reappear in any
shadowed area within 300 feet. This is an action equivalent to moving. This ability can only be used once every
two rounds.

• Shadow Travel (Su): Umbrals of 12th level or higher can use Teleport Without Error to locate a shadowy
location within the same plane or Plane Shift to the Plane of Shadow. This ability can only be used once per
day.

Background

Physical description
At birth they were human, so the style and color of their hair, eyes and skin can vary greatly. All Umbras have dark skin
colors (from gray to absolute black), as do their eyes. Their dark-colored clothing and equipment look ancient and
outdated (After all, they have been away from the world for 2,000 years). All of their weapons and armor are decorated,
and often in the same way. There are no young umbras since only umbrians who are of legal age are turned into umbras.
The offspring of the umbras is normal. Umbras live 10 times longer than a normal human.

History
About two thousand years ago, the ruler of a flying Netherese city transported the entire city to the Plane of Shadow to
explore that dim and dangerous plane. For thousands of years, the city of Umbra faded from the memory of men, but in
1372 DR, the city of Umbra abruptly returned to Faerun above the Direwood. Today it flies over the deserts of
Anaurokh, the once fertile land of the Netheril Empire. Why they have returned and what they are planning are two
mysteries that concern the rulers of every nation in Faerun. While the city of Umbra was trapped in the Shadow Plane
for the past 2,000 years, the Grand Prince, the city's most powerful wizard, discovered a means to transform himself and
his followers into creatures of shadow. This granted him near-immortality and an incredible number of powers, as long
as he was shrouded in some sort of darkness. Since the return of the city of Umbra to Faerun, the High Prince has
pursued a mysterious plan that few outside the Princes of Umbra understand. However, some things are clear, such as
the fact that the Grand Prince intends to exterminate the fhaerimm that still remain in Anaurokh after all these years.
This crusade has even caused the Grand Prince to lend the power of his city to the people of Eternoska to defeat the
recent Fhaerimm invasion, in effect granting the elven community a strange companion. Of course, with the defeat of the
Fhaerrim the alliance is over, and the Umbrians have returned to their reserved ways.

Perspective
The Umbras live to serve the Great Prince and his Umbrian followers. Most have grown up in the city of Umbra as loyal
champions of their Grand Prince's regime. Though individual Umbrans may have personal agendas, few conflict with
the purposes of Umbra's rulers, as disobedient or disloyal Umbrians are rarely transformed into Umbrans. Umbras
consider themselves superior to everyone around them (except other Umbras). After all, that's what they've been taught
to believe since birth. Only the most valuable umbrians are chosen to become umbras. Most umbras only go on
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adventures with permission from their superiors. They are usually given specific orders on what to do on those missions.
Umbras rarely share their true reasons for adventuring with any temporary non-Umbrian ally. They do not trust those
who are not from Umbra, and any relationships they form with outsiders are sure to be temporary.

Society
Life within the city of Umbra is organized in a strict and controlled hierarchy. The Great Prince sits at the top of the
pyramid, and his sons (the twelve Princes of Umbra) just below him. Below them, the arcanists (the Umbrian sorcerers
and wizards) and just below them, the military. At the base of the pyramid there are 4 levels of plebeians. In descending
order, they are the artisans (skilled workers), the merchants (who distribute the goods needed throughout the city of
Umbra and who import and export the materials they need), the servants (who work as personal servants), and the slaves
(who perform the worst and hardest jobs in society). During the age of ascension (age 13), each citizen is trained in the
basic arts of spellcasting and is put through a series of tests to determine how their skills can best serve the city of
Umbra. So, when they come of age (18 years old), each person embarks on the work for which they have been trained.
Unless the person suddenly shows a new aptitude, he will work at what he has been assigned until the day he dies. Those
citizens who have proven to be especially important and loyal are transformed into shadows. This is one of the highest
honors an Umbrian can receive. Only a small percentage of Umbrians are transformed, and commoners and low-ranking
officials are never chosen for transformation. Outside of Umbra City, most Umbrans fend for themselves. They may
travel alone or in small groups, but any alliances they make with non-Umbrians (which is rare in itself) are almost
certainly alliances of convenience. Only a prince of Umbra or an Umbrian officer holding the rank of captain or higher
can leave the city without an escort, and he had better have a good reason for doing so.

Magic and knowledge


Most Umbrian spellcasters are arcanists (sorcerers or wizards). They typically specialize in the schools of evocation and
necromancy, although they are free to choose any other school or none at all. The preferred tactic of Umbra spellcasters
is to cast a Darkness spell upon themselves and thus gain full access to its powers. There are two shadowracer spells:
Fanged Hand and Tree Shadow.

Deities
All Umbrians worship Shar as their tutelary deity. No other deity has temples within the city of Umbra. The people of
Umbra worship this ancient goddess even before venturing into the Plane of Shadow. Since then they have learned to
trust her like no other. All other churches or temples within the city have long since been converted to the cult of Shar.
Still, Umbra clerics are more loyal to the Grand Prince than to Shar herself. His worship of her is only a means to an
end.

Relations with other races


Umbrians of all kinds do not tend to have much contact with foreigners, and therefore do not tend to show specific
prejudices about them, whether good or bad. They consider other peoples to be inferior, and that they will one day be
subjugated by their triumphant Great Prince. However, all Umbrians feel hatred towards the fhaerimm, their ancient
enemies. The Umbrians are willing to go to great lengths to cause trouble, and preferably death, for the Fhaerimm.
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Aasimar
• Race: Aasimar

• Size: Medium

• Stat Bonuses: +2 Wisdom, +2


Charisma.

• Speed: 30 feet

• Automatic Languages:
Common and Celestial

• Optional Languages: Draconic,


Elvish, Dwarvish, Gnome,
Halfling, and Woodsy

• Level adjustment: +1

• Favored Class: Paladin

• Alignment: Lawful Good

• Other: Aasimar are native


outsiders.

Personality
Through the many magical portals that exist
in Faerûn come visitors from other planes,
including outsiders of various kinds, some
of whom stay or settle in Faerün and have
children with human natives. In the end,
their extraplanar heritage ends up diluting
over the passage of several generations,
resulting in a person whose blood has a
celestial, infernal or elemental origin.

These creatures known as planedebts possess unusual abilities based on the nature of their ancestors, but appear
completely human in some ways. Planedebts prefer to blend into human society and rarely form communities of their
own.

Carrying the blood of a celestial, aasimar are typically of good alignment and fight against the evil of the world. Some
possess a minor physical trait that suggests their heritage, such as silver hair, golden eyes, or an unnaturally intense gaze.
Those descended from a celestial minion of a Faerûnian deity often have a birthmark in the shape of the god's holy
symbol or some other mark important to their faith.
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Physical description
As descendants of angels and native outsiders, the Aasimar have an angelic appearance, with well-defined and clear
features. They are exceptionally more beautiful than other races of Faerun and their bearing is superior.

Relations
Aasimar are sociable with all races of Faerun except their opposites, the tieflings.

Special Features

Stranger Native
Given the strength of their divine or infernal lineage, the plane-dwelling races possess the unusual characteristic of being
made up of outsiders native to Faerûn, not humanoids. This has three main effects:

• First, effects that apply only to humanoids, such as the dominate person or charm person spells, do not affect
planedebt characters.

• Second, spells or effects that apply to extraplanar creatures can affect planar characters. For example, the Planar
Sword or the Mace of Punishment are more effective against outsiders, and are therefore proportionally more
dangerous to a plane-debted character. A spell that sends an outsider back to his or her home plane will have no
effect on planebound characters, but banishment (a spell that expels an outsider from the caster's plane, without
specifying the caster's return to his or her home plane) will work just fine.

• Finally, the planewights of Faerûn have lived long enough on Toril that this world has, in effect, become their
natural plane. This means that flat-earned characters can be revived or resurrected normally, while most
outsiders cannot be brought back from the dead without using a wish or miracle spell.

