Demi-Humans

## Racial Traits

### Standard Racial Traits

* **Ability Score Modifiers**: Demi-Humans characters gain a +2 bonus to one ability score of their choice at creation.
* **Size**: Humans are Medium creatures.
* **Base Speed**: Demi-Humans have a base speed of 30 feet.
* **Languages**: Demi-Humans begin play speaking Low Elvish (Lumoran Common).

### Other Racial Traits

* **Adaptability**: Demi-Humans receive Skill Focus as a bonus feat at 1st level.
* **Multitalented**: Demi-Humans choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
* Choose a Subrace.

### Subraces

#### Half-Elf

* **Bonus Language**: Half-elves begin play speaking High Elvish.
* **Elf Blood**: Half-elves count as both elves and humans for any effect related to race.
* **Elven Immunities**: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* **Keen Senses**: Half-elves receive a +2 racial bonus on Perception checks.
* **Low-Light Vision**: Half-elves can see twice as far as humans in conditions of dim light.

#### Half-Dwarf

* **Bonus Language**: Half-dwarves begin play speaking Dwarvish.
* **Dwarf Blood**: Half-dwarves count as both dwarves and humans for any effect related to race.
* **Hardy**: Half-dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Darkvision**: Half-dwarves can see perfectly in the dark up to 60 feet.
* **Caste Raised**: Half-dwarves are raised in an extremely regimented society that has weathered the social upheaval that followed the discovery of the surface. Choose one of the following to represent your station in the city.
	+ **Celestite** - Born and raised in the Noble caste of Uthar. Half-dwarves of this caste gain a +2 racial bonus in Sense Motive.
	+ **Iron** - A trained merchant that has left the City State. Half-dwarves of this caste gain a +2 racial bonus to Diplomacy, and may use Wisdom instead of Charisma for Diplomacy checks
	+ **Clay** - A skilled craftsman that has journeyed abroad. Half-dwarves of this caste gain a +2 racial bonus to a Craft skill of their choice, and may use Wisdom instead of Intelligence on any Craft skill they are trained in.
	+ **Free** - A Half-dwarf born outside the restrictive caste system. Half-dwarves raised outside the caste system pick up more from the humans that surround them, and gain an additional trait.

#### Half-Goblin

* **Bonus Language**: Half-goblins begin play speaking Gob (Woultèan Common).
* **Goblin Blood**: Half-goblins count as both goblinoid and humans for any effect related to race.
* **Low-Light Vision**: Half-goblins can see twice as far as humans in conditions of dim light.
* **Clan Trait**: Goblins live in clans made of multiple large family groups that accept members of other races very easily. Humans were integrated just as easily, and their Half-Goblin children receive one of the following traits to reflect that.
	+ **Bayou Scrabblers**: Goblins receive a +4 racial bonus on Stealth and Craft: Alchemy checks.
	+ **Junk Tinkerer**: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality.
	+ **Weapon Familiarity**: Goblins on the Coral Archipelago traditionally use a variety of creative hunting tools and gain proficiency with: Ammentum, Pilum, Harpoon, Kama, and Kukri.

### Favored Class Bonuses

Demi-Humans use the same Favored Class Bonuses as Pathfinder's Half-Elves.

## On Demi-Humans

When man was made, we knew not what we had unleashed unto the world. Their rapacious desires and far more base nature made them good pets and companions, as well as useful servants, but freed of our benevolent guidance, they sought kinship with every and anything that they could gain empathy for. Sometimes this has resulted in the domestication and taming of animals we never dreamed of conquering, as with the horses and wolves of the land, and sometimes this has led to half breeds. When we created man, we placed within his breast the spark of compatibility, but reduced compared to the trolls. We probably thought it would assist in maintaining populations of humans down the line, especially as the earliest slaves were already being taken as companions and partners long before ownership of humans had become integral to the empire.

There’s a brutal calculus to the decision, if you make humans incapable of siring “true” elves long term, and they cannot replace us, instead their half breed bloodlines would melt back into humans over a single elvish generation, allowing “indulgences” to be brushed aside.

It didn’t work of course, elvish and human parents often loved their children regardless of their half-breed status, and within a lifetime half elves and quarterlings were accepted completely by society, and the practice of taking humans into even happily married elvish bedrooms had become commonplace.

I believe had the cataclysm not occurred, humans would have themselves become our equals (at least socially) in less than two generations.

*While the narrative does prove interesting, much of the information contained in this entry is already known. Despite the Bloodline houses efforts, they are proving less and less capable of producing competent mages with each generation. We may still see a once in a generation prodigy, but without change we stand to lose one of our greatest advantages. - S.H.*