Post by Zappy on Feb 7, 2010 15:59:44 GMT -5
Races:
HUMANS
Most humans are the descendants of pioneers, conquerors, traders,
travelers, refugees, and other people on the move. As a result,
human lands are a mix of people—physically, culturally, religiously,
and politically. Hardy or fine, light-skinned or dark, showy or
austere, primitive or civilized, devout or impious, humans run the
gamut.
Personality: Humans are the most adaptable, flexible, and
ambitious people among the common races. They are diverse in
their tastes, morals, customs, and habits. Others accuse them of
having little respect for history, but it’s only natural that humans,
with their relatively short life spans and constantly changing
cultures, would have a shorter collective memory than dwarves,
elves, gnomes, and halflings.
Physical Description: Humans typically stand from 5 feet to a
little over 6 feet tall and weigh from 125 to 250 pounds, with men
noticeably taller and heavier than women. Thanks to their penchant
for migration and conquest, and to their short generations, humans
are more physically diverse than other common races, with skin
shades that run from nearly black to very pale, hair from black to
blond (curly, kinky, or straight), and facial hair (for men) from
sparse to thick. Plenty of humans have a dash of nonhuman blood,
and they may demonstrate hints of elven, orc, or other lineages.
Humans are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body
piercings, and the like. Humans have short life spans, achieving
adulthood at about age 15 and rarely living even a single century.
Relations: Just as readily as they mix with each other, humans
mix with members of other races. Among the other races, humans
are known as “everyone’s second-best friends.” They serve as
ambassadors, diplomats, magistrates, merchants, and functionaries
of all kinds.
Alignment: Humans tend toward no particular alignment, not
even neutrality. The best and the worst are found among humans.
Human Lands: Human lands are usually in flux, with new ideas,
social changes, innovations, and new leaders constantly coming to
the fore. Members of longer-lived races find human culture exciting
but eventually a little wearying or even bewildering.
Since humans lead such short lives, their leaders are all young
compared to the political, religious, and military leaders among the
other races. Even where individual humans are conservative
traditionalists, human institutions change with the generations,
adapting and evolving faster than parallel institutions among the
elves, dwarves, gnomes, and halflings. Individually and as a group,
humans are adaptable opportunists, and they stay on top of changing
political dynamics.
DWARVES
Dwarves are known for their skill in warfare, their ability to
withstand physical and magical punishment, their knowledge of the
earth’s secrets, their hard work, and their capacity for drinking ale.
Their mysterious kingdoms, carved out from the insides of
mountains, are renowned for the marvelous treasures that they
produce as gifts or for trade.
Personality: Dwarves are slow to laugh or jest and suspicious of
strangers, but they are generous to those few who earn their trust.
Dwarves value gold, gems, jewelry, and art objects made with these
precious materials, and they have been known to succumb to greed.
They fight neither recklessly nor timidly, but with a careful courage
and tenacity. Their sense of justice is strong, but at its worst it can
turn into a thirst for vengeance. Among gnomes,
who get along famously with dwarves, a mild
oath is is “If I’m lying, may I cross a
dwarf.”
Physical Description: Dwarves
stand only 4 to 4 1/2 feet tall, but
they are so broad and compact
that they are, on average,
almost as heavy as humans.
Dwarven men are slightly
taller and noticeably heavier
than dwarven women.
Dwarves’ skin is typically deep tan
or light brown, and their eyes are
dark. Their hair is usually black,
gray, or brown, and worn long.
Dwarven men value their beards
highly and groom them very
carefully. Dwarves favor simple
styles for their hair, beards, and
clothes. Dwarves are considered
adults at about age 50, and they
can live to be over 400 years old.
Relations: Dwarves get along
fine with gnomes, and passably
with humans, half-elves, and
halflings. Dwarves say, “The
difference between an
acquaintance and a friend is
about a hundred years.”
Humans, with their short life
spans, have a hard time
forging truly strong bonds
with dwarves. The best
dwarf-human friendships
are between a human and a
dwarf who liked the human’s
parents and grandparents.
Dwarves fail to appreciate elves’ subtlety and art, regarding
elves as unpredictable, fickle, and flighty. Still, elves and dwarves
have, through the ages, found common cause in battles against orcs,
goblins, and gnolls; and elves have earned the dwarves’ grudging
respect. Dwarves mistrust half-orcs in general, and the feeling is
mutual. Luckily, dwarves are fair-minded, and they grant individual
half-orcs the opportunity to prove themselves.
Alignment: Dwarves are usually lawful, and they tend toward
good. Adventuring dwarves are less likely to fit the common mold,
however, since they’re more likely to be those who did not fit
perfectly into dwarven society.
Dwarven Lands: Dwarven kingdoms are usually deep beneath
the stony faces of mountains, where the dwarves mine gems and
precious metals and forge items of wonder. Trustworthy members of
other races are welcome here, though some parts of these lands are
off limits even to them. Whatever wealth the dwarves can’t find in
their mountains they gain through trade. Dwarves dislike water
travel, so enterprising humans frequently handle trade in dwarven
goods when travel is along a water route.
Dwarves in human lands are typically mercenaries,
weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf
bodyguards are renowned for their courage and loyalty, and they are
well rewarded for their virtues.