Additional languages
They do not have additional languages.
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Changing
The Shifters, sometimes called "lycanthropes," are descendants of humans and natural lycanthropes
(almost extinct from the face of Khorvaire).
Shapeshifters cannot completely change form, but
they can take on certain animal traits in a state they
call "the shift." The shapeshifters have evolved into
a race of their own, capable of reproducing. They
have their own distinctive culture, traditions and
identity.

The personality and behavior of shapeshifters are


influenced by their animal nature. Many are rude
and harsh, while others appear calm, cunning and
solitary. Like most werewolves, they are
carnivorous, while shapeshifters have a predatory
personality, and in most situations think in terms of
hunter and prey. They view survival as a challenge
and strive to be self-sufficient, adaptable, and
resourceful.

Shifters have a basically humanoid form, but their


bodies are exceptionally agile. They often move in a
hunched posture, jumping and hopping while their
companions walk normally beside them. Their faces
have a bestial physique, with wide, flat noses, large
eyes with thick eyebrows, pointed ears and thick
sideburns (in both sexes). Their forearms and thighs
develop long fur, while the hair on their heads is
long and thick.

Racial Traits
Shapeshifter Subtype: Shapeshifters are humanoids
with the “shapeshifter” subtype.

+2 Dexterity, -2 Intelligence, -2 Charisma: Shapeshifters are agile and flexible, but their basically bestial
nature reduces their reasoning ability and social aptitude.

Medium Size: As Medium creatures, shapeshifters have no special modifiers or penalties due to their size.

A shapeshifter's tactical ground speed is 30 feet.

Shift (Su): A shifter can call upon his lycanthropic heritage to experience brief bursts of physical power. Once per day a
shapeshifter can enter a state that superficially resembles the barbarian's rage. Each Changeling has one of the 6
Changeling traits (characteristics that manifest during a character's change) described below. Each Changeling trait
provides a +2 to one physical characteristic (Str, Dex, or Con) and grants another advantage. The Traits of the Shifters
are described in the next section. The shift is a free action that lasts for a number of rounds equal to 3 + the shifter's
Constitution modifier (if a shifter trait or other effect increases the character's Constitution, use the improved modifier).
A shapeshifter can gain feats to enhance this ability. These shapeshifting abilities are found below. Each shifting feat a
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character acquires increases the duration of the shift by one round. For every 2 shifting feats a character acquires, the
number of times he can invoke the shifting ability increases by 1. Thus, a character with 2 shapeshifting feats will be
able to shapeshift twice per day (instead of once) and each use of the ability will last a number of rounds equal to 5
(instead of 3) + the shapeshifter's Constitution modifier. The change, although related to and developing from
lycanthropy, is not an infection or a curse. It is not transmitted through claw or bite attacks, nor can it be cured from a
changeling; changing is a natural ability of their race.

Low-Light Vision: Shifters can see twice as far as a human under starlight, moonlight, a torch, or similar low-light
conditions. They maintain the ability to distinguish colors and details under these conditions.

+2 racial bonus on balance, jumping, and climbing checks: A shapeshifter's animal heritage enhances many of his
physical abilities.

Automatic languages: common.

Additional languages: Elvish, Woodland Halfling, and Goblin.

Favorite class: Explorer. A multiclass shifter's ranger class does not count when determining whether he suffers XP
penalties.

Special Features
Each Changeling has one of the following special traits, which is selected when the character is created and cannot be
changed later:

Bestial Pelt (Su): When shifting, a shifter with beastly pelt gains a +2 bonus to Constitution and natural armor that
grants +2 to AC.

Long Fangs (Su): When shifted, a long-fanged shifter gains a +2 bonus to Strength and grows fangs that can be used as
a natural weapon, dealing 1d6 points of damage (+1 additional for every four levels) with each successful bite. He may
not attack more than once per round with these fangs, even if he has a base attack that allows him to make multiple
attacks, he may use the bite as a secondary attack (with a -5 to his attack roll) while wielding a weapon.

Wall-Crawler (Su): When shifted, a wall-crawler shifter gains a +2 bonus to his Dexterity and gains a 20-foot climbing
movement limit.

Sharp Claws (Su): When shifted, a shifter with sharp claws gains a +2 bonus to Strength and grows claws that he can
use as a natural weapon. These claws will cause 1d4 points of damage (+1 for every 4 levels the character has) with each
successful attack. You can attack with one claw as a standard action or with both as a full-round action (as your primary
natural weapon). He may not attack more than once per round with each claw, even if his base attack allows him to
make multiple attacks. He may attack with a claw as if he were holding a light weapon in his off-hand while wielding
another weapon in his main hand, but all of his attacks that round suffer a -2 penalty.

Long Stride (Su): When shifting, a shifter with long strides gains a +2 bonus to his Dexterity and a +10 foot bonus to
his base land speed.

Wild Hunter (Su): When shifted, a wild hunter shifter gains a +2 bonus to his Constitution and scent abilities. This
ability will allow the shapeshifter to detect nearby enemies, find hidden enemies, and track them using its sense of smell.
A wild hunter can recognize familiar scents as easily as a human recognizes a familiar scene. A wild hunter shifter can
detect rivals within 30' using its sense of smell. If the opponent is against the wind it will increase to 60', if he is in favor
of the wind it will decrease to 15'. Strong scents, such as smoke or rotting garbage, can be detected at twice the range
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stated above. Overwhelming scents such as that of a skunk or the stench of a saurion can be detected at three times the
range. Stronger scents mask weaker ones, so they can sometimes be used to hinder this shapeshifting trait. When a wild
hunter shifter detects a scent, he won't know the exact location of the source, only its presence somewhere within range.
The shifter may use a move action to discern the direction of the source. When the shifter enters a 5' radius of the source
of the scent it will know its exact location. When changed, a wild hunter shapeshifter with the track feat can follow
scents by scent, making Survival checks to find or follow them.

The typical CD for a trail is 10' (regardless of the surface over which the scent is followed). This CD increases or
decreases depending on how intense the prey's scent is, the number of creatures producing it, and the time you have. For
every hour that it “cools down” the CD will increase by 2 points. Otherwise, this ability follows the same rules as the
Track feat. The changelings. Changelings that track by smell will ignore the effects of ground surface conditions and
poor visibility. Even without shifting, a wild hunter shifter gains a +2 bonus on Survival checks due to the residual
effects of his scent ability.

Shifter Feats
The following 11 feats are exclusive to this race:

Healing Agent [Shifting]: When your current shift state ends, you will heal a limited amount of damage

Prerequisites: Shifting, Con 13

Benefit: When your shift state ends, you will automatically heal for a number of hit points equal to your character level.
This benefit does not take place if you die (at -10 HP) before the shift state ends.

Elite Wide Strides [Shifter]: Enhances one of your shifter traits

Prerequisites: Shapeshifter with the Long Strides trait.

Benefit: While the change lasts, your base ground speed increases by 10'. This enhancement stacks with the Long Stride
trait increase, for a total increase of 20'.

Shifter Multi-Attack [Shifter]: You are an expert at using your natural attacks in combination with another weapon

Prerequisites: Shapeshifter with Sharp Claws or Long Fangs trait, base attack bonus +6

Benefit: Your secondary attack with a natural weapon only suffers a -2 penalty.

Shifter Defense [Shifter]: By diving deeper into your shifter roots, you develop the ability to ignore some of the damage
from each attack.

Prerequisites: Shapeshifter, 3 other Shapeshifter feats

Benefit: For the duration of the change, you gain damage reduction 2/silver.

Greater Shifter Defense [Shifter]: By diving deeper into your shifter roots, you develop the ability to ignore some of the
damage from each attack

Prerequisites: Shapeshifter, Shapeshifter Defense, 3 other Shapeshifter feats

Benefit: For the duration of the change, your damage reduction is improved to 4/silver.

