Uncommon Races of Eleroth

While humans, elves, dwarves, and the other common races are certainly the most prolific races to call Eleroth home, they are not the only ones. Some people can go their entire lives without ever meeting a member of these races, though they are certainly more common in bigger cities.

## **Uncommon Races**

### **Aasimar (Nephilim)**

* **Lifespan:** Maturity 15 years; average lifespan ~150 years
* **Homeland:** Human Lands, Galifar; The Golden City of Seraphel
* **Language:** Enoccian (also called "Celestial")

Aasimar, derived from the **Ancient** word of *aasimon* (angel), are a race of celestial people with the light of divinity in their veins. They are descended from angels, though they are by no means all good. Their angelic heritage is usually several generations removed, but they still bear the mark of their celestial blood in different ways; appearing physically similar to extremely beautiful, graceful humans.

While not always benevolent, aasimar are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials in some way. Their heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most grow up assuming they are human, and are cautious around others. Many assimar are often misunderstood, though never to the hateful extremes that the tieflings experience. Even those raised by understanding parents cannot escape their strangeness, or the curiosity (or even fear) that their unique nature sometimes provoked. Many aasimar suffer prejudice, something that deeply hurts the assimar in question considering their inherent empathy toward others.

Due to the purposeful nature of an aasimar’s creation, most have an angelic guide to provide them guidance, though only in their dreams. Thus, the angel’s guidance is not a command or a spoken word, but instead usually visions, prophecies, and feelings. This being is far from omniscient, providing guidance only by its own insight into the tenants of law and good.

Aasimar are especially beloved in the highly pious lands of Galifar.

#### **Aasimar Attributes**

* +2 WIS, +2 CHA; -2 CON; Aasimars are insightful, confident, and personable.
* **Type:** Outsider (Native)
* **SIze:** Medium size; base speed 30 ft.
* **Darkvision** - 60 ft.
* **Dream Messenger:** Cast *Augury* as a spell-like ability 1/day
* **Angelic Magic:** Aasimar are blessed with a spark of angelic magic, able to sense the presence of evil like a noxious fume and bring light even to the darkest of places. An Aasimar with a CHA of at least 10 is able to cast the *Detect Evil* spell at-will. An Aasimar with a CHA of at least 13 can also cast *Daylight* once per day.
* **Celestial Resistance:** Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* **Keen Senses:** Aasimar have a +2 racial bonus on Perception checks.
* **Personable:** Aasimar have a +2 racial bonus on Diplomacy checks.

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### **Bullywug (Bul)**

* **Lifespan:** Maturity at 1 year; Average lifespan of ~24 years
* **Homeland:** Swamps throughout Eleroth
* **Language:** Croak (also called "Bullywug" or "Froggish")

The Bullywugs are a froglike race of humanoids who stand just over four feet tall, with mottled green and brown skin. They live simply, in small villages in their swamps, living on hunting, gathering berries, and large insects. Rarely concerned with anything that goes on outside of their home swamps, they are content to ignore and be ignored.

The Bullywug live in primitive, semi-organized communities that hunt and fish together. The hierarchy is based on strength, with respect and leadership given only to the strongest. They are territorial creatures who attack anyone who trespasses. Oddly enough, they rarely fight within the tribe, instead focusing their aggression on rival tribes.

A grouping of four bullywugs is called a "Pod". A pair of pods is called a "Float". Between two and six floats make up a "Pond" of bullywugs. These ponds often migrate in a constant search for territory and food. A unique trait is that they are irresistibly drawn to ale, and they drink until they pass out.

Their entire civilization is a theocracy, the leader of a bullywug village being a female shaman who is said to speak for "Froghemoth", the deity of the bullywug people.

#### **Bullywug Attributes**

* +2 DEX, +2 Wis, -2 STR; Bullywug are nimble and alert, but spindly.
* Small size (+1 AC & attack rolls vs. Medium; +4 Hide, -4 penalty to Grapple; carrying capacity is 3/4 that of a Medium creature)
* Base landspeed 30 ft., Climb Speed 20 ft.
* Low-Light Vision
* **Type:** Humanoid (Reptilian)
* **Defensive Training:** Bullywug often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger Animals and Magical Beasts.
* **Frog Legs:** A Bullywug may add a +4 bonus to checks made to jump, and always treat a jump as if it were a running jump.
* **Toxic Skin:** Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. *Grippli Poison*: Skin or weapon—contact or injury; *save* Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; *frequency* 1/round for 6 rounds; *effect* 1d2 Dexterity damage; *cure* 1 save.
* **Weapon Familiarity:** Bullywug are proficient with blowguns and nets.

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### **Catfolk, Tabaxi**

* **Lifespan:** Maturity 13 years; average lifespan ~60 years
* **Homeland:** The Vinta Plains, the Savage Frontier
* **Language:** Merar (also called "Catfolk"

The Tabaxi are a race of catfolk who wander the Vinta Plains in southern Galifar, often clashing against the human riders or halfling nomads of that region. Like tabaxi elsewhere, they are driven by curiosity to collect interesting artifacts, gather tales and stories, and see as many of the world's wonders as they possibly can. The ultimate travelers, the Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

These natural explorers rarely tire of trailblazing, but such exploration is not limited to searching for new horizons in distant lands. Many tabaxi see personal growth and development as equally valid avenues of exploration. While most tabaxi are nimble, capable, and often active creatures, there is also a strong tendency to engage in quiet contemplation. Tabaxi are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and tabaxi culture never discourages inquisitiveness, but rather fosters and encourages it.

