email: Aelor

All of these races are available as PCs. They're also the most common races you'll encounter as NPCs. These are mostly the human names given to these races, and most have their own name for themselves.

All races with bonuses to a skill have that skill as a class skill, unless otherwise noted.

Humans
The most prevelant race upon Aelor, they are also the most diverse. From the Sea Lords to the Plainsmen, from the Highborn of Aris to the Fenlanders, from the merchants and mercenaries of the City States to the desert warriors of the Burning Lands, their culture runs as deep and wide as the Sullen Sea.

 

Arisian Noble. The human nobility of the Kingdom of Aris.
Turmish. The human populace of the City States.
Rudani. The human populace of the Empire of Rudan.
Korellan. The human populace of the Korel Archipeligo.
Fenlander. The human populace of the Fens.
Bordermen. The human populace of the Borderlands and the Plains of Pel.
Maruan. The human populace of the Burning Lands and its surrounds.
Ice Folk. The human populace of Southern Wastes.


Elves
Aelor's oldest intelligent race, many of their secrets from the ancient times are lost. Yet some of their secrets are still kept. Whether it be wood or water, they seem forever in tune with their natural surroundings. And still there are those who have abandoned tradition for the ways of the outcast, despised and hated for their actions.

 

Elves, Wind. These elves are masters of the seas. They feel more at home upon a ship than on land. Whether privateers, pirates, or merchants, almost all make their home on or close to water.
[Game Info: +2 Dex, -2 Wis. Base move 30. Low-light vision 60. Immunity to magic sleep spells and effects. +2 racial bonus to saves against Enchantment spells or effects. Proficient with either cutlass or rapier. Proficient with flintlocks. +2 to Spot, Search, and Swim. +2 racial bonus to Profession (Sailor). Knowledge (Sea Lore) and Survival (Ocean) are class skills. Portal Sense. Favored class: Rogue]

 

Elves, Wood. Taller than their seafaring cousins, it is rare for them to be seen by outsiders of their race. But when encountered, these woodland dwellers are a wonder to behold. Skilled in art and song as well as they are with bow, these elves live exclusively in the Great Elven Forest. There are but a handful left in human lands, and that number grows smaller each day.
[Game Info: +2 Str, +2 Dex, -2 Int, -2 Con. Base move 30. Low-light vision 60. Immunity to magic sleep spells and effects. +2 racial bonus to saves against Enchantment spells or effects. Proficient with either shortsword or longsword. Proficient with either shortbow or longbow. +2 racial bonus to Spot, Listen, Search, and Survival (Forest). Portal Sense. Favored class: Ranger]


Dwarves

Long ago, the dwarves lived as one people beneath the earth, crafting, delving and trading. Now both above and below they live, yet are still one people in desire and purpose.

 

Dwarves, Green. These dwarves have lived upon the surface of Aelor for many generations, working the land, and acting as the middlemen between their subterranean cousins and the outside world. They are masters at negotiation and trade. Their life is good, and their relationship with the deep dwarves is a symbiotic one.
[Game Info: -2 Str, +2 Dex, +2 Cha. Medium. Base move 20. Low-light vision 60. Dwarven weapon familiarity. Stability. +2 racial bonus on saves vs poison, spells, and spell-like effects. +1 racial bonus on attacks vs orcs and goblinoids. +4 dodge bonus to AC vs giants. +2 racial bonus to Appraise and Bluff. Favored Class: Rogue]

 

Dwarves, Deep. Centuries of delving and construction, deep beneath the mountains, have made the deep dwarves the finest crafstmen known upon Aelor. And though they live far from the sun, they are not strangers to its light, nor do they shy from the outside world. They leave the selling and trading to the surface dwarves, for their first love is creation. Their second is swapping lore over ale and stew, with whoever will talk or listen.
[Game Info: +2 Con, -2 Int. Medium. Base move 20. Darkvision 60. Stonecutting. Dwarven weapon familiarity. Stability. +2 racial bonus on saves vs poison, spells, and spell-like effects. +1 racial bonus on attacks vs orcs and goblinoids. +4 dodge bonus to AC vs giants. +2 racial bonus on Appraise and Craft. Favored class: Fighter]


Halflings
Small and ignored, the little halflings happily go about their business nonetheless. The Silent Subjects of Aris they are called, and for good reason.