Changeling's Ferocity [Changeling]: You are a tenacious fighter, and you continue to fight when others would have
succumbed to pain and injury.

Prerequisites: Shapeshifter, Wis 13


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Benefit: While the change lasts, you continue fighting even if you become incapacitated or dying.

Great Tear [Changeable]: You know how to strike with your claws where it hurts

Prerequisites: Shapeshifter with Razor Claws trait, base attack bonus +4.

Benefit: If you hit with both of your claw attacks, you deal additional damage equal to 1d4 + ½ your Strength modifier,
plus one additional point for each character level you have.

Big Bite [Changeable]: You know how to sink your fangs where it hurts the most

Prerequisites: Shapeshifter with Long Fangs trait, base attack bonus +6

Benefit: Your fang attacks now have a x3 critical multiplier.

Elite Beast Fur [Shifter]: Enhances one of your shifter traits

Prerequisites: Shapeshifter with the beastly fur trait

Benefit: For the duration of the change, your natural armor bonus increases to +4.

Normal: Without this feat, a beast-furred shapeshifter has a +2 natural armor bonus.

Additional Shifter Trait [Shifter]: You manifest a second shifter trait during your shifts.

Prerequisites: Shapeshifter, 2 other Shapeshifter feats

Benefit: Select a second shifter trait from those described in the shifter race description (above). You will manifest all
the benefits of this second trait.

Elite Wall-Crawler [Shifter]: Enhances one of your shifter traits

Prerequisites: Shapeshifter with the Wall-Crawler trait

Benefit: While the change lasts, your climbing speed improves by 10'. This enhancement stacks with the increase
from the wall-crawling trait, for a total of 30'.
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They are characterized by having white hair, obsidian-black skin, and red, yellow, or violet eyes (although the latter two

Drow
are very rare). The color of their eyes is due to the fact that
they have infrared vision, also called infravision. They also
have innate magical powers and resistance to magic. On the
other hand, they are weak in daylight because their
existence is linked to the darkness (the depth of the Dark
Antipode). Additionally, drow weapons (usually made of
Adamantite) slowly lose their magical properties if exposed
to sunlight. Half-drows are half-drow and half-human,
sharing characteristics of both. Keeping in mind that
children born to Drow and Humans are usually due to
sexual aggression by the former towards the latter.

Drow are extremely intelligent, agile, charismatic, and


dexterous, but they have a certain physical fragility like
surface elves. As a race they are diabolical, crawling,
swindlers, liars, capable of selling their own mother to the
Devil for personal gain. Drow males are delegated to
functions of practically no relevance within society, which
means that their power quotas are limited to becoming the
best magicians, warriors, explorers, in short, the best
mercenaries in society. As long as they do not opt for the
contemplative life and become simple merchants. On the
other hand, the activity of the Drow society revolves
around women, who can obtain the social position they
desire within it. Although it is true that the majority is
dedicated to the cult of the goddess Lloth, becoming
priestesses, it is not unusual to find women who practice
magic or are trained for hand-to-hand combat.

Most drow, especially those skilled in the arts of battle, possess innate powers such as Dark Globe, Faerie Fire, and
Levitation powers granted by the rank insignia of their respective Houses.

The drow hate their surface cousins, the elves, as weak traitors. Although, we must keep in mind that the drow consider
any non-Drow race to be weak.

Characteristics
• Race: Drow Elf

• Size: Medium

• Stat bonuses: +2 charisma +2 intelligence +2 dexterity -2 constitution

• Speed: 10 feet
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• Automatic Languages: Elvish, Undercommon, Home Region

• Level adjustment: +1

• Favored class: Mage (male), Cleric (female)

• Alignment: All

Drow society
Drow society is matriarchal. Women have a greater physical constitution than men, which makes them taller and
stronger than them. Since the Drow were banished to the confines of the Underdark, they have held power within
society. Most male drow are afraid of females, who treat them cruelly and at their whim due to their clearly marked
position behind them. They must respect the females, and any slightest irreverence towards them can be punished with
shocking torture. A common expression among women is - you are nothing more than a simple man -.

As Drow, men aspire to reach the highest levels of power, but given the strongly matriarchal system, these aspirations
are drastically curbed and are reduced to fighting to be the best at what they base their life on: that is, being a magician,
warrior, mercenary,... Lucky are only those who, under the whims of the females, are required to advise in certain
situations, but who, obviously, will not receive any recognition, giving thanks to be still alive, for not having erred in the
same. The most powerful sorcerer, and always under the support of the main house, can become Archmage of the city,
which makes him, in the eyes of others, the Sorcerer with the most knowledge of the arcane, and ultimately places him
as a target to beat, since everyone aspires to occupy his position. As an anecdote in the city of Menzoberranzan, the
Archmage is in charge of providing magical light daily to a large stalagmite, known as the Narbondel pillar, located in
the center of the city, which has the mission of indicating the passage of time to the Drow, depending on how the light
rises through it.

It is a highly hierarchical society, in which the Houses defined by Drow families are ordered according to their power
within it. In Menzoberranzan, the power of the city is held by the Ruling Council, made up of the eight most powerful
houses. The First House (and therefore the oldest, most powerful and greatest of all) is House Baenre. An example of
their power, and the full support of Lloth that this house enjoys, is found in the penultimate matron of this house, who
before dying in the unsuccessful attack on Mithril Hall (a dwarven city) lived to exceed the millennium, an age that far
exceeds the average drow age of around 700 years. Currently, Triel, daughter of the previous matron, leads House
Baenre.

A Drow House is composed of a matron mother, a cleric of Lloth, who is the one who holds the power within it. We
could place the Patron of the house in the same position, but he is subject to the whim of the matron, who, as if she were
a black widow, sends him away when he is no longer useful to her. Next we find the direct relatives, anyone who is
related to her. These are considered nobles within the house, possessing higher rank the stronger the blood ties with the
matron. Although we must always keep in mind that females are above males. Of all these nobles, the most skilled male
in combat is the House Weapons Master. Finally, we meet the house guards and ultimately the slaves: drows and inferior
races such as orcs, kobolds, ogres.

The method by which a House achieves a new position within Society is by causing the House one step above it in the
hierarchy to disappear. This is achieved through covert warfare. The House that seeks to advance in power launches an
unexpected attack against the House to beat, waiting for the right situation. A war as peculiar as the script demands in
the diabolical drow society, in which all the Houses are constantly watching each other because they are cautious and
fearful of all those Houses below the power hierarchy in which they are found, is something impossible. Therefore, it is
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defined within the legality to overthrow another house, to eradicate each and every member of the nobility of the
attacked House. Considering the fact that there were no direct witnesses, that is, witnesses who were attacked, as the sole
and necessary condition for such a massacre not to constitute a crime, and considering it not as the massacre of the
House, but as if it had never existed. This means that if the lowest-ranking noble of the house survives to narrate the
attack, the attacking House is doomed to its own demise. Such execution is carried out by the houses that make up the
Regent Council. The other members of the Attacked House, that is, soldiers, slaves and possessions, join the winning
House, making it more powerful.

Religion
The chief goddess of the drow is Lloth, also known as the Spider Queen. She is a diabolical goddess characterized by
promoting chaos among her followers. It usually takes the form of an incredible spider or a drow woman with beautiful
features. Spiders are sacred and killing one is punishable by death. These sacred arachnids proliferate throughout Drow
cities, so avoiding stepping on them becomes an arduous task. Any drow who professes worship of another god is
considered a heretic and traitor, and knowledge of this fact by the city's Regency means that he or she will be sentenced
to death.

The priestesses of Lloth are exclusively noble women. They gain their clerical power from communion with their
Goddess through prayers to her. To become priestesses they need decades of preparation, dedicated exclusively to the
chaotic cult of Lloth. In the drow city of Menzoberranzan, they receive such training at Arach-Tinilith, an academy
located in Tier-Breche, along with the other two important schools, Melee-Magthere and Sorcere (Academy of Drow
Warriors and Sorcerers respectively). At the head of Arach-Tinilith is the High Priestess, the one who receives the favor
of the Goddess above all others, and who is the first priestess of the Ruling House. The use of snake whips with deadly
poisons (whips whose extremities are snake heads) is reserved for high-ranking priestesses.