Religion: The chief deity of the dwarves is Moradin, the Soul
Forger. He is the creator of the dwarves, and he expects his followers
to work for the betterment of the dwarven race.
Adventurers: A dwarven adventurer may be
motivated by crusading zeal, a love of excitement, or
simple greed. As long as his accomplishments bring
honor to his clan, his deeds earn him respect and
status. Defeating giants and claiming powerful magic
weapons are sure ways for a dwarf to earn the respect of
other dwarves.
ELVES
Elves mingle freely in human lands, always welcome yet never at
home there. They are well known for their poetry, dance, song, lore,
and magical arts. Elves favor things of natural and simple beauty.
When danger threatens their woodland homes, however, elves
reveal a more martial side, demonstrating skill with sword, bow, and
battle strategy.
Personality: Elves are more often amused than excited, more
likely to be curious than greedy. With such long lives, they tend to
keep a broad perspective on events, remaining aloof and unfazed by
petty happenstance. When pursuing a goal, however, whether an
adventurous mission or learning a new skill or art, they can be
focused and relentless. They are slow to make friends and enemies,
and even slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance.
Physical Description: Elves are short and slim, standing about 4
1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with
elven men the same height as and only marginally heavier than
elven women. They are graceful but frail. They tend to be paleskinned
and dark-haired, with deep green eyes. Elves have no facial
or body hair. They prefer simple, comfortable clothes, especially in
pastel blues and greens, and they enjoy simple yet elegant jewelry.
Elves possess unearthly grace and fine features. Many humans and
members of other races find them hauntingly beautiful. An elf
achieves adulthood at about 110 years in age and can live to be over
700 years old. Elves do not sleep, as members of the other common races do.
Instead, an elf meditates in a deep trance for 4 hours a day. An elf
resting in this fashion gains the same benefit that a human does
from 8 hours of sleep. While meditating, an elf dreams, though
these dreams are actually mental exercises that have become
reflexive through years of practice. The Common word for an elf’s
meditation is “trance,” as in “four hours of trance.”
Relations: Elves consider humans rather unrefined, halflings a
bit staid, gnomes somewhat trivial, and dwarves not at all fun. They
look on half-elves with some degree of pity, and they regard halforcs
with unrelenting suspicion. While haughty, elves are not
particular the way halflings and dwarves can be, and they are
generally pleasant and gracious even to those who fall short of elven
standards (which, after all, consists of just about everybody who’s
not an elf).
Alignment: Elves love freedom, variety, and self-expression.
They lean strongly toward the gentler aspects of chaos. Generally,
they value and protect others’ freedom as well as their own, and they
are more often good than not.
Religion: Above all others, elves worship Corellon Larethian, the
Protector and Preserver of life. Elven myth holds that it was from his
blood, shed in battles with Gruumsh, the god of the orcs, that the
elves first arose. Corellon is a patron of magical study, arts, dance,
and poetry, as well as a powerful warrior god.
Adventurers: Elves take up adventuring out of wanderlust. Life
among humans moves at a pace that elves dislike: regimented from
day to day but changing from decade to decade. Elves among
humans, therefore, find careers that allow them to wander freely
and set their own pace. Elves also enjoy demonstrating their
prowess with the sword and bow or gaining greater magical powers,
and adventuring allows them to do so. Good elves may also be rebels
or crusaders.
GNOMES
Gnomes are welcome everywhere as technicians, alchemists, and
inventors. Despite the demand for their skills, most gnomes prefer
to remain among their own kind, living in comfortable burrows
beneath rolling, wooded hills where animals abound but hunting is
a very bad idea.
Personality: Gnomes adore animals, beautiful gems, and jokes of
all kinds. Gnomes have a great sense of humor, and while they love
puns, jokes, and games, they relish tricks—the more intricate the
better. Fortunately, they apply the same dedication to more practical
arts, such as engineering, as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal
experience. At times they’re even reckless. Their curiosity makes
them skilled engineers, since they are always trying new ways to
build things. Sometimes a gnome pulls a prank just to see how the
people involved will react.
Physical Description: Gnomes stand about 3 to 3 1/2 feet tall
and weigh 40 to 45 pounds. Their skin ranges from dark tan to
woody brown, their hair is fair, and their eyes can be any shade of
blue. Gnome males prefer short, carefully trimmed beards. Gnomes
generally wear leather or earth tones, and they decorate their clothes
with intricate stitching or fine jewelry. Gnomes reach adulthood at
about age 40, and they live about 350 years, though some can live
almost 500 years.
Relations: Gnomes get along well with dwarves, who share their
love of precious objects, their curiosity about mechanical devices,
and their hatred of goblins and giants. They enjoy the company of
halflings, especially those who are easygoing enough to put up with
pranks and jests. Most gnomes are a little suspicious of the taller
races—humans, elves, half-elves, and half-orcs—but they are rarely
hostile or malicious.
Alignment: Gnomes are most often good. Those who tend
toward law are sages, engineers, researchers, scholars, investigators,
or consultants. Those who tend toward chaos are tricksters,
wanderers, or fanciful jewelers. Gnomes are good-hearted, and even
the tricksters among them are more playful than vicious. Luckily,
evil gnomes are as rare as they are frightening.