Many tabaxi are seen as quirky extroverts by members of other races, but within tabaxi clans there is no shame in eccentricities, minor peculiarities, or foolhardiness. All but the most inwardly focused enjoy being the center of attention, but not at the expense of the clan. Tabaxi tend to be both generous and loyal to their family and friends.

Self-expression is an important aspect of tabaxi culture, but it is mitigated by a strong sense of community an group effort. In the wild, tabaxi are hunter-gatherer nomads. The pursuit of personal power never comes before the health and well-being of the clan. More than one race has underestimated these seemingly gentle people only to discover much too late that in their cohesion in great strength.

The tabaxi are deeply spiritual, usually worshiping the Traveler, the god of horizons and travel. Some follow the teachings of the nature god, the Green Shepherd, while others still respect the Ocean Mistress or even the Laughing Rogue. Few tabaxi hold much respect for the Dawnfather, the Platinum Champion, the Lawbringer, or other gods popular in human lands.

#### **Tabaxi Attributes**

* +2 Dex, +2 Cha, -2 Wis; tabaxi are sociable and agile, but often lack common sense.
* Medium size; base landspeed 40 ft.
* Low Light Vision
* **Type:** Humanoid (Beastfolk)
* **Claws:** Tabaxi have fierce claws capable of penetrating stone. They can use these as natural weapons. These claws are primary attacks that deal 1d4+STR points of damage.
* **Feline Empathy:** +4 bonus to Handle Animal checks (feline beasts only)
* **Natural Hunters:** Tabaxi receive a +2 racial bonus on Perception, Stealth, and Survival checks.
* **Nine Lives:** Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
* **Sprinter:** +10 foot bonus to landspeed when charging or running.

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### **Centaur**

* **Lifespan:** Maturity at 13 years old; average lifespan of ~80 years.
* **Homeland:** The North; the Fields of Gladden; the Vinta Plains; the Savos Desert
* **Language:** Sylvan

On the plains, in the forests, and across the steppes live creatures who blend humanoid and equine aspects. Centaurs are neither man nor beast, but occupy a strange niche in both civilized and natural worlds. They are born with grace befitting a human dancer, but are possessed with a fierce wildness like a wild stallion. Centaurs are a scattered people, roaming in small clan groups from the Rothenian Plains to the north (where their numbers are great), to the courts of warlords and the accursed Pale King (many serve him as a means to protect their people, with several numbering among his personal guard).

Centaurs have a repuation for bullying and banditry, and given they have little love for humans and their ken, they are seen as quite dangerous. Their reputation stems from their tradition of the "Running years"; upon reaching the age of majority, young adult centaurs embark on a journey, running free and away from clan groups, to exorcise their aggression and immaturity. The practice was originally designed to siphon off those who were particularly troublesome or aggressive, and grant them some experience and an opportunity to temper their spirits before they returned as a contributing member of society.

They are a largely nomadic people. Their archery is renowned, and their healing arts are quite advanced. Because they have little interest in arcane magic or writing, other cultures often disregard them, but they do so at their own peril. Large centaur hordes have smashes baronies flat.

During **the Brecilian Wars**, the centaurs were among the most staunch and powerful allies of the elves. They were feared by all who faced them on the battlefield. Due to this connection, most human lands have a strong mistrust of centaurs, viewing them as savage and cruel.

#### **Species Attributes**

* +2 STR, +2 WIS, -2 INT; Centaurs are powerful, clever, and observant, but are rarely well educated.
* Large Size (space 10 ft, reach 5 feet); base landspeed of 40 feet
* **Type:** Monstrous Humanoid
* **Centaur Weapon Training:** Centaurs engage in training with their people's weapons from a young age. You gain proficiency with Pikes, Shortbows, and Longbows.
* **Durable Hide:** Centaurs have tough skin, granting them a +2 natural armor bonus.
* **Hooves:** Centaurs treat their hooves as a natural weapon that deals 1d6 bludgeoning damage.
* **Humanoid Torso:** Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso.
* **Nature's Cavalry:** You are always considered mounted for the purposes of determining damage during a charge. Additionally, when you charge, you can make a free attack with your hooves as a part of the charge, with a -4 penalty to the attack.
* **Quadruped:** A centuar has four legs, granting them a +4 bonus to CMD against trip and bull rush combat maneuvers. However, you also gain a -4 penalty to Stealth checks because of your size and indelicate hooves. The mundane details of humanoid structures, such as stairs or a ladder, can present considerable obstacles to you.
* **Self Sufficient:** You gain *Self Sufficient* as a bonus feat.

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### **Darfellan**

* **Lifespan:** Maturity at 12 years old; average lifespan of 60 years
* **Homeland:** The Besmarah Principalities
* **Language:** Aquan

The Darfellans were once a peaceful race of hunter-gatherers who lived among the surf and sea stacks of forbidding coastlines. Then the sahuagin discovered them, beginning a century-long struggle that almost ended in the extinction of the Darfellan race. The remaining darfellans are brooding wanderers who crave the chance to exact a final measure of vengeance against the sahuagin who wiped out their kin.