Physical description
• Spell-like Abilities: 1/day - faerie fire, dancing lights, and darkness. These abilities function as if cast by a
sorcerer of the same level as the drow character.

• Darkvision: Up to 120 feet. This replaces the elves' low-light vision.

• Light Blindness (Ex): Sudden exposure to bright light (such as sunlight or the daylight spell) blinds drow for 1
round. They will also suffer a -1 circumstance penalty on all attack rolls, saves, and checks while they remain
exposed to it.

• Proficiency: either with rapier or short sword; Proficiency with hand and light crossbow. This replaces normal
powers.

• Spell Resistance: 11 + character level.

• Racial Bonus: +2 on Will saves against spells and spell-like abilities.

History and Folklore: Drow


Although the drow are nearly as old as the surface elves—or even older, according to one of several mythical origins—
their ancient history and folklore is quite scattered. This is a result of the fact that the drow are not especially concerned
with the past of their people, except as it influences their present and future. They study ancient victories to replicate
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them, defeats to avoid them, and famous drow successes to emulate them, but that's essentially it.

Because of all this, the drow have a set of legends and folklore that they study and repeat to each other, even if it is
smaller than one might expect from such an ancient race. Many of their myths are similar to those of the surface elves -
though seen from a different perspective - and others are unique to the drow.

Interpretive Application: You are not very interested in what happened before, unless you can learn from it or benefit
from it. When you feel you can gain advantage by studying the past, you do so fervently, determined to uncover details
overlooked by others. You scoff at the myths and tales of the elves, for you know the truth about such matters.

Mythical origins
Perhaps it is not so surprising that a race as chaotic and extensive as the drow do not have a creation myth. At least three
such myths compete for dominance throughout their society. Two of them are somewhat familiar to surface sages who
study the drow, and the third is largely unknown outside the drow except by a very few - some of whom believe that
surface elves may have helped keep it secret.

The three myths agree on some basic points. In an era before recorded history, the elves and drow were a people who
worshipped a pantheon of deities called the Seldarine. Something happened to divide the elven nation: an event that tore
apart both mortals and their pantheon, leaving the elves to inhabit the forests and natural regions above, while the drow
made their homes in the dark caverns below. Of course, the elves have their own version of this story (which can be
found, among many places, in the entry History and Folklore: Elves in this very blog). The drow, depending on their
community, family, and individual preference, create one of the following.

The Expulsion of the Drow


In the early primitive days of the world, the elves were already ancient. They inhabited the first cities, and watched with
curious and immortal eyes as the other races appeared and began to roam the plains, climb the mountains, and hunt in
the great and endless forests. Among these races were the humans, capable of changing and adapting to almost any
environment, and the orcs, who although beastly were warriors of great strength and savage cunning.

The gods also watched these other races grow, and some grew restless. However, they took no action, because even
though the elven deities were chaotic and individualistic, with no true leader or guide among them. One day, Lolth (see
note number 1), the strongest and wisest of the elven deities, approached Corellon Larethian, as he was the most
charismatic and compelling of the Seldarine. "Other races don't have the life expectancy of our children," he told her,
"but they grow faster, much faster. They are quick to learn and adapt, where our elves are slow and reluctant in their
ways. They are quick to fight, while our elves seek only the best and most beautiful things in life. They are strong, when
our elves are weak. Then let us spread wisdom and skills among the elves. Let us teach them to take what we offer them,
not only to survive these new races but to dominate them, for we have always wished them to be masters of the world
we gave them."

But Corellon Larethian was a vain and stupid deity. He was the one who convinced the Seldarine to create the elves as
they were, in an image he preferred, and was unwilling to allow any changes to "his" creations. He tricked Lolth (see
note number 2), agreeing to speak to the summoned elven gods, but when he did, he began an eloquent argument that the
elves should remain just as they were. "We have created perfection," he argued, continuing to play on the vanity of the
other gods while inflaming his own. "As we are gods to our children, so are our children above the other, lesser races.
Let us not allow fear and worry to cloud our judgment. Let us not tarnish the perfection we have created by changing our
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elves, reducing them to the level of these new beasts."

Lolth raged at the deception, and at the recklessness of her fellow gods before her, but the Seldarine agreed, convinced
by Corellon's honeyed words, and would not listen to his warnings.

So Lolth visited her children in secret. Selecting only the strongest and most skilled among the elves, he taught them
great wisdom behind the backs of the other gods. To them he granted the gift of skill with bow and sword, so that they
could face the orcs on the battlefield; the gift of deception, so that they might not be at a disadvantage against the
flexible humans; and above all, the gift of magic, both arcane and divine, so that they might show dominance over all
other races. He also instructed them in the value of survival, in the need to fight to keep what was theirs, and in the
doctrine of outdoing all others. He came at night to deliver his teachings, and his followers called themselves duaral (see
note number 3), or "Half Moon Hunters" for the martial skills he offered them and that the moon announced his arrival.

But some among Lolth's new followers feared the coming war, and ran to the elves still sheltered by Corellon and the
Seldarine. What they discovered, what the gods discovered, and they were angry with Lolth for her disobedience, and
they feared that her duaral might come to dominate elven culture. In a fit of utter irony and arrogance, Corellon - who
had warned the other gods from teaching the elves the arts of war when the elves were assailed by external threats - was
the first to show his sons bow and sword when the threat came from one of them.

"But, great Corellon," the elven leaders asked their deity, as they drew their swords for war, "how shall we know our
enemy among our brothers and sisters?" Because we all look the same, and you said that the traitor Lolth has taught her
followers to lie."

This greatly worried the Seldarine, until the goddess Hanali Celanil, the weakest and most pathetic of the pantheon, rose
up. "We will solve this problem," he said, "by marking all those who are not loyal. Since Lolth is the most powerful
among us, she won't be able to stop us if we work together." And the Seldarine did as they pleased, and they made a
great change upon the Duaral, turning their skin from the pale of elves to the black of pitch (see note number 4).

The Seldarine elves marched against the duaral of Lolth, and although the duaral were stronger and more skilled, they
could not hold their own against the elves' great numbers. Led by their goddess, the survivors retreated deep into the
caverns beneath the earth, where the nature-loving elves feared to follow them. And there they began to prosper.

Scholarly Comments on the Expulsion of the Drow


• 1.- Note that in drow mythology, Lolth was always Lolth. The elves call her "Araushnee" and say that she was
Corellon's consort before she turned evil, only taking the name "Lolth" after the elf/drow schism. Of course, the
drow don't believe any of this. Lolt has always been the strongest and most dominant of the pantheon, and she
always was, is, and will be, Lolth.

• 2.- It is interesting that Lolth is deceived here, although the drow do not consider their goddess infallible, their
surviving mythology rarely speaks of any of her faults or errors. Scholars believe that the clergy (and Lolth
herself) have allowed this event to remain a part of drow legend not to suggest a weakness in their goddess, but
to always remind the drow how convincing and deceitful Corellon Larethian can be.

• 3.- Pretty obvious, "duaral" was the origin of the final term "drow", although the exact point at which this last
evolution of the word came into common use is unknown.

• 4.- This seems to be the biggest logical hole in the drow creation myth. If the Seldarine had the power to
transform the race's physique like this, why didn't they simply destroy the drow completely? The drow say that
the gods were too weak to do this, that - thanks to Lolth's talents in those early days - all the united elven gods
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could do was mark their flesh. Of course, the elves say that Corellon and the others were too kind-hearted to do
such a vile deed, that they hoped that even then the drow would repent and turn their backs on their evil
goddess.