Gnome Lands: Gnomes make their homes in hilly, wooded
lands. They live underground but get more fresh air than dwarves
do, enjoying the natural, living world on the surface whenever they
can. Their homes are well hidden, by both clever construction and
illusions. Those who come to visit and are welcome are ushered into
the bright, warm burrows. Those who are not welcome never find
the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters,
mechanics, sages, or tutors. Some human families retain gnome
tutors. During his life, a gnome tutor can teach several generations
of a single human family.
Religion: The chief gnome god is Garl Glittergold, the Watchful
Protector. His clerics teach that gnomes are to cherish and support
their communities. Pranks, for example, are seen as ways to lighten
spirits and to keep gnomes humble, not ways for pranksters to
triumph over those they trick.
Adventurers: Gnomes are curious and impulsive. They may take
up adventuring as a way to see the world or for the love of exploring.
Lawful gnomes may adventure to set things right and to protect the
innocent, demonstrating the same sense of duty toward society as a
whole that gnomes generally exhibit toward their own enclaves. As
lovers of gems and other fine items, some gnomes take to
adventuring as a quick, if dangerous, path to wealth. Depending on
his relations to his home clan, an adventuring gnome may be seen as
a vagabond or even something of a traitor (for abandoning clan
responsibilities).
HALF-ELVES
Humans and elves sometimes wed, the elf attracted to the human’s
energy and the human to the elf’s grace. These marriages end
quickly as elves count years because a human’s life is so brief, but
they leave an enduring legacy—half-elven children.
The life of a half-elf can be hard. If raised by elves, the half-elf
grows with astounding speed, reaching maturity within two
decades. The half-elf becomes an adult long before she has had time
to learn the intricacies of elven art and culture, or even grammar.
She leaves behind her childhood friends, becoming physically an
adult but culturally still a child by elven standards. Typically, she
leaves her elven home, which is no longer familiar, and finds her
way among humans. If, on the other hand, she is raised by humans,
the half-elf finds herself different from her peers: more aloof, more
sensitive, less ambitious, and slower to mature. Some half-elves try
to fit in among humans, while others find their identities in their
difference. Most find places for themselves in human lands, but
some feel like outsiders all their lives.
Physical Description: To humans, half-elves look like elves. To
elves, they look like humans (indeed, elves call them “half-humans”).
Half-elven height ranges from under 5 feet to almost 6 feet tall, and
weight usually ranges from 90 to 180 pounds. Half-elven men are
taller and heavier than half-elven women, but the difference is less
pronounced than that found among humans. Half-elves are paler,
fairer, and smoother-skinned than their human parents, but their
actual skin tone, hair color, and other details vary just as human
features do. Half-elves’ eyes are green, just as are those of their elven
parents. A half-elf reaches adulthood at age 20 and can live to be over
180 years old.
Most half-elves are the children of human–elf pairings. Some,
however, are the children of parents who themselves are partly
human and partly elven. Some of these “second generation” halfelves
have humanlike eyes, but most still
have green eyes.
Personality: Most half-elves have the curiosity, inventiveness,
and ambition of the human parent, along with the refined senses,
love of nature, and artistic tastes of the elven parent.
Physical Description: To humans, half-elves look like elves. To
elves, they look like humans (indeed, elves call them “half-humans”).
Half-elven height ranges from under 5 feet to almost 6 feet tall, and
weight usually ranges from 90 to 180 pounds. Half-elven men are
taller and heavier than half-elven women, but the difference is less
pronounced than that found among humans. Half-elves are paler,
fairer, and smoother-skinned than their human parents, but their
actual skin tone, hair color, and other details vary just as human
features do. Half-elves’ eyes are green, just as are those of their elven
parents. A half-elf reaches adulthood at age 20 and can live to be over
180 years old.
Most half-elves are the children of human–elf pairings. Some,
however, are the children of parents who themselves are partly
human and partly elven. Some of these “second generation” halfelves
have humanlike eyes, but most still
have green eyes.
Relations: Half-elves do
well among both elves and
humans, and they also
get along well with
dwarves, gnomes, and
halflings. They have
elven grace without
elven aloofness, human
energy without human
boorishness. They make
excellent ambassadors and
go-betweens (except between
elves and humans, where each
side suspects the half-elf of
favoring the other). In human lands where
elves are distant or not on friendly terms,
however, half-elves are viewed with
suspicion.
Some half-elves show a marked
disfavor toward half-orcs. Perhaps
the similarities between
themselves and half-orcs
(both have human lineage)
make these half-elves
uncomfortable.
Alignment: Half-elves share
the chaotic bent of their elven
heritage, but, like humans, they
tend toward neither good nor evil.
Like elves, they value personal
freedom and creative expression,
demonstrating no love of leaders
nor lust for followers. They chafe at
rules, resent others’ demands, and
sometimes prove unreliable, or at least
unpredictable.
Adventurers: Half-elves find themselves drawn to strange
careers and unusual company. Taking up the life of an adventurer
comes easily to many of them. Like elves, they are driven by
wanderlust.
HALF-ORCS
In the wild frontiers, tribes of
human and orc barbarians live in
uneasy balance, fighting in times
of war and trading in times of peace.