A typical darfellan has a hulking, muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan stands not much over 6 feet tall and weighs nearly 200 pounds.

Their most striking feature is their jet-black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of these white areas distinguish family groups and quickly identify their heritage among the darfellan. Occasionally, individuals are born who are entirely black or, much more rarely, wholly white. Such births are seen as bad omens.

Darfellans are naturals in the water, many of whom were raised in hidden communities tucked away in lost coves among the islands of the Besmarah Principalities. Repeated hunts from the sahuagin have reduced their population to scattered villages and isolated families. The darfellans once had a rich, vibrant, clan-based culture. Now most those clans' names are dust, memories half-remembered by only the elders. They are a race of refugees, often the move.

#### **Species Attributes**

* +2 CON, +2 WIS; -2 DEX; they have a powerful physique but are somewhat clumsy, especially out of the water.
* Medium size
* Swim speed is 40 feet, and base landspeed is 20 feet; their webbed feet are more suited for moving through water than land.
* **Echolocation:** In the water, darfellans can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Darfellans have blindsense out to 20 feet, but the blindsense doesn't extend beyond water.
* **Hatred:** A darfellan normally exudes a brooding calm, but the mere presence of a sahuagin is enough to send the darfellan into a blood-fury. Darfellans gain a +2 racial bonus on attack and damage rolls made against sahuagin.
* **Hold Breath:** A darfellan can hold his breath for a number of rounds equal to 8 x CON score before he risks drowning.
* **Natural Attack:** A darfellan has a natural bite attack that deals 1d6 piercing damage.

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### **Duskling**

* **Lifespan:** Average human lifespan.
* **Homeland:** The Fallen Lands, the Bleak Coast; western Aldor, the Bramblewood
* **Language:** Sylvan

    As enigmatic and they are capricious, Dusklings are a race of humanoids native to the shadowlands. They boast an inner connection to the shadow that no other race possesses--as a dryad is one with a tree, they claim, the duskling race is one with the shadow.

Dusklings stand about 5 feet tall on average and are even more lithe. Their skin is generally pale, and their hair ranges from light blue, to darker shades of blue, pink, and purple. They have a wild look about them--their hair grows long and tussled, and they have a strong love of tattoos and piercings.

Dusklings are solitary fey who dwell throughout Eleroth, though they can only be born from areas infused with shadow. They travel constantly and rarely have any relationship with other dusklings, not even their families. They tend toward true or chaotic neutral alignments.

They have no lands of their own. They set up camps for a week or perhaps a month at a time, very rarely as long as a season, before moving on to a new location. They favor thick forests and tall grasses, and unlike other fey, they feel right at home in the shadows of populated cities.

#### **Species Attributes**

* +2 Con or +2 Cha, -2 Wis; dusklings are very tough and charismatic, but they are unobservant and have little willpower.
* Medium size, base landspeed of 30 feet.
* **Darkvision -** 60 ft.
* **Type:** Humanoid (Fey)
* **Corruption Resistance:** Fetchlings are born in places where shadow's hold is strong and can better resist its corrupting effects. Fetchlings receive a +4 bonus to resist Corruption and Level Drain.
* **Fey Mind:** Fetchlings receive a +2 bonus on saving throws made to resist charm and compulsion effects.
* **Gregarious:** When a duskling successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the duskling’s Charisma-based skills for the next 24 hours.
* **Sneaky:** Dusklings gain a +4 racial bonus on Stealth checks.
* **Unnatural:** Dusklings unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.

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### **Elf, Winter**

* **Lifespan:** Maturity - ~20 years; average lifespan is ~200 years
* **Homeland:** Evermeet, the Moonshea Islands
* **Language:** Sylvan

The Winter Elves, also known as *Pale Elves*, are a race of isolationist elves who have lived in the city of Evermeet in the Moonshea Islands for thousands of years. They are seen as elitist and care little for what happens on the mainland. Haughty and arrogant, winter elves typically feel superior to most other races, including other elves.

Winter elves firmly believe that staying in the Material Plane was a mistake. According to them, the winter elves stand as the sole protectors and inheritors of the Archeart's legacy in the world. Patient and deliberate in everything they do, they demonstrate an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go.

Rushing is out of their nature. While they are less versatile than most races, they have a mastery of whatever they apply themselves to. The only true exception to this is arcane magic, which nearly all winter elves have training in.

Unlike most elves, winter elves organize their society along firm and hierarchical traditions. Communities are typically run by members of an esteemed nobility, some of whom can trace their ancestry to The Awakening. There is a difference, however, between winter elf and human monarchy and where a human king typically accumulates influence through the ownership of land or command of soldiers, a winter elf noble commanded authority through the prestige of their family name or the magical power they hold at their behest, a power often demonstrated through the grandeur of their home.

The winter elf qualities of patience and haughtiness are both demonstrated in their art. Architecture, while undeniably beautiful, is often flashier than what other elves commonly build, a quality in party due to the fact that winter elves accept nothing short of perfection. Contrastingly, winter elves prefer clothing that is at once beautiful and understated, with subdued colors like blue or green over bolder hues. Most decorate themselves with gold or mithral embroidery in subtle patterns woven into the design of their clothes.