The Drow Exodus


This second version of the drow creation myth resembles the first, up to the point where Lolth decides to teach the
duaral behind the backs of the other gods. This narrative resumes at this point.

Drow historians debate Lolth's motivation for what happened next. Was she worried that the other elves would rally
under the Seldarine banner and destroy her duaral? Or did he simply see that these weak elves were unworthy of
receiving his teachings, and indeed unworthy of surviving? Whatever the case, before the other elves and the other gods
discovered her actions, Lolth led her duaral away into the night. They slipped from the elven towns and cities,
summoned by a call only they could hear. A trickle became a stream, a stream became a river, and finally thousands of
Lolth's elves joined together in the journey to their new home, far from those who would weaken them (see note number
1).

To facilitate their ability to hunt in the shadows of the night, and to differentiate them from the dim elves of the
Seldarine, Lolth made a physical change in her followers, transforming their skin into a light-absorbing ebony (see note
number 2). He separated the mass of duaral into small groups, the better to hide them from any elven pursuers, and
selected for them a great kingdom beneath the earth, where they could grow strong and learn to rule without interference
from their weaker cousins.

Scholarly Comments on the Drow Exodus


• 1.- It should come as no surprise that although surface dwellers believe the Expulsion of the Drow is the
primary drow creation myth, the drow prefer the Exodus version. It satisfies both his own pride, and his faith
and fear in Lolth, to maintain that it was she who chose to separate them from those who were unworthy, rather
than that they were cast out by the elves.

• 2.- Similarly, the drow prefer to believe that their physical appearance was a gift from their own goddess, rather
than a curse placed upon them by others.

First Among Elves


This is the rarest of the drow creation myths, but it is one that is taking hold among the younger generations. It reflects
the story of the Drow Exodus, with one fundamental difference.

According to this version of the myth, the elves were initially a subterranean race, and when Lolth selected only the
strongest and most skilled of her followers, they drove the weaker elves to the surface. Those who adopt this version say
that all elves originally shared the dark skin of the drow, and that it was Lolth who cursed the surface elves to appear
weak and dim on the outside as they were on the inside.

Scholarly Comments on Firsts Among Elves


It seems remarkable that a myth placing the drow in a dominant position, historically and militarily, has not become the
primary myth of the race, and is still by far the least widespread of the drow creation myths. The only theory as to how
this might be - or at least the only one that seems to make sense - suggests that the Church of Lolth deliberately
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suppressed it in order to maintain drow resentment toward surface elves. After all, it's a lot easier to ignore an enemy if
you've already defeated them. Finally, after so many years of repression, the myth was completely forgotten, but it has
recently been unearthed and adopted by a few among the current generation.

It is also important to mention that some conspiracy-minded scholars believe that the elves are aware of this myth, and
that they too have made efforts to keep their existence a secret from the other surface races. These scholars cannot help
but marvel: If the elves wish to keep such a "ridiculous" myth hushed up, perhaps it is not so ridiculous after all...

Legends and stories


Most drow stories fall into two categories: They either tell of a great drow who achieved victory through a combination
of strength, skill, and devotion to Lolth; or they tell of a drow who suffered terribly for not displaying sufficient strength,
skill, or devotion to Lolth. These are very much in the style of, "If you've heard one, you've heard them all," as only the
details change, the fundamental concepts do not.

Still, the drow retain a few true mythic stories, stories that explain aspects of drow psychology or culture, and stories that
tell of great events in the race's history. One of the most commonly told stories of this type is narrated below.

The Capture of Zinzerena


One of the greatest heroes of the drow, her exploits still talked about and emulated in cities around the world, was the
mysterious Zinzerena. An illusionist and assassin of unmatched skill, she murdered both personal rivals and those she
was hired to eliminate. His cunning is legendary, and it is said that his illusions were so real and his lies so finely woven
that he could convince anyone of anything. To this day, Zinzerena is regarded almost as a deity, and in fact, some Srow
worship her as a demigoddess.

However, there came a day when Zinzerena was hundreds of years old—old even for a surface elf, too old for a drow—
that the assassin was hired by a priestess of Lolth named Acalantra. Acalantra had long coveted the position held by her
elder sister, who had gained greater authority both within the Church of Lolth and within the ranks of her own house,
whose name remains hidden in any of these stories. Zinzerena knew that a priestess of Lolth and matron of a great house
would be a challenging target, though she did not hesitate, as Zinzerena had never been captured and had never been
thwarted.

For days, Zinzerena watched from afar, her senses heightened by her magics, and observed her target. She learned where
the midwife went, and when. He saw the mystical defenses surrounding the house shimmer in the darkness, and knew he
could pass through them as easily as a spider would govern its own web.

When night fell, and the matron had just returned from a busy day of rituals, Zizerena slipped into the property. Hidden
by illusion, wearing the shadows like a second skin, she passed through the wards and was not seen. As if it were flat
land, he scaled the walls of the great stone structure, and did not stop. Both the wires and the magic reached the locks of
the window, through which the matron observed her property; she opened it, and was not heard.

But Zinzerena had been betrayed, the only way a master assassin could be caught. The priestess who had hired her, and
the matron who was her target, sought together to form a new guild of assassins, and could not allow such skilled
competitors for their services. Convincing the clergy that Zinzerena was a threat - since the followers of her exploits had
begun to worship her - they threw at her all the resources the community had to offer in creating their trap.

Created by the church and kept hidden from Zinzerena's prying eyes by layers of powerful magic, golems emerged from
the shadows of the room - golems created from vast amounts of webbing. Against such beings, all the assassin's
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illusions, all her poisons, and all her skills could not help her. Through the betrayal of someone Zinzerena had not
suspected, the great assassin was finally defeated.

Wrapped in thin layers of web, she was carried by the golems before the assembled clergy, including the one who had
hired her. "You will never mock Lolth's rule again," they told her, convinced that it was her intention to position herself
as a rival to the Spider Queen. "Soon the name of Zinzerena will fade from the lips and ears of the drow."

But Zinzerena just laughed. "You are cowards, and you are stupid," he told them. "It is only your fear, and your lack of
faith, that makes you believe that a few frightened souls who adore me could even threaten the Webweaver. And you are
delusional to think that you can actually kill Zinzerena. For I am a cry in the wind, a flicker of shadow in the corner of
your eye. For centuries I have come and gone, and no one has stopped me, no one has even seen me unless they wanted
to, because I am an illusion. Try as you might, you can never kill what you cannot touch."

"We can touch you now," they replied, "and we can kill you." The priestesses then moved toward the assassin, helplessly
held captive by the golems, and tore her limb from limb.

And when the cobwebs slid to the ground, nothing was left except a few scraps of black clothing and leather, with no
trace of a body.

Zinzerena never appeared again, but neither did the church find her body. And who knows - perhaps it really was the
insubstantial illusion it claimed to be, now freed from physical form to roam the free world. It was from the day after
Zinzerena's death that the drow first discovered the abilities they all share today: the ability to manipulate darkness and
light, the fundamental bases of all that is secret and all that is illusory.
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Moon Elf
For the purposes of the game, moon elves are the elves listed in the Player's Handbook.

• Size: Medium.

• Characteristics:
+2 to Dexterity, -2
to Constitution.

• Speed: 30 ft.

• Automatic
languages: Elvish
and Common.

• Optional
languages:
Draconic, Sylvan,
Auran,
Khondazhian,
Gnoll, Gnome,
Illuskan, and
Halfling.

• Favorite class:
Mage.

• Alignment: Any,
but they tend to be
Chaotic and
Good.

• Level
adjustment: +0.

Racial
traits
• Immune to sleep effects and spells.

• Competition with: Sword


longbow, rapier, longbow, and shortbow (including their composite variants).

• +2 To Spot, Listen, and Search checks.

• +2 to saving throws against enchantment spells and effects.