The half-orcs who are born in the frontier may
live with either human or orc parents, but they are
nevertheless exposed to both cultures. Some, for whatever reason,
leave their homeland and travel to civilized lands, bringing with
them the tenacity, courage, and combat prowess that they developed
in the wilds.
Personality: Half-orcs are short-tempered and sullen. They
would rather act than ponder and would rather fight than argue.
Those who are successful, however, are those with enough selfcontrol
to live in a civilized land, not the crazy ones.
Half-orcs love simple pleasures such as feasting, drinking,
boasting, singing, wrestling, drumming, and wild dancing. Refined
enjoyments such as poetry, courtly dancing, and philosophy are lost
on them. At the right sort of party, a half-orc is an asset. At the
duchess’s grand ball, he’s a liability.
Physical Description: Half-orcs are as tall as humans and a little
heavier, thanks to their muscle. A half-orc’s grayish pigmentation,
sloping forehead, jutting jaw, prominent teeth, and coarse body hair
make his lineage plain for all to see.
Orcs like scars. They regard battle scars as tokens of pride and
ornamental scars as things of beauty. Any half-orc who has lived
among or near orcs has scars, whether they are marks of shame
indicating servitude and identifying the half-orc’s former owner, or
marks of pride recounting conquests and high status. Such a half-orc
living among humans either displays or hides his scars, depending
on his attitude toward them.
Half-orcs mature a little faster than humans and age noticeably
faster. Few half-orcs live longer than 75 years.
Relations: Because orcs are the sworn enemies of dwarves and
elves, half-orcs can have a rough time with members of
these races. For that matter, orcs aren’t exactly
on good terms with humans, halflings,
or gnomes, either. Each half-orc
finds a way to gain acceptance
from those who hate or fear
his orc cousins. Some are
reserved, trying not to draw
attention to themselves. Others
demonstrate piety and goodheartedness
as publicly as they
can (whether or not such
demonstrations are genuine).
Others simply try to be so
tough that others have no
choice but to accept them.
Alignment: Half-orcs inherit
a tendency toward chaos from
their orc parents, but, like their
human parents, they favor
neither good nor evil. Half-orcs
raised among orcs and willing to live out their
lives with them, however, are usually the evil
ones.
Adventurers: Half-orcs living among humans are drawn almost
invariably toward violent careers in which they can put their
strength to good use. Frequently shunned from polite company,
half-orcs often find acceptance and friendship among adventurers,
many of who are fellow wanderers and outsiders.
HALFLINGS
Halflings are clever, capable
opportunists. Halfling
individuals and clans find
room for themselves wherever
they can. Often they are
strangers and wanderers, and
others react to them with suspicion
or curiosity. Depending on the clan,
halflings might be reliable, hard-working (if clannish) citizens, or
they might be thieves just waiting for the opportunity to make a big
score and disappear in the dead of night. Regardless, halflings are
cunning, resourceful survivors.
Personality: Halflings prefer trouble to boredom. They are
notoriously curious. Relying on their ability to survive or escape
danger, they demonstrate a daring that many larger people can’t
match.
Halflings have ample appetites, both for food and for other
pleasures. They like well-cooked meals, fine drink, good tobacco,
and comfortable clothes. While they can be lured by the promise of
wealth, they tend to spend the gold they gain rather than hoarding
it. Halflings are also famous collectors. While more orthodox
halflings may collect teapots, books, or pressed flowers, some collect
such objects as the hides of wild beasts—or even the beasts
themselves. Wealthy halflings sometimes commission adventurers
to retrieve exotic items to complete their collections.
Physical Description: Halflings stand about 3 feet tall and
usually weigh between 30 and 35 pounds. Their skin is ruddy, their
hair black and straight. They have brown or black eyes. Halfling
men often have long sideburns, but beards are rare among them and
mustaches almost unseen. They like to wear simple, comfortable,
and practical clothes. Unlike members of most races, they prefer
actual comfort to shows of wealth. A halfling would rather wear a
comfortable shirt than jewelry. A halfling reaches adulthood in her
early twenties and generally lives into the middle of her second
century.
Relations: Halflings try to get along with everyone else. They are
adept at fitting into a community of humans, dwarves, elves, or
gnomes and making themselves valuable and welcome. Since
human society changes faster than the societies of the longer-lived
races, it is human society that most frequently offers halflings
opportunities to exploit, and halflings are most often found in or
around human lands.
Alignment: Halflings tend to be neutral and practical. While
they are comfortable with change (a chaotic trait), they also tend to
rely on intangible constants, such as clan ties and personal honor (a
lawful trait).
Religion: The chief halfling deity is Yondalla, the Blessed One,
protector of the halflings. Yondalla promises blessings and
protection to those who heed her guidance, defend their clans, and
cherish their families. Halflings also recognize countless small gods,
which they say rule over individual villages, forests, rivers, lakes, and
so on. They pay homage to these deities to ensure safe journeys as
they travel from place to place.
Adventurers: Halflings often set out on their own to make their
way in the world. Halfling adventurers are typically looking for a
way to use their skills to gain wealth or status. The distinction
between a halfling adventurer and a halfling out on her own looking
for “a big score” can get blurry. For a halfling, adventuring is less of a
career than an opportunity. While halfling opportunism can
sometimes look like larceny or fraud to others, a halfling adventurer
who learns to trust her fellows is worthy of trust in turn.