Winter Elves are less motivated to become adventurers than sky elves or sun elves. For the most part, they prefer to keep to themselves. Those driven into the world to forge a path among other races often do so as spies or scouts on behalf of their people, or perhaps as vigilant watchmen against possible threats, or to accomplish a very specific goal. Others might be drawn to adventure by a desire to explore ancient ruins and accumulate more magical knowledge and power.

#### **Species Attributes**

* +2 Dex, +2 Int, -2 Con; elves are graceful and swift, but their form is frail.
* Medium size, base speed 30 ft.
* Low-Light Vision
* **Arcane Focus**: Winter Elves have long traditions of producing wizards (and other arcane spellcasters) and they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Winter Elves gain a +2 racial bonus on Spellcraft checks and on Concentration checks made to cast arcane spells defensively.
* **Disinterested Observer**: Winter Elves do not particularly enjoy working with other races, and have come to rely on their ability to wait out such impatient races. These elves gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat.
* **Elven Immunities:** Elves are immune to sleep spells, and receive a +2 to saves vs. enchantment spells or effects.
* **Elven Magic:** Winter Elves start play with the Control Water cantrip, and one 0-level spell from either the Sorcerer/Wizard spell list.
* **Keen Senses:** Elves receive a +2 racial bonus on Perception checks.

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### **Faun**

* **Lifespan:** Maturity at 10 years old; average lifespan of ~50.
* **Homeland:** The North, Aldor, Touissaint
* **Language:** Sylvan

Of the various fey races that roam Eleroth, the faun are among the most benevolent. Generally playful, quick-witted, flighty, and highly social, fauns delight in games and revelry, music and dance, sarcasm and satire. Their society is marked by a strange social economy of slights and favors, repaying the former tenaciously with mischief rather than violence, and the latter with a fervor bordering on religious.

Female fauns tend to stick in small groups, with males rarely staying with them past reaching maturity. Males often travel alone or pairs at the most. Fauns of all walks never tell their true names; such knowledge is kept a closely guarded secret their entire lives outside of faun society. Instead, fauns go by nicknames.

Fauns tend to be jovial; they delight in singing, dancing, debauchery, and feasting. They are known for having simple sort of wisdom, believing strongly in common sense. They have remarkable perception, with a keen eye for omens and keen insight.

They tend to balance toward chaos and mischief, neither leaning toward good or evil. Fauns rail against law and authority. They live peaceful existences in the forests and are friends of beasts, especially deer, sheep, and goats. The songs of their pan flutes and singing can be heard from all corners of the wood, and fauns see themselves as shepherds of the wood.

Fauns dislike large cities and large crowds, preferring the quiet of the wilds.

#### **Species Attributes**

* +2 Dex, +2 Cha, -2 Int; Fauns are friendly and nimble, but not the most educated creatures.
* Medium size, base landspeed 40 feet
* Low-Light Vision
* **Type:** Fey (Immune to spells only affecting humanoids, such as *Charm Person* and *Hold Person;* +2 to saves vs. Enchantment spells or effects.)
	+ Vulnerability to Cold Iron.
* **Enchanting Song:** Once per day, you can play your panflute to perform one of the following spells as a spell-like ability: *Ghost Sound, Silent Image,* or *Sleep.* Add +1 to the Difficulty Class for all saving throws against enchantment spells cast by fauns.
	+ This adjustment stacks with similar effects, such as *Spell Focus*.

* **Gift of Gab:** Faun are talkative and insightful. They gain a +2 racial bonus on Diplomacy checks and Sense Motive checks.
* **Pan's Blessing:** +2 bonus to Perform (Panflute) or Perform (Sing) checks.

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### **Fetchling**

* **Lifespan:** Maturity - ~15 years; average lifespan is ~70 years
* **Homeland:** The Fallen Lands; the City of Cym
* **Language:** Human Tongues

Descended from humans born near the World Scar, fetchlings are creatures of darkness and light intertwined. Generations of contact with the magics of the Fallen Lands have made Fetchlings a race apart from humanity. They outwardly resemble frail, pale humans, almost always with raven black hair. They are adaptable and affable, better able to survive in western Eleroth than most due to their natural resistance to its corruption.

Fetchlings are adaptable creatures, and as such display no singular preference for moral philosophy or rule of law. Most mimic the cultural norms and governmental structures of those they live near or those they serve. Their tenacity, versatility, and devious pragmatism have helped them survive the harsh environs of the lands around the World Scar and plots of the deadly creatures who dwell within it.

The ever-present hazards pose great danger to fetchling adventurers, but also great opportunity. They are at one with the shadows, and excel at professions that allow them to take advantage of this, such as spies, assassins, and thieves.

#### **Species Attributes**

* +2 Dex, +2 Cha, -2 Con
* Medium Size, base land speed of 30 feet
* **Type:** Outsider (Native)
* Low-Light Vision
* **Darkvision -** 60 ft.
* **Fetchling Magic:** A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains *Shadow Walk* (self only) as a spell-like ability usable once per day as a spell-like ability.
* **Shadow Blending:** A Fetchling receives a +2 bonus to Hide checks in Dim light or darker. Additionally, once per day, a Fetchling can draw shadows around them like a cloak, granting them concealment (20% miss chance) for one round per three HD.
* **Shadow Resistance:** Fetchlings have Cold Resistance 5, and are immune to the Corruption of the Fallen Lands.
* **Stalker:** Perception and Stealth are always class skills for members of this race.