• Whenever an elf passes within 5 feet of a hidden door, he is entitled to a Search roll as if he were actively
searching for it.
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Background

Physical description
They have light skin, sometimes with blue tones. Silver-white, black, or blue hair (Usual human colors are rare.) Their
eyes are blue or green with golden highlights. They are somewhat shorter than ordinary humans. They prefer to wear
rustic clothes of simple cut. They decorate their dresses with drawings, embroidery, beads and ornaments. They prefer
brown clothing to hide better in the undergrowth. In safe places or when celebrating something, they prefer to wear
colors that are as bright as possible. Their hair is usually braided or in ponytails, intertwined with threads and beads.
Sometimes they have mystical tattoos on their bodies.

History
Although the moon elves were not the first to migrate to Faerûn, they made up the largest migration. The moon elves
were more interested in exploring this new world than settling there, and so did not found their own nations for some
time, instead settling in other elven kingdoms, such as Ozhreier and Keltomir. The only nation they could call their own,
Orishaar, was defeated in - 11,200 DR by the Ilyzhiri. Following the Crown Wars, moon elves helped raise many of the
nations of the second generation of elven kingdoms. The survivors of Orishaar, along with the other elven clans that had
been destroyed during the Crown Wars, founded the secret refuge of Eternoska in -8,600 DR, and many moon elves
inhabited the glorious kingdom of Cormanthor, founded in -3983 DR in the forests of the elven court. One by one the
ancient elven kingdoms disappeared, until Eternoska was the last city of the moon elves in Faerûn. Many nomadic moon
elves roam the great forests of northern Faerûn. Despite all this, the moon elves have not fared badly compared to many
of their elven relatives. Happy to gather in small, secret, short-lived villages, or to travel the wilds of Faerûn following
the call of their hearts. When the Elven Retreat occurred, the moon elves ignored the call and only a few responded.

Perspective
Moon elves are more impulsive than other elves, and do not like to stay in the same place for too long. Most are happiest
when traveling, especially through the vast wildernesses that still remain in Faerûn. They do not isolate themselves from
human lands behind impermeable defenses. Moon elves have lived alongside humanity for far longer than their sun or
forest cousins, and they know that other races are not as stupid or insignificant as most elves think. They feel that taking
part in promising human kingdoms like Silverymoon and instilling elven values and culture in those lands is the best
way for the elven race to survive and prosper, rather than hiding and avoiding all contact with the ambitious and greedy
humans. Moon elves set out as adventurers for the joy of wandering and traveling. They want to see and do as much as
possible during their long lives. They think that one person who fights evil can make a difference, like the Harpers. The
typical moon elf adventurer is a wandering protector of the common folk, not a dungeon-crawler and/or monster-slayer.

Society
Moon elves are nomadic spirits who rarely stay in one place for long. They are comfortable living among sun elves and
wood elves, just as they live in areas dominated by humans, halflings, and even gnomes. Their homes are usually simple,
modest and comfortable. Moon elves are much less serious and solemn in their actions and manner than sun elves. His
songs and poems are simple, and often quite humorous. Tragedies have their place, but moon elves prefer to balance
things out with lighthearted, sometimes risqué tales. They also enjoy a wide variety of artistic styles, including paintings
and sculptures. Moon elves enjoy games of chance and skill. Drinking, eating and partying are very important in moon
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elf society. A more serious side of the moon elves emerges during difficult times. Moon elves are as skilled with
weapons and magic as other elves. Even during war they try to find hope and humor, because it is in these dark times
that joy and rejoicing are most valuable. Moon elves gather in loose groups, consisting of roughly a dozen extended
families. Leadership is democratic, although the opinions of one or two wise men and experienced family heads often
carry more weight. In times of danger, the group chooses an elder or warrior chief to guide them through the dangers.

Magic and knowledge


Moon elves are drawn to magic almost as much as sun elves. All arcane and divine magic casters are encouraged to push
the boundaries of known magic and discover something new, to add to the collective magical knowledge. Magic is not
just a calling for moon elves, it is a devotion. The joy of casting a complex spell or creating a powerful magical item is
as deep and fulfilling as any great creation of art or music. While sun elves possess an incredible amount of knowledge
about spells, moon elves constantly conduct experiments. Moon elves still practice High Magic, although sun elves have
a greater number of practitioners of this powerful form of magic. Moon elf mages prefer to focus their learning on
discovering new forms of magic and spellcasting methods. Since creating magical items requires staying in one place for
a long time, moon elves focus on creating less powerful items. Sun elves find this attitude shameful, but moon elves take
comfort in their less-than-obsessive interest in creating magical items.

Deities
Moon Elves worship the Elven Pantheon. A moon elf identifies with all of their deities, but they often
choose one as their tutelary deity above the others. Many moon elves worship Angharradh, believing her
to be the union of the three gods Sehanine, Erdrie Fenya, and Halani Celanil. The moon elves view her as
an equal in power to Corellon Larezhian, and she is often assigned the role of consort. Moon elf religious
ceremonies are exuberant, joyous, and noisy. Even deeply religious moon elves recognize that some of the
ceremonies and festivities are just excuses for parties and revelry.

Relations with other races


Of the elven subraces, moon elves are the most tolerant of other races. They travel widely, and a moon elf
can expect to interact with hundreds of different races over the course of their lifetime. Moon elves find
the sheer diversity of races that exists in Faerûn intoxicating and always surprising, and they especially
value the insight of other races because they often think of things moon elves would never consider. This
open-mindedness and willingness to accept new ideas is considered foolish and dangerous by other elves,
so it is often their own people who give moon elves the coldest reception. Despite their broad-mindedness,
moon elves have little patience or interest for evil beings, and hold orcs and gnolls in particular disdain.
They avoid the regions where such cultures are found, although some adventurous moon elves often
venture into such regions to spy on them. Moon elves share with other elven subraces their hatred and
contempt for the drow.
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Fey´ri
• Size: Medium.

• Characteristics: +2 to Dexterity, +2 to
Intelligence -2 to Constitution.

• Speed: 30 feet on foot, 40 feet in flight (poor


maneuverability).

• Automatic languages: Common, Elvish, and


Abyssal.

• Optional languages: Gnoll, Goblin, Sylvan,


and Draconic.

• Favored class: Sorcerer.

• Alignment: Any except Good or Lawful


alignments. They tend to be Chaotic and
Malignant.

• Level Adjustment: +2 or +3 (see racial


traits).

• Special: Native strangers.

Racial traits
• Immune to sleep effects and spells.

• Proficiency with: Longsword, rapier, longbow, and shortbow (including their composite variants).

• +2 To Spot, Listen, Search, Hide, and Bluff checks.

• Darkvision at 60 feet and low-light vision.

• +2 to Will saves against enchantment spells and effects.

• Whenever an elf passes within 5 feet of a hidden door, he is entitled to a Search roll as if he were
actively searching for it.

• Elven Blood: Fey'ri are considered elves for all special abilities and effects. For example, a Fey'ri
can create elven magic items and belong to prestige classes reserved for elves.

• Alter Own Appearance (Sp): All fey'ri can at will Alter themselves to assume humanoid forms for
an indefinite time.

• Demonic Abilities: Each Fey'ri has 4 special abilities chosen from this list:

- +2 to saving throws against electricity.

- +2 to saving throws against poison.

- Fire resistance 10.

- You may use Clairvoyance/Clariaudience (St) 1/day.


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- You can use Charm person 1/day.

- May use Darkness 1/day.

- You can use suggestion1/day

The Fey'ri may choose one of the following special abilities (which will count toward the limit of 4
abilities that may be chosen), but if the Fey'ri does so, the level adjustment will be +3 (instead of the usual
+2).

- You may use Enervation (St) 1/day.

- Can use Dimensional Door (St) 1/day.

- The Fey´ri gains DR 10/ +1.

The save DC is based on Charisma and the effects of the Fey'ri's powers use their level to determine their
effects.