HUMANS
Most humans are the descendants of pioneers, conquerors, traders,
travelers, refugees, and other people on the move. As a result,
human lands are a mix of people—physically, culturally, religiously,
and politically. Hardy or fine, light-skinned or dark, showy or
austere, primitive or civilized, devout or impious, humans run the
gamut.
Personality: Humans are the most adaptable, flexible, and
ambitious people among the common races. They are diverse in
their tastes, morals, customs, and habits. Others accuse them of
having little respect for history, but it’s only natural that humans,
with their relatively short life spans and constantly changing
cultures, would have a shorter collective memory than dwarves,
elves, gnomes, and halflings.
Physical Description: Humans typically stand from 5 feet to a
little over 6 feet tall and weigh from 125 to 250 pounds, with men
noticeably taller and heavier than women. Thanks to their penchant
for migration and conquest, and to their short generations, humans
are more physically diverse than other common races, with skin
shades that run from nearly black to very pale, hair from black to
blond (curly, kinky, or straight), and facial hair (for men) from
sparse to thick. Plenty of humans have a dash of nonhuman blood,
and they may demonstrate hints of elven, orc, or other lineages.
Humans are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body
piercings, and the like. Humans have short life spans, achieving
adulthood at about age 15 and rarely living even a single century.
Relations: Just as readily as they mix with each other, humans
mix with members of other races. Among the other races, humans
are known as “everyone’s second-best friends.” They serve as
ambassadors, diplomats, magistrates, merchants, and functionaries
of all kinds.
Alignment: Humans tend toward no particular alignment, not
even neutrality. The best and the worst are found among humans.
Human Lands: Human lands are usually in flux, with new ideas,
social changes, innovations, and new leaders constantly coming to
the fore. Members of longer-lived races find human culture exciting
but eventually a little wearying or even bewildering.
Since humans lead such short lives, their leaders are all young
compared to the political, religious, and military leaders among the
other races. Even where individual humans are conservative
traditionalists, human institutions change with the generations,
adapting and evolving faster than parallel institutions among the
elves, dwarves, gnomes, and halflings. Individually and as a group,
humans are adaptable opportunists, and they stay on top of changing
political dynamics.
DWARVES
Dwarves are known for their skill in warfare, their ability to
withstand physical and magical punishment, their knowledge of the
earth’s secrets, their hard work, and their capacity for drinking ale.
Their mysterious kingdoms, carved out from the insides of
mountains, are renowned for the marvelous treasures that they
produce as gifts or for trade.
Personality: Dwarves are slow to laugh or jest and suspicious of
strangers, but they are generous to those few who earn their trust.
Dwarves value gold, gems, jewelry, and art objects made with these
precious materials, and they have been known to succumb to greed.
They fight neither recklessly nor timidly, but with a careful courage
and tenacity. Their sense of justice is strong, but at its worst it can
turn into a thirst for vengeance. Among gnomes,
who get along famously with dwarves, a mild
oath is is “If I’m lying, may I cross a
dwarf.”
Physical Description: Dwarves
stand only 4 to 4 1/2 feet tall, but
they are so broad and compact
that they are, on average,
almost as heavy as humans.
Dwarven men are slightly
taller and noticeably heavier
than dwarven women.
Dwarves’ skin is typically deep tan
or light brown, and their eyes are
dark. Their hair is usually black,
gray, or brown, and worn long.
Dwarven men value their beards
highly and groom them very
carefully. Dwarves favor simple
styles for their hair, beards, and
clothes. Dwarves are considered
adults at about age 50, and they
can live to be over 400 years old.
Relations: Dwarves get along
fine with gnomes, and passably
with humans, half-elves, and
halflings. Dwarves say, “The
difference between an
acquaintance and a friend is
about a hundred years.”
Humans, with their short life
spans, have a hard time
forging truly strong bonds
with dwarves. The best
dwarf-human friendships
are between a human and a
dwarf who liked the human’s
parents and grandparents.
Dwarves fail to appreciate elves’ subtlety and art, regarding
elves as unpredictable, fickle, and flighty. Still, elves and dwarves
have, through the ages, found common cause in battles against orcs,
goblins, and gnolls; and elves have earned the dwarves’ grudging
respect. Dwarves mistrust half-orcs in general, and the feeling is
mutual. Luckily, dwarves are fair-minded, and they grant individual
half-orcs the opportunity to prove themselves.
Alignment: Dwarves are usually lawful, and they tend toward
good. Adventuring dwarves are less likely to fit the common mold,
however, since they’re more likely to be those who did not fit
perfectly into dwarven society.
Dwarven Lands: Dwarven kingdoms are usually deep beneath
the stony faces of mountains, where the dwarves mine gems and
precious metals and forge items of wonder. Trustworthy members of
other races are welcome here, though some parts of these lands are
off limits even to them. Whatever wealth the dwarves can’t find in
their mountains they gain through trade. Dwarves dislike water
travel, so enterprising humans frequently handle trade in dwarven
goods when travel is along a water route.
Dwarves in human lands are typically mercenaries,
weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf
bodyguards are renowned for their courage and loyalty, and they are
well rewarded for their virtues.