 

Halflings, Hill. These little folk are perhaps the most charming race to dwell upon Aelor. Quiet and reserved, they go about their business with a determined yet languid demeanor. They enjoy food and drink, and the comfort of their holes. Adept at farming, especially with cultivating smoking weeds, they establish small communties called ‘shires’, most of which are entirely self sustaining. Since they don’t trade or buy much, most other folk leave them be. The Kingdom of Aris has one official that dwells in the largest shire in the land, to watch over and address their concerns about the world at large (which are usually none).
[Game Info: +2 Dexterity, –2 Strength. Small: +1 AC, +1 attack, +4 Hide. Base move 20. +2 racial bonus to Climb, Jump, Listen, and Move Silently. +1 racial bonus to saves. +2 morale bonus on saves vs fear. +1 racial bonus on attacks with thrown weapons and slings. Favored class: Rogue]


Minotaurs
Once the Empire of Lashar the Mighty ruled all the known lands, and the minotaur people achieved great things. But that was long ago, before the Fall.

 

Minotaurs, Lashan. Honor. This is the most important duty of a minotaur. Ages ago, the minotaurs ruled the mighty Lashan Empire, brought down through deception, greed, and betrayal. For those who survived, the lesson was learned well and the Code was born. Whether it is as a merchant, a soldier, a servant, or a free-ranging warrior, they all hold the Code above all. It governs them in all aspects of life. For this reason, the few who worship, do so at the altar of Tyr. In fact, the Holy Caste of the Clenched Jaw is made up of almost entirely minotaurs.
[Game Info: +2 Str, -2 Dex, -2 Int, +2 Cha. Large: -1 AC, -1 attack. Base move 30. Favored class: Holy Warrior]

 

Minotaurs, Selshan. During the Fall, many minotaurs fled to the seas. Now lords of the oceans, these minotaurs are born to sail. As brutal as the wind elves are elegant, they make up most of the merchant-war vessels that sail the seas of Aelor. They are not as tall or refined as their relatives, but are still strong, and much more hardy.
[Game Info: +2 Str, +2 Con, -2 Int, -4 Cha. Large: -1 AC, -1 attack. Base move 30. +2 racial bonus on Profession (Sailor). Knowledge (Sea Lore) and Survival (Ocean) are class skills. Favored class: Fighter]


Orcs
Brutal and uncouth, orcs roam the hinterlands in vast, disorganized numbers. Cast off are the weak and the frail, for it is true that only the fittest survive.

Orcs, Lesser. Otherwise known as ‘half-orcs’, these are smaller and weaker offspring of orcs. Some are just the ‘runt of the litter’, though most are products between orcs and hobgoblins, and some are even part human or elven.
[Game Info: +2 Str, –2 Int,–2 Cha. Medium. Base move 30. Darkvision 60. Orc blood. Favored class: Barbarian]


Lesser Races
These are the races which are not so common in the lands of Aris.

 

Gnomes. The gnomes of Aelor are an odd bunch. Their unyielding focus is that of lore and machines, with little concern over wealth or property unless it furthers their research. Most are members of the Wonderbringers, the church of Jond, functioning in some aspect or another, and they in fact outnumber all other races in the faith combined.
[Game Info: +2 Con, -2 Str. Small: +1 AC, +1 Attack, +4 Hide. Base Move 20. Low-light vision 60. +2 racial bonus to saves vs Illusions. +1 racial attack bonus vs kobolds and orcs. +4 dodge bonus to AC vs giants. +2 racial bonus to Craft (Alchemy) and Listen. 3 0-level spells. Favored class: Wizard]

 

Lizard Folk. Most of these folk come from the great swamps north of the Hammerheads. Long ago they inhabited the Fens as well, but they long since abandoned it to the gnolls and humans for better living. They are a peaceful race, and far more civilized than most would believe. They often travel about spreading their philosophies and wisdoms amongst the other peoples of Aelor.
[Game Info: -2 Str, +2 Dex, +2 Wis, -2 Int. Medium. Base move 30. Swim 30. Low-light vision 60. Favored class: Cleric]


NPC Races
This is a list of some other races that live upon Aelor, but are not available as a PC race.