• Native Outsider: Given the strength of their divine or infernal lineage, the plane-dwelling races
possess the unusual characteristic of being comprised of outsiders native to Faerûn, not
humanoids. This has three main effects:

Effects that apply only to humanoids, such as the dominate person or charm person spells, do not affect
planedebt characters. Spells or effects that apply to extraplanar creatures can affect planar characters. For
example, the Planar Sword or the Mace of Punishment are more effective against outsiders, and are
therefore proportionally more dangerous to a plane-debted character. A spell that sends an outsider back to
his or her home plane will have no effect on planebound characters, but banishment (a spell that expels an
outsider from the caster's plane, without specifying the caster's return to his or her home plane) will work
just fine. Flat-debt characters can be revived or resurrected normally.

Background

Physical description
The fey'ri are descendants of sun elves and demons (usually succubi or incubi). Mating with these demons
and each other, the fey'ri are a distinct race and share the same infernal traits. They usually look like sun
elves, although they all have enormous bat wings. They all have unusual features that indicate their
demonic nature, such as fiery red eyes, small scales, long pointed nails, bat-like ears, dark red skin...
Obviously the fey'ri are different from normal elves and would be quickly exterminated by other elves if
they were discovered. Luckily for them, their demonic bloodline gives them the ability to shapeshift. This
way they can pass freely among other creatures without causing alarm.

History
Thousands of years ago, the sun elves of House Dlardragezh (in what is now Cormanthor Forest) secretly
mated with succubi to strengthen their bloodline. Though they were eventually discovered and imprisoned
in caverns, they allied themselves with three houses of the elven nation of Siluvanede in the Great Forest.
These nobles acquired a cache of magical items from the Dlardragezh and mated with demons as well,
using these items and their infernal powers to attack their enemies. The novles were defeated and
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magically imprisoned with the Dlardragezh. Three Dlardragezh half-demons were accidentally released
when Hellgate Castle was destroyed in 1369 DR. When they broke the magical seals on their prisons, they
were shocked to find the descendants of their allies from Siluvanede within. Now free, the flat-elves joined
their former allies and began to execute long-laid plans. The Fey'ri associated with House Dlardragezh
initially numbered less than 60. Since their release, some have broken with their families, trying to find a
place in the world after centuries of magical imprisonment.

Perspective
Most fey'ri live for revenge. They feel resentment towards other elves, especially moon elves, and consider
themselves superior to all other races. As they unravel their plans for vengeance, they wish to restore the
glory of the elven empires with themselves at their head, unaware that their infernal taint has corrupted the
qualities the sun elves held most dear. Individual feyri comply with these goals, knowing that their half-
infernal rulers are too powerful to defy and feeling unfairly punished by the moon elves for their long
magical imprisonment. The fey'ri are also unfamiliar with the changes the world has undergone and are
still learning things about its current state. A fery'ri is patient, calculating and distrustful, but his infernal
blood makes him prone to commit incredible acts of cruelty and fury. Special mention should be made of
the fey'ri who have chosen to abandon the flag of House Dlardragezh. Members of the house view these
fey'ri as renegades and a great risk to their plans, for the Dlardragezh nobles know that they are too few to
survive a concerted effort to root them out; they must act in secret or risk discovery and death. This makes
any fey'ri renegade a creature marked for death by all of House Dlardragezh. Fey'ri are usually chaotic
evil. Some hear an echo of their elven nature and are chaotic-neutral, and a few are entirely neutral. None
have been found that are legal or good.

Society
Fey'ri society is very close-knit. They all have a close relationship and that's why each fey'ri has a good
knowledge of how each member of their family will react to a situation. Still, they hate each other because
their elven nature rejects the corruption of their kin and because their demonic ancestors are so chaotic and
rebellious that they find it very difficult to work together. As a result, fey'ri society is based on power and
fear (Power to make others obey you, fear that your superiors will destroy you if you fail in your duties).
House Dlargradezh is a house that cannot stand the test of time, and the only reason it has lasted so long is
the magic that has imprisoned its members for centuries. Over the next 100 years, the fey'ri are likely to
spread out across Faerun, creating their own pockets of evil, possibly accompanied by near-adult
offspring. Until then, this evil-corrupted, yet magically powerful group of elves has the potential to wreak
carnage on their enemies.

Magic and knowledge


The fey'ri are based on the knowledge of the sun elves. They prefer the three main schools of magic:
Conjuration, Evocation and Transmutation. They often use Conjuration spells to summon infernal allies
and draw on their knowledge of the Abyssal language to issue complex commands to their servant
creatures. Mage's Armor is a well-known spell among the fey'ri. Evocation spells call upon the destructive,
chaotic nature that murmurs within the blood of every fey'ri. However, they are reluctant to harm their
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forest home, even if it would allow them to eliminate greater numbers of their hated moon elf enemies, so
area-of-effect spells are used with caution if the trees might be harmed. Fey'ri have a fondness for fire and
electricity spells, as many of their kind are resistant to such energies and do not need to be as cautious
when targeting enemies engaged in hand-to-hand combat with their allies. Transmutation spells are used to
enhance your abilities in combat. Fey'ri value the spells Bull's Strength, Cat's Grace, and Endurance to
enhance their strengths or compensate for their weaknesses, and spells like speed and slow are always
useful.

Deities
Due to his corruption and change of alignment, most fey'ri stop worshipping the elven pathfinder. Unlike
tieflings, however, they rarely worship demons, preferring true deities rather than powerful agents of their
own demonic bloodlines. The terrible creature known as Ghonador manifested itself to one of the elders of
House Floshin nearly a century ago, and since then the cult of Ghonador has grown to encompass nearly
all fey'ri. Fenmarel Mestarine lives on the outskirts of the elven pantheon, and as the god of banished elves
and those who live apart from others, he seems attractive to the odd neutral fey'ri. A few have begun to
secretly worship him, hoping to learn the secrets of surviving in modern Faerun but unwilling to draw the
ire of those family members who worship Ghonador. Shevarash, an elven deity consumed by bitterness
and vengeance against the drow, also holds a certain appeal for the fey'ri. Though some fey'ri whisper his
name in secret, Shevarash regards them as vile as the drow and does not reward them for their worship.

Relations with other races


The fey'ri of Dlardrageth wish to recruit more sun elves for their breeding program, but they have no
regard for other elves, including drow. They hold in contempt all humanoid races, regardless of their
philosophy or politics, and particularly view humans as pretentious upstarts who have only gleaned
civilization from the ruins of the elven kingdoms. The fey'ri are indifferent towards the genasi. Their
demonic blood recoils from the celestial "taint" of an aasimar's presence, turning them into natural
enemies. They see tieflings as interesting potential allies, less valuable than a fey'ri or a sun elf, but
certainly more valuable than a normal human. Renegade fey'ri form their own opinions about other races,
but their views are colored by the prejudices of their family and they have difficulty dealing with other
elves except sun elves. Of all the non-elves, they feel closest to tieflings, for they too know the touch of
evil and the desire to live a life not defined by their heritage.
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ALL BREEDS

Goliath
• Race: Goliath

• Size: Medium

• Stat Bonuses: +4 Strength, -2 Dexterity, +2 Constitution

• Speed: 30 feet

• Automatic languages: Common and Gol-Kaa

• Level adjustment: +1

• Favorite class: Barbarian

• Alignment: Any Chaotic

• Others:

Personality
Goliaths tend toward a sedentary life in their mountain homes,
climbing from cliff to cliff knowing the fatal consequences of failure. They place great importance on their family and
tribe, as well as teaching the younger Goliaths the importance of these values. Most Goliaths are hunters who always
want to know more, waiting for what they can hunt in the next place.

Goliaths are not interested in members outside the tribe or those who cannot help the tribe and are quite unfriendly
towards them. Sometimes even Goliaths themselves exile others from the tribe for not being able to help or being a
burden.