Religion: The chief deity of the dwarves is Moradin, the Soul
Forger. He is the creator of the dwarves, and he expects his followers
to work for the betterment of the dwarven race.
Adventurers: A dwarven adventurer may be
motivated by crusading zeal, a love of excitement, or
simple greed. As long as his accomplishments bring
honor to his clan, his deeds earn him respect and
status. Defeating giants and claiming powerful magic
weapons are sure ways for a dwarf to earn the respect of
other dwarves.
ELVES
Elves mingle freely in human lands, always welcome yet never at
home there. They are well known for their poetry, dance, song, lore,
and magical arts. Elves favor things of natural and simple beauty.
When danger threatens their woodland homes, however, elves
reveal a more martial side, demonstrating skill with sword, bow, and
battle strategy.
Personality: Elves are more often amused than excited, more
likely to be curious than greedy. With such long lives, they tend to
keep a broad perspective on events, remaining aloof and unfazed by
petty happenstance. When pursuing a goal, however, whether an
adventurous mission or learning a new skill or art, they can be
focused and relentless. They are slow to make friends and enemies,
and even slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance.
Physical Description: Elves are short and slim, standing about 4
1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with
elven men the same height as and only marginally heavier than
elven women. They are graceful but frail. They tend to be paleskinned
and dark-haired, with deep green eyes. Elves have no facial
or body hair. They prefer simple, comfortable clothes, especially in
pastel blues and greens, and they enjoy simple yet elegant jewelry.
Elves possess unearthly grace and fine features. Many humans and
members of other races find them hauntingly beautiful. An elf
achieves adulthood at about 110 years in age and can live to be over
700 years old. Elves do not sleep, as members of the other common races do.
Instead, an elf meditates in a deep trance for 4 hours a day. An elf
resting in this fashion gains the same benefit that a human does
from 8 hours of sleep. While meditating, an elf dreams, though
these dreams are actually mental exercises that have become
reflexive through years of practice. The Common word for an elf’s
meditation is “trance,” as in “four hours of trance.”
Relations: Elves consider humans rather unrefined, halflings a
bit staid, gnomes somewhat trivial, and dwarves not at all fun. They
look on half-elves with some degree of pity, and they regard halforcs
with unrelenting suspicion. While haughty, elves are not
particular the way halflings and dwarves can be, and they are
generally pleasant and gracious even to those who fall short of elven
standards (which, after all, consists of just about everybody who’s
not an elf).
Alignment: Elves love freedom, variety, and self-expression.
They lean strongly toward the gentler aspects of chaos. Generally,
they value and protect others’ freedom as well as their own, and they
are more often good than not.
Religion: Above all others, elves worship Corellon Larethian, the
Protector and Preserver of life. Elven myth holds that it was from his
blood, shed in battles with Gruumsh, the god of the orcs, that the
elves first arose. Corellon is a patron of magical study, arts, dance,
and poetry, as well as a powerful warrior god.
Adventurers: Elves take up adventuring out of wanderlust. Life
among humans moves at a pace that elves dislike: regimented from
day to day but changing from decade to decade. Elves among
humans, therefore, find careers that allow them to wander freely
and set their own pace. Elves also enjoy demonstrating their
prowess with the sword and bow or gaining greater magical powers,
and adventuring allows them to do so. Good elves may also be rebels
or crusaders.
GNOMES
Gnomes are welcome everywhere as technicians, alchemists, and
inventors. Despite the demand for their skills, most gnomes prefer
to remain among their own kind, living in comfortable burrows
beneath rolling, wooded hills where animals abound but hunting is
a very bad idea.
Personality: Gnomes adore animals, beautiful gems, and jokes of
all kinds. Gnomes have a great sense of humor, and while they love
puns, jokes, and games, they relish tricks—the more intricate the
better. Fortunately, they apply the same dedication to more practical
arts, such as engineering, as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal
experience. At times they’re even reckless. Their curiosity makes
them skilled engineers, since they are always trying new ways to
build things. Sometimes a gnome pulls a prank just to see how the
people involved will react.
Physical Description: Gnomes stand about 3 to 3 1/2 feet tall
and weigh 40 to 45 pounds. Their skin ranges from dark tan to
woody brown, their hair is fair, and their eyes can be any shade of
blue. Gnome males prefer short, carefully trimmed beards. Gnomes
generally wear leather or earth tones, and they decorate their clothes
with intricate stitching or fine jewelry. Gnomes reach adulthood at
about age 40, and they live about 350 years, though some can live
almost 500 years.
Relations: Gnomes get along well with dwarves, who share their
love of precious objects, their curiosity about mechanical devices,
and their hatred of goblins and giants. They enjoy the company of
halflings, especially those who are easygoing enough to put up with
pranks and jests. Most gnomes are a little suspicious of the taller
races—humans, elves, half-elves, and half-orcs—but they are rarely
hostile or malicious.
Alignment: Gnomes are most often good. Those who tend
toward law are sages, engineers, researchers, scholars, investigators,
or consultants. Those who tend toward chaos are tricksters,
wanderers, or fanciful jewelers. Gnomes are good-hearted, and even
the tricksters among them are more playful than vicious. Luckily,
evil gnomes are as rare as they are frightening.