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### **Firbolg**

* **Lifespan:** Maturity 30; average lifespan ~300 years
* **Homeland:** The North, the Moonshea Islands
* **Language:** Dethek (also called "Giant")

The Firbolg are a race of humble, gentle giantkin who dwell in the quiet, wild places of the world. Firbolg tribes tend to cluster in remote forest regions, preferring to spend their days in quiet harmony with the natural world around them. Beasts and plants alike are their friends. But when provoked, they demonstrate formidable skills with both weapons and natural magic. They are considered the most intelligent of the giantkin races.

A nature-oriented, free-spirited people, firbolg live in the expanses of the North. They are rarely ingrained in society, as they tend to be awkward and have trouble fitting in with human-settled lands. They prefer to avoid contact with civilized lands. The forests are sacred to them and symbolize the heart of the earth and the adaptability of life. They see themselves as the forests' caretakers. As such, they have always been close friends to the elves and fought on the side of the elves during the **Great War**.

Firbolg consider greed to be among the worst vices. They believe one should only ever take what they need and no more. As a culture, they see little value in gems or gold, but sometimes find prankish ways of taking valuables from strangers, out of a sense of fun. Firbolg believe that charity was a virtue but also believe that it is harmful for the recipients to know the identity of their provider. Because of this, they appear reclusive even with their own people, but they tend to be very sociable and generous to their friends.

They have a family-centered, clan based society. Their settlements are found in remote hilly, forested areas. A typical firbolg home is often a large, one-story building with strong walls, a large fireplace with multiple openings, and a central common room. As caretakers of the woods, they carefully and resourcefully live off the land, making sure to ensure balance. They store excess food so that they can provide for the animals during winter.

Firbolgs stand between 6 and 7 feet tall, and are covered in dark, thick hair that is almost like fur. Their skin is a strange pale blue to grey. All firbolg have almost bovine-like ears, and some firbolg have noticeably more bovine facial traits than others. This is largely dependent on location; as fey-like creatures, their physical appearance can change drastically depending on their homeland.

#### **Firbolg Attributes**

* 2 STR, +2 WIS, -2 CHA; Firbolg are calm and observant with a connection to the wilds, but they tend to be awkward and strange to other races.
* Medium size, base landspeed 30 ft.
* **Type:** Humanoid (Giant)
* **Firbolg Magic:** *Detect Magic & Speak with Animals* once per day as a spell-like ability.
	+ A Firbolg with an INT of 13 or higher can turn Invisible for 1 round, once per day as a supernatural ability.
* **Sneaky:** +2 bonus to Stealth checks. This increases to +4 when in a forest environment.
* **Powerful Build:** The physical stature of firbolg lets them function in many ways as if they were one size category larger. Whenever a firbolg is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the firbolg is treated as one size larger if doing so is advantageous to him. A firbolg is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A firbolg can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

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### **Hadozee (Kong)**

* **Lifespan:** Maturity 13 years; average lifespan ~50 years
* **Homeland:** Kongo Bongo, The Stepping Stones
* **Language:** Kong (also called "Hadozee")

A race of simian-like humanoids hailing from the island of Kongo Bongo in the Stepping Stones, hadozee (an elvish word) are often referred to as "winged deck apes". It's easy to see where they would come by such a moniker; they look like apes and they have leathery flaps beneath their arms that allow them to glide along air currents. Because they're good climbers and balancers, they find themselves particularly well-suited for life aboard seafaring vessels and airships.

Hadozee stand about 6 to 6 1/2 feet tall, though seem a little shorter due to their stooped posture. They tend to weigh between 200 and 250 pounds, most of it solid muscle. Hadozee do not traditionally need clothing, due to their thick, shaggy fur, but many who are going into human lands will at least wear pants, vests, neck ties, hats, or some other basic humanoid clothing to seem polite.

Their home is on the large, forested island of Kongo Bongo where they live among tree tops and in small villages built on the side of cliffs. They live relatively peaceful lives, but since making contact with the outside world, they have become increasingly curious, possessed by a wanderlust. They are often very active and feel their emotions intensely.

#### **Hadozee Attributes**

* +2 DEX, +2 Wis, -2 CHA; Hadozee are surprisingly graceful and acrobatic for their size, and despite their generally friendly demeanor can often come across a little too strong, or are too brutish for other cultures.
* Medium size, base landspeed 30 ft.
* **Type:** Humanoid (Beastfolk)
* **Ancient Foe:** Hadozee have long been enemies of the reptillian lizardfolk people. They gain a +2 dodge bonus to AC and a +2 bonus to attack rolls made against Lizardfolk and creatures with the reptilian subtype.
* **Gliding:** Hadozee use their arm-flaps to glide when they need to. They take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, Hadozee can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. They cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
* **Natural Acrobats:** +4 Balance and Climb. A hadozee does not lose their DEX bonus to AC while climbing, and can climb unimpeded while holding something in one hand.
* **Stubborn:** Hadozee possess strong wills and are not easily deterred from a course of action. They receive a +2 racial bonus to saving throws made to resist spells and spell-like abilities of the Charm and Compulsion subschools.

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### **Half-Orc**

* **Lifespan:** Maturity - ~13 years; average lifespan is ~60 years
* **Homeland:** N/A
* **Language:** N/A

The Orcs and Half-Orcs of Eleroth are a reclusive people who dwell in the frozen mountains and forests of the north, particularly in the Savage Frontier. Long have the men of the north and the orcs fraternized, producing the hardy half-orc people. They were crucial in the battles in the Northern Campaign of the Great War.