Physical description
A typical Goliath is taller than a Half-Orc. They usually measure from 2 meters 20 centimeters to 2 meters 40
centimeters and weigh from 127 kg to 154 kg. And unlike other races, there are no weight differences between men and
women. Goliaths have a grayish tone to their skin with black and white flecks, which shamans often say predict the
goliath's fate.

Women have black hair that usually grows quite long and is always combed. The eyes are usually either brown or green.
Since the Goliath's body is quite resistant, they usually dress as little as possible with clothing that barely covers their
skin spots.

Relations
When found in the mountains, goliaths are friendly to anyone who does not threaten the tribe, humans who venture into
the mountains (usually rangers or druids) may find themselves perfectly helping a group of goliaths.

The Goliaths hold dwarves in high regard and wish their tribes had the same skills as the dwarves in weapon making.
Some goliaths often venture into the stone looking for dwarven clans to trade with. They also sometimes trade with
giants for their ability to carry weapons larger than those of a Medium creature.
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The goliaths try to keep the goblins and orcs away from them as much as possible since they have a tendency to cause
trouble.

Special Features

Monstrous humanoid
As a monstrous humanoid, the Goliath can wield all simple weapons, but is unable to use any armor or shield.

Powerful Constitution
They can carry weapons larger than any other Medium creature.

Improved climbing
They can climb quickly with only a -5 to the check.

Acclimatized
There are no penalties for living in high altitude areas or any other penalties described in mountain travel.

Additional languages
Additional languages include Dwarvish, Giant, Gnoll, and Terran.
ALL BREEDS

Deva
Deep in their memories, the devas remember what they once were: immortal servants of the gods of good,
spirits who chose to bind themselves to the world under the flesh of
mortals. Their souls have been reincarnated over the millennia to wage an
endless war against the forces of darkness. Many devas are completely
devoted to the cause of good, as they fear what they will become if they
turn to evil: a deva whose soul is corrupted risks being reborn as a
rakshasa.

Play with a deva if you want…

. Having barely glimpsed connections to a thousand heroic lives.

. Embrace the cause of good and strive to be perfect in all your facets.

. Be a member of a race that prefers the cleric, summoner, mage, and


avenger classes.

Immortal spirits that retain the memory of their past lives, once they leave
their mortal body they are reincarnated in a new adult body that is located
in a sacred place.

Human type with blue-purple to gray-black skin pigmentation,


speed 6, normal vision. +2 INT, +2 WIS; +2 History, +2 Religion;
+1 to defenses against battered, 5+ 1\2 level resistance to necrotic
and radiant damage; once per encounter add 1D6 to a roll.
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Gnome
The best way for a small creature to survive in the Feywild is to remain unnoticed. While suffering in the
service of the Fomorian tyrants of the Faerie Dark, the gnomes learned to hide, deceive, and divert
attention in order to survive. These same talents continue to serve them well, allowing them to thrive in a
world filled with creatures far larger and more dangerous than themselves.
Play with a gnome if you want…
. Be curious, funny and clever.
. Rely more on stealth and deception than brute force and intimidation.
. Be a member of a race that prefers the bard, sorcerer, and wizard classes.

Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase: Your Intelligence ability score increases by 2.


Age: Gnomes mature at the same rate as humans, and most are expected to settle into adulthood around
age 40. They can live from 350 hosta to 500 years.
Alignment: Gnomes are usually good. Those who tend towards law are scholars, engineers, researchers,
scholars, detectives or inventors. Those who tend toward chaos are minstrels, jugglers, vagabonds, or
fancy jewelers. Gnomes are good-natured,
and even the tricksters among them are
more playful than cruel.
Size: Gnomes stand between 3 and 4 feet
tall (0.9 to 1.2 m) and weigh an average of
40 pounds (18 kg). Your size is Small.
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Speed: Your walking speed is 25 feet.
Darkvision: Accustomed to life underground, you possess
superior vision in dark and low-light situations. You can
see in low light up to 60 feet as if you were in bright light,
and in darkness as if you were in low light. You can't
discern colors in the dark, only shades of gray.

Gnomish Cunning: You have advantage on all


Intelligence, Wisdom, and Charisma saving throws made
by magic.

Languages: You can speak, read, and write Common and


Gnome. The Gnome language, which uses Dwarvish
writing, is renowned for its technical treatises and
catalogues of knowledge about the natural world.

Special Features

Rock Gnome
As a rock gnome, you possess a natural inventiveness and resilience beyond that of other gnomes.

Ability Score Increase: Your Constitution ability score increases by 1.

Artificer's Knowledge: When


making a Knowledge (History)
check related to technological
devices, alchemical objects, and
magical items, you can add
double the proficiency bonus in
place of the proficiency bonus
you normally use.

Tinsmith: You are proficient with artisan's


tools (tinsmith's tools). Using these tools,
you can spend 1 hour and 10 gold worth of
materials to build a Small Clockwork Device
(AC 5, 1 hp). The device stops working after
24 hours (unless you spend 1 hour repairing
it to keep the device working), or by using
an action to dismantle it; at which point you
can recover the materials used to craft it.
You can have up to three devices active
simultaneously.

When you create the device, choose one of


the following options:
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Clockwork Toy: This toy is a mechanical animal, monster or person, such as a toad, mouse, bird, dragon or soldier.
When placed on the floor, the toy moves 5 feet across the floor in a random direction on each of your turns. It makes
sounds appropriate to the creature it represents.

Fire Starter: This device produces a miniature flame, which can be used to light a candle, torch or campfire. Using this
device requires using your action.

Music Box: When opened, this music box plays a single song at a moderate volume. It stops when the song ends or
when the box is closed.
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Gray Dwarf: Long ago, the mind flayers conquered the strongholds of the
Duergar clan in the dwarven kingdom of Shanatar. After generations of slavery
and cruel experiments at the hands of the illithid, the duergar rose up against
their masters and regained their freedom, emerging as a new dwarven subrace,
endowed with limited mental powers.

Warforged: Built as mindless machines to fight


in the Last War, the Warforged, whose full name
is Warforged, developed a sentient state as a side
effect of arcane experiments intended to turn
them into weapons of ultimate destruction.

Illonis: Shrouded in mystery and tormented by a


curse that has haunted them for over a
millennium, the Illonis move from plane to plane in a
seemingly hopeless quest. It is not known for certain on
which plane the illonis originated, nor is it known why they
are condemned to wander the multiverse.
Ogre: Ogres are large, ugly, greedy creatures that live by plunder and pillage. They join
forces with other monsters to prey on the weak, and willingly associate with ogre sorcerers,
giants, and trolls.

Water Genasi: Water genasi are patient and resistant to change, preferring to
slowly wear down the opposition, but are capable of great violence in extreme
situations. Most of the time they are neutral. They appear almost human, with one
or two unusual features that reflect their quasi-elemental nature.

Planedeudo, Air Genasi: Air genasi see themselves as the heirs of the
sky, the wind, and the very air of the world. Most of the time they are
neutral. They appear almost human, with one or two unusual features that
reflect their quasi-elemental nature.

Fire Genasi: Fire genasi have blood running through their veins,
and they are easily angered, proud, and unafraid to act. Most of the time they are neutral. They
appear almost human, with one or two unusual features that reflect their quasi-elemental
nature.
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Planodeudo, Earth Genasi: Earth genasi are slow-thinking, slow-moving, and set in their
ways. Most of them tend to be neutral. They appear almost human, with one or two unusual
features that reflect their quasi-elemental nature, such as earthy-looking skin, rough facial
features, and eyes resembling cesspools.
Volodni: Over a thousand years ago, a proud Nar lord led his people into the great forests of
the ancient empire, seeking to escape demons and magical plagues. Some power from the ancient

forests confronted the Nar refugees to deny them refuge if they did not recognize the blood of the
forest as their own. The lord agreed to the deal and he and his followers gave up their humanity
in exchange for refuge. This is how the volodni, the pine men, were born.

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