Gnome Lands: Gnomes make their homes in hilly, wooded
lands. They live underground but get more fresh air than dwarves
do, enjoying the natural, living world on the surface whenever they
can. Their homes are well hidden, by both clever construction and
illusions. Those who come to visit and are welcome are ushered into
the bright, warm burrows. Those who are not welcome never find
the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters,
mechanics, sages, or tutors. Some human families retain gnome
tutors. During his life, a gnome tutor can teach several generations
of a single human family.
Religion: The chief gnome god is Garl Glittergold, the Watchful
Protector. His clerics teach that gnomes are to cherish and support
their communities. Pranks, for example, are seen as ways to lighten
spirits and to keep gnomes humble, not ways for pranksters to
triumph over those they trick.
Adventurers: Gnomes are curious and impulsive. They may take
up adventuring as a way to see the world or for the love of exploring.
Lawful gnomes may adventure to set things right and to protect the
innocent, demonstrating the same sense of duty toward society as a
whole that gnomes generally exhibit toward their own enclaves. As
lovers of gems and other fine items, some gnomes take to
adventuring as a quick, if dangerous, path to wealth. Depending on
his relations to his home clan, an adventuring gnome may be seen as
a vagabond or even something of a traitor (for abandoning clan
responsibilities).
HALF-ELVES
Humans and elves sometimes wed, the elf attracted to the human’s
energy and the human to the elf’s grace. These marriages end
quickly as elves count years because a human’s life is so brief, but
they leave an enduring legacy—half-elven children.
The life of a half-elf can be hard. If raised by elves, the half-elf
grows with astounding speed, reaching maturity within two
decades. The half-elf becomes an adult long before she has had time
to learn the intricacies of elven art and culture, or even grammar.
She leaves behind her childhood friends, becoming physically an
adult but culturally still a child by elven standards. Typically, she
leaves her elven home, which is no longer familiar, and finds her
way among humans. If, on the other hand, she is raised by humans,
the half-elf finds herself different from her peers: more aloof, more
sensitive, less ambitious, and slower to mature. Some half-elves try
to fit in among humans, while others find their identities in their
difference. Most find places for themselves in human lands, but
some feel like outsiders all their lives.
Physical Description: To humans, half-elves look like elves. To
elves, they look like humans (indeed, elves call them “half-humans”).
Half-elven height ranges from under 5 feet to almost 6 feet tall, and
weight usually ranges from 90 to 180 pounds. Half-elven men are
taller and heavier than half-elven women, but the difference is less
pronounced than that found among humans. Half-elves are paler,
fairer, and smoother-skinned than their human parents, but their
actual skin tone, hair color, and other details vary just as human
features do. Half-elves’ eyes are green, just as are those of their elven
parents. A half-elf reaches adulthood at age 20 and can live to be over
180 years old.
Most half-elves are the children of human–elf pairings. Some,
however, are the children of parents who themselves are partly
human and partly elven. Some of these “second generation” halfelves
have humanlike eyes, but most still
have green eyes.
Personality: Most half-elves have the curiosity, inventiveness,
and ambition of the human parent, along with the refined senses,
love of nature, and artistic tastes of the elven parent.
Physical Description: To humans, half-elves look like elves. To
elves, they look like humans (indeed, elves call them “half-humans”).
Half-elven height ranges from under 5 feet to almost 6 feet tall, and
weight usually ranges from 90 to 180 pounds. Half-elven men are
taller and heavier than half-elven women, but the difference is less
pronounced than that found among humans. Half-elves are paler,
fairer, and smoother-skinned than their human parents, but their
actual skin tone, hair color, and other details vary just as human
features do. Half-elves’ eyes are green, just as are those of their elven
parents. A half-elf reaches adulthood at age 20 and can live to be over
180 years old.
Most half-elves are the children of human–elf pairings. Some,
however, are the children of parents who themselves are partly
human and partly elven. Some of these “second generation” halfelves
have humanlike eyes, but most still
have green eyes.
Relations: Half-elves do
well among both elves and
humans, and they also
get along well with
dwarves, gnomes, and
halflings. They have
elven grace without
elven aloofness, human
energy without human
boorishness. They make
excellent ambassadors and
go-betweens (except between
elves and humans, where each
side suspects the half-elf of
favoring the other). In human lands where
elves are distant or not on friendly terms,
however, half-elves are viewed with
suspicion.
Some half-elves show a marked
disfavor toward half-orcs. Perhaps
the similarities between
themselves and half-orcs
(both have human lineage)
make these half-elves
uncomfortable.
Alignment: Half-elves share
the chaotic bent of their elven
heritage, but, like humans, they
tend toward neither good nor evil.
Like elves, they value personal
freedom and creative expression,
demonstrating no love of leaders
nor lust for followers. They chafe at
rules, resent others’ demands, and
sometimes prove unreliable, or at least
unpredictable.
Adventurers: Half-elves find themselves drawn to strange
careers and unusual company. Taking up the life of an adventurer
comes easily to many of them. Like elves, they are driven by
wanderlust.
HALF-ORCS
In the wild frontiers, tribes of
human and orc barbarians live in
uneasy balance, fighting in times
of war and trading in times of peace.
The half-orcs who are born in the frontier may
live with either human or orc parents, but they are
nevertheless exposed to both cultures. Some, for whatever reason,
leave their homeland and travel to civilized lands, bringing with
them the tenacity, courage, and combat prowess that they developed
in the wilds.