 

Centaurs. The centaurs are a nomadic and restless people, loving battle in all forms. They mostly roam the plains of Pel, often joining the horselords in raiding the orcish tribes that vie for the same lands. They are also excellent trainers and breeders, though many are too impatient for such endeavors.
[Game Info: +2 Str, +2 Wis, -2 Int, -2 Cha. Large: -1 AC, -1 attack. Treat as Medium sized for using Large weapons and determining reach. Base move 40. +2 racial bonus to Spot. +2 racial bonus to Animal Empathy (Only druids and rangers can gain ranks in this skill). Favored class: Ranger]

 

Elves, Dark. The dark elves are not so much an offshoot race, as they are a group of outcasts from elven society, seeking either revenge or redemption, whether it be for themselves, or their ancestors. Most wood elves in human lands fall into this category. Since it is a sensitive subject, almost no one would refer to one in person as a ‘dark elf’, as most who do utter it as their last words.

 

Fiendlings. Those with traces of the blood of demons or devils are known as Fiendlings. Shunned by most and hunted by some, they tend to be loners who live on the fringe of society, if not on the fringe of civilization. Some struggle to master with the evil within them, and some embrace it, but all posess the power of their lineage to channel the Ether in one way or another.

 

Forgers. Beings with traces of Builder blood.

 

Gith. A mysterious race that is said to have come from beyond the Astrum. Neither good nor evil, they seem to have no real purpose in Aelor. Most wander about the land as if lost. Some have become elite guards to rich nobles, and some lowly beggars. What they all seem to have in common, however, is an acute sense of Chaos effects and the ability to manipulate the Astrum to their will.

 

Orcs. Long ago these creatures were banished by more civilized races and fell into barbarism. Now, numerous are the orc tribes that roam the outskirts of settled lands, raiding when and where they can to obtain food and goods, even fighting amongst themselves. Every 100 years or so, they unite in their thirst for blood, but not for 50 years have they been organized enough to become a real threat to any nation, though many think it is only a matter of time until they bring war once more.

 

Orlocs. Otherwise known as ‘greater orcs’, these are the larger cousins of orcs. Savage and viscious, they live to kill and plunder. Thankfully less numerous than their smaller cousins, many become leaders of tribes of orcs and trolls that roam the Southern Wastes and the Plains of Pel.

 

Primords. Beings with traces of elemental ancestry.


Lost Races
This is a list of some other races thought to live or have lived upon Aelor.

 

Builders. Eons before the Gods found Aelor and bestowed the Eldren upon it, the world lived because of the Builders. They were the beings who created the earth and sky, the mountains and valleys, and the rivers and oceans. Some say the Builders still live deep in its heart, keeping Aelor alive, and fighting against the Fell who seek to destroy their creation.

 

Eldren. Lost in the annals of history, this majestic race has disappeared from the face of Aelor. All that remains are the occasional ruins and artifacts uncovered by adventures. Often referred to in history as the Elder Elves, their language is still virtually unknown, and there are many mysteries which they left behind that may never be solved. The Gnomish Church of Jond is the most knowledgeable source on this subject.

 

Fell, the. Evil and twisted, they threaten from Below, with no pattern or reason. Said to be a lost tribe of elves and men sent to settle and work the deepest bellies of Aelor, they despise all who live Above, and stop at nothing to defend their deep domain. None have ever been seen on the surface, for they curse the sun and its light.