While they are looked down upon as savages in more civilized lands, the half-orcs are actually a relatively simple and spiritual people. They have a very druidic culture, communing with nature and worshiping the Green Shepherd.

Strength is a valued asset among the orc people, but not savagery. A common phrase among their people is to "be as the rolling thunderstorm. Still and poised--until you aren't".

#### **Half-Orc Traits**

* +2 STR, -2 CHA; Half-Orcs are physically powerful, but not particularly bright or sociable.
* Medium size, base speed 30 ft.
* **Darkvision -** 60 ft.
* **Intimidating:** Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* **Orc Blood:** Half-Orcs count as both humans and orcs for any effect related to race.
* **Orc Ferocity:** Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
* **Tough:** Half-Orcs gain a +2 bonus on saves vs. Poison and environmental effects.

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### **Ifrit**

* **Lifespan:** Maturity at 18 years; average lifespan of ~110 years
* **Homeland:** Various
* **Language:** Ignan

Ifrits are a passionate, but fickle race of fire elementals who dwell in mountainous, desert regions throughout Eleroth. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature.

They vary in appearance as widely as their elemental ancestors do. Most have pointy ears, bronze or charcoal skin, and hair that flickers and waves as if it were aflame. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.

They are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hot-headed and independent to fit into civilized society, and their predilection toward pyromania doesn't endear them to the local authorities. Those born into nomadic or tribal societies fare much better, since ifrits' instinctive urge is to explore and conquer.

Ifrits are a dichotomous people--on one hand, fiercely independent and on the other, imperious and demanding. They are often accused of being morally impoverished, but their troublemaking behavior is rarely motivated by malice. They are in it for the sheer thrill.

#### **Species Attributes**

* +2 Dex, +2 Cha, -2 Wis; Ifrits are passionate and quick, but impetuous and destructive.
* **Type:** Outsiders (Native)
* **Darkvision -** 60 ft.
* **Energy Resistance:** Ifrits have fire resistance 10.
* **Fire Affinity:** Ifrits who cast any spell with the [Fire] descriptor at +1 caster level.
	+ Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
	+ Ifrit clerics with the Fire domain use their domain powers and spells at +1 caster level.
* **Ifrit Magic:** Ifrits can use the *Ignite* cantrip and *Produce Flame* once per day each as a spell-like ability (Charisma is spellcasting ability and caster level equal your HD). If their Charisma is at least 13, you can cast *Burning Hands* once per day as a spell-like ability. Caster level is always equal to your character level.

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### **Jermlaine**

* **Lifespan:** Maturity at 1 month; average lifespan of 10 years
* **Homeland:** Underground
* **Language:** Chitter

Jermlaine, sometimes called "tommyknockers", "jinxkin" or "banemidges", are tiny humanoid-shaped beings with foul dispositions and often malicious designs. They are remarkably adept at hiding and sneaking, so they are the enemies of all who venture underground. They appear to be a shaggy humanoid that stands about 1 foot tall, with tiny, beady eyes and long, floppy ears. They dress in dirty rags and scraps of hide, and its skin is baggy, wrinkled, and always crusted with filth.

Their speech often amounts to shrill, high-pitched chatter and squeaks easily mistaken for the squeaks of bats or rats, though some can learn to speak other languages.

Jermlaine attack only from ambush. If ambush is impossible, they hide and wait until it is feasible. They always try to single out injured, ill, or sleeping foes as their first targets. Jermlain enjoy sneaking into camps and vandalizing or stealing equipment, so long as they stand a good chance of getting away without fighting. Rather than direct confrontation, they prefer to dig pits or make traps. Once caught, the Jermaline swarm and pummel the target into submission.

Jermlaine rarely venture beyond their own subterranean caverns. When they do, it is because they were exiled, the victim of an attack that wiped out their tribe, or on rare occasions, some Jermlaine are intelligent enough to want more out of life.

#### **Species Attributes**

* - 6 STR, +4 DEX, -2 CON, -2 INT, +4 WIS, -4 CHA
* **Superior Darkvision** - 120 ft.
* **Size:** Tiny; base landspeed 30 ft.
* **Type:** Fey (Immune to spells only affecting humanoids, such as *Charm Person*and *Hold Person;*+2 to saves vs. Enchantment spells or effects.)
	+ Vulnerability to Cold Iron.
* **Cave Dweller:** Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
* **Subterrannean Sneak:** Jermlaine gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
* **Vermin Empathy:** +4 Handle Animal checks made with vermin.

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### **Maenad**

* **Lifespan:** Maturity at 18 years; average lifespan of ~120 years
* **Homeland:** Various waterways and coastlines of Eleroth
* **Language:** Aquan

Maenads are an aquatic race with flesh and hair that mimics the colors of lakes, seas, and oceans. They are a proud race and show little outward fear. While good natured and somewhat playful among their own kind, they behave with slightly more reserve and seriousness in the company of non-maenads. They have excellent emotional control, often coming across as serene and graceful. They are not moody and do not quickly become angered. As close friends, some find them overly possessive, as they are very protective of those they care about.

They often settle near water, usually in warmer climates. Though land-dwellers, they spend a fair amount of time in the water. For this reason, most dress sparsely, wearing only enough to protect themselves from the elements, and few wear shoes. Maenads pursuing martial paths often specialize with weapons they can wield equally well on land and water.

Maenads do not have communities or homelands of their own, instead settling among human communities. They hold no bias toward any other race, though they tend to get on well with elves. They do not tend to lean any particular direction in terms of alignment, instead sticking toward center neutral.

Often, maenads will venture forth to seek out a life of adventure in the wide world. Like water itself, maenads feel compelled to move and adventuring gives them ample excuse for living on the road.

#### **Species Attributes**

* Medium size, base landspeed and swim speed of 30 feet
* **Type:** Outsider (Native)
* Low-Light Vision
* **Acclimated to the Deep:** Cold Resistance 5, natural acclimation to the pressure and temperature of deep water.
* **Amphibious:** Maenad are amphibious, but prefer not to spend long periods out of the water.
* **Leathery Hide:** Maenad have a +2 natural armor bonus.
* **Seasinger:** The beautiful voices of the maenad are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells.
* **Water Affinity:** Cast all spells with the Water descriptor at +1 caster level.

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### **Shifter**

* **Lifespan:** Maturity 14 years; average lifespan ~80 years
* **Homeland:** Human Lands; most commonly found in Savos
* **Language:** Human Languages

Shifters are subtle shapeshifters capable of disguising their appearance. They evolved through the union of humans and doppelgangers, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapeshifting ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many shifters live up to this potential.

In general, shifters are prudent and cautious, preferring to take risks only when they feel the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party intends to reveal.

Shifters strongly resemble their doppelganger lineage, with only a passing nod to their human heritage. They stand between 5 and 6 feet tall. Unlike true doppelgangers, shifters do have genders in their natural form, although they can adopt any shape they like. In their natural forms, shifters have pale white skin, and their hair is thin and fair. Their limbs are long and slightly out of proportion compared to humans, and their faces have more distinct features than a doppelganger, including the hint of a nose and lips. Their eyes, however, remain blank black and they possess the overall look of being 'unfinished'.

#### **Shifter Attributes**

* +2 bonus to an ability score of your choice.
* Medium size; base landspeed 30 ft.
* **Type:** Humanoid (Shapechanger)
	+ Proficient with natural weapons, gaining a 1d4 slam attack
	+ Vulnerable to Silver
* **Natural Linguist:** Add two additional languages to your starting languages
* **Slippery Mind:** A shifter's mind is as malleable and changeable as their bodies. They receive a +2 racial bonus to saving throws made to resist Sleep and Charm effects
* **Shapeshifting (Su):** Shifters have the supernatural ability to alter their appearance as though using the *Disguise Self* spell that affects their bodies, but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a shifter's facial features, skin color and texture, and physicality, within the limits described for the spell. A shifter can use this ability as a full-round action, and the alteration lasts indefinitely or until they choose to change their shape again. A shifter reverts to their natural form when killed.
	+ A *True Seeing* spell reveals their natural form. When using this ability to create a disguise, a shifter receives a +10 circumstance bonus on Disguise checks.
* **Subterfuge:** A shifter's entire nature revolves around deception, trickery, and disguise. They gain a +2 racial bonus to Bluff, Intimidate, and Sense Motive checks.

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### **Simic**

* **Lifespan:** A simic's lifespan is slightly accelerated, reaching maturity at ~12 years, with an average lifespan of ~40 years. A Simic Elder--the mysterious leaders of their society--can live well past 120 years.
* **Homeland:** Formene
* **Language:** Vedalken

The Simic Combine uses magic to fuse different lifeforms together, including themselves. They consider themselves a highly evolved race, and their altered forms bear little resemblance to their original selves. The goal of these experiments is, ostensibly, to survive the harsh environment of their homes.

A simic's biological enhancements means that the appearance between two simics can be drastic, though all have the same basic form. Their forms are augmented with characteristics of animals, mostly aquatic, reptilian, squid tentacles, wings, fines, and the like. They are the product of the Simic's centuries of magic and alchemical experimentation.

Their names are long and difficult to pronounce, so when working with other races they either adopt simple human names or they use names that get across the sort of aesthetic they want to get across, such as "Shadow" or "Grim".

#### **Simic Attributes**

* Medium, base landspeed 30 ft.
* **Darkvision -** 60 ft.
* **Animal Enhancement:** Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and another at 6th level.
	+ *Acid Spit:* Once per day, as an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 1d8 acid damage unless it succeeds at a Reflex saving throw.
	+ *Carapace:* Your skin in places is covered by a thick shell. You gain a +1 AC when you're not wearing heavy armor.
	+ *Grappling Appendages:* You have two special appendages, such as claws or tentacles, that you can use to grapple a foe as an action while keeping your other two hands free.
	+ *Manta Glide:* You have ray-like fins that you can use to slow your fall or allow you to glide. You can subtract up to 100 feet from any fall when calculating damage.
	+ *Nimble Climber:* You have a Climbing speed equal to your walking speed.
	+ *Underwater Adaptation:* You can breathe air and water, and you have a swimming speed equal to your walking speed.