Personality: Half-orcs are short-tempered and sullen. They
would rather act than ponder and would rather fight than argue.
Those who are successful, however, are those with enough selfcontrol
to live in a civilized land, not the crazy ones.
Half-orcs love simple pleasures such as feasting, drinking,
boasting, singing, wrestling, drumming, and wild dancing. Refined
enjoyments such as poetry, courtly dancing, and philosophy are lost
on them. At the right sort of party, a half-orc is an asset. At the
duchess’s grand ball, he’s a liability.
Physical Description: Half-orcs are as tall as humans and a little
heavier, thanks to their muscle. A half-orc’s grayish pigmentation,
sloping forehead, jutting jaw, prominent teeth, and coarse body hair
make his lineage plain for all to see.
Orcs like scars. They regard battle scars as tokens of pride and
ornamental scars as things of beauty. Any half-orc who has lived
among or near orcs has scars, whether they are marks of shame
indicating servitude and identifying the half-orc’s former owner, or
marks of pride recounting conquests and high status. Such a half-orc
living among humans either displays or hides his scars, depending
on his attitude toward them.
Half-orcs mature a little faster than humans and age noticeably
faster. Few half-orcs live longer than 75 years.
Relations: Because orcs are the sworn enemies of dwarves and
elves, half-orcs can have a rough time with members of
these races. For that matter, orcs aren’t exactly
on good terms with humans, halflings,
or gnomes, either. Each half-orc
finds a way to gain acceptance
from those who hate or fear
his orc cousins. Some are
reserved, trying not to draw
attention to themselves. Others
demonstrate piety and goodheartedness
as publicly as they
can (whether or not such
demonstrations are genuine).
Others simply try to be so
tough that others have no
choice but to accept them.
Alignment: Half-orcs inherit
a tendency toward chaos from
their orc parents, but, like their
human parents, they favor
neither good nor evil. Half-orcs
raised among orcs and willing to live out their
lives with them, however, are usually the evil
ones.
Adventurers: Half-orcs living among humans are drawn almost
invariably toward violent careers in which they can put their
strength to good use. Frequently shunned from polite company,
half-orcs often find acceptance and friendship among adventurers,
many of who are fellow wanderers and outsiders.
HALFLINGS
Halflings are clever, capable
opportunists. Halfling
individuals and clans find
room for themselves wherever
they can. Often they are
strangers and wanderers, and
others react to them with suspicion
or curiosity. Depending on the clan,
halflings might be reliable, hard-working (if clannish) citizens, or
they might be thieves just waiting for the opportunity to make a big
score and disappear in the dead of night. Regardless, halflings are
cunning, resourceful survivors.
Personality: Halflings prefer trouble to boredom. They are
notoriously curious. Relying on their ability to survive or escape
danger, they demonstrate a daring that many larger people can’t
match.
Halflings have ample appetites, both for food and for other
pleasures. They like well-cooked meals, fine drink, good tobacco,
and comfortable clothes. While they can be lured by the promise of
wealth, they tend to spend the gold they gain rather than hoarding
it. Halflings are also famous collectors. While more orthodox
halflings may collect teapots, books, or pressed flowers, some collect
such objects as the hides of wild beasts—or even the beasts
themselves. Wealthy halflings sometimes commission adventurers
to retrieve exotic items to complete their collections.
Physical Description: Halflings stand about 3 feet tall and
usually weigh between 30 and 35 pounds. Their skin is ruddy, their
hair black and straight. They have brown or black eyes. Halfling
men often have long sideburns, but beards are rare among them and
mustaches almost unseen. They like to wear simple, comfortable,
and practical clothes. Unlike members of most races, they prefer
actual comfort to shows of wealth. A halfling would rather wear a
comfortable shirt than jewelry. A halfling reaches adulthood in her
early twenties and generally lives into the middle of her second
century.
Relations: Halflings try to get along with everyone else. They are
adept at fitting into a community of humans, dwarves, elves, or
gnomes and making themselves valuable and welcome. Since
human society changes faster than the societies of the longer-lived
races, it is human society that most frequently offers halflings
opportunities to exploit, and halflings are most often found in or
around human lands.
Alignment: Halflings tend to be neutral and practical. While
they are comfortable with change (a chaotic trait), they also tend to
rely on intangible constants, such as clan ties and personal honor (a
lawful trait).
Religion: The chief halfling deity is Yondalla, the Blessed One,
protector of the halflings. Yondalla promises blessings and
protection to those who heed her guidance, defend their clans, and
cherish their families. Halflings also recognize countless small gods,
which they say rule over individual villages, forests, rivers, lakes, and
so on. They pay homage to these deities to ensure safe journeys as
they travel from place to place.
Adventurers: Halflings often set out on their own to make their
way in the world. Halfling adventurers are typically looking for a
way to use their skills to gain wealth or status. The distinction
between a halfling adventurer and a halfling out on her own looking
for “a big score” can get blurry. For a halfling, adventuring is less of a
career than an opportunity. While halfling opportunism can
sometimes look like larceny or fraud to others, a halfling adventurer
who learns to trust her fellows is worthy of trust in turn.