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### **Strix**

* **Lifespan:** Maturity at 12 years; average lifespan of 80 years
* **Homeland:** Forests and cliffs of Eleroth
* **Language:** Strixi

Distant kin of the Raptorans, the Strix come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Strix have arms and legs like other humanoids, as well as wings that may extend from their back and shoulders. Like owls, Strix are graced with feathers that make no sound when they move or fly, making it easy for them to move about unseen. Strix are not nocturnal, per se, but they find it just as easy to operate at day or night, and don't biologically seem to harbor any particular preference.

They are close to nature and rarely settle down, preferring to live in nomadic, shamanistic tribes. They fought with the elves during the Brecillian Wars, which have given them a dislike for humans, dwarves, and their ken. They get on better with centaurs, firbolgs, and elves.

#### **Species Attributes**

* +2 Con, +2 Wis, -2 Cha
* Medium Size, 30 ft. base landspeed,
* Low-Light Vision
* **Flight:** Thanks to their wings, Strix are capable of flying if they so wish. They have a flying speed equal to their landspeed. They cannot fly if they are wearing medium or heavy armor, or carrying a heavy load.
* **Greater Darkvision:** 120 ft.
* **Nocturnal:** You only need 4 hours of sleep per night, instead of the usual 8.
* **Silent Feathers:** Strix receive a +2 racial bonus on Stealth checks.
* **Suspicious:** Strix receive a +2 racial bonus on saving throws against illusion spells and effects.

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### **Suli**

* **Lifespan:**
* **Homeland:** Savos
* **Language:**

Sulis, or suli-jann, are the descendants of mortals and jann, the most common variety of genie to live in Savos. They manifest their otherworldly heritage in adolescence, or when awakened by an encounter with a genie. Strong and attractive, these dynamic individuals can call forth elemental energies to augment their prowess in combat. Neither genie nor human, sulis stand in two worlds and often feel as if they don't belong in either--which is fine with them.

These eccentric individuals are as wild and untamed as the winds, with a strong love of wines and games of chance. The suli are always the center of attention in any room they enter. They excel in positions of leadership, or as actors, musicians, or con-artists.

#### **Species Attributes**

* +2 CHA, -2 WIS; suli are charismatic and charming, but rarely stop long enough to think things through.
* Low-Light Vision
* **Elemental Assault:** Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
* **Elemental Resistances:** Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
* **Negotiator:** Sulis are keen negotiators, and gain a +2 racial bonus to Diplomacy and Sense Motive.
* **Power of the Djinn:** Once per day, you can call upon the reality bending nature of the djinn to gain a +1 luck bonus to an ability check or saving throw, or to impose a -1 luck penalty to an attack roll made against you.

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### **Tiefling (Cambion)**

* **Lifespan:** Maturity 15 years; average lifespan ~100 years
* **Homeland:** Human lands; reviled in Galifar
* **Languages:** Abyssal (also called "Infernal")

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye; this is the lot of the tiefling. Their appearance and nature are not their fault, but the result of an ancient sin, for which they are their children and their children's children will always be held accountable. They are also known colloquially as "hellspawn" or "horns".

Plagued by a dark and sinister heritage, tieflings walk through the shadows, savoring the darkness or trying their hardest to escape it. Tieflings are scattered throughout Eleroth, littered geographically in a reminder of a distant time when devils and demons exerted an active influence over the lands.

Tieflings face heavy discrimination and are rarely welcomed in human society due to their fiendish ancestry and outwardly fiendish appearances. As such, many tieflings live in ghettos and other undesirable areas of town. Some attempt to counteract this stigma by amassing personal wealth or power, while others seek to form communities with other tieflings where they can live without needing to hide their natures. Occasionally, tieflings may associate with other marginalized or distrusted species, such as half-orcs.

Some tieflings choose to ease their solitude by adopting pets. Many animals are put off by the scent of fiendish blood, but this can be overcome with time and training. Ravens, rats, and cats are favorite animals among tieflings, though of course it varies from individual to individual.

Tieflings are rarely religious, although some seek faith to find the acceptance and affection that their lives often lack. Many tieflings who tend toward religion are often driven off from the major good deities, instead being drawn to the Moonweaver, the Laughing Rogue, and the Mistress of Coin. Some find solace within the halls of the Everlight, who believes all creatures deserve compassion and a chance to prove themselves.

Tieflings have a certain reputation as liars, thieves, killers, and criminals. Many gleefully embrace their fiendish ancestry, finding their callings in foul deeds and shady business.

#### **Tiefling Attributes**

* +2 DEX, +2 INT, -2 CHA
* Medium size, base landspeed 30 feet
* **Type:** Outsider (Native)
* **Darkvision -** 60 ft.
* **Abyssal Vestige:** Tieflings, no matter how hard they try to hide it, are intrinsically demonic in nature and this manifests in some kind of physical traits. Choose one of the following:
	+ **Demonic Hide:** All Tieflings possess some energy resistance, but some have skin that is tough as armor. A tiefling with this trait gains a +1 natural armor bonus to AC.
	+ **Maw or Claw:** Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
	+ **Prehensile Tail:** Almost all tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
* **Fiendish Resistance:** Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* **Infernal Magic:** Tieflings have an instinctive connection to fell magic from the Abyss. All Tieflings can cast *Deathwatch* at-will as a spell-like ability. Tieflings with an INT of 13 or higher can cast *Darkness* 1/day as a spell-like ability
* **Tricky:** Tieflings are known for their duplicitous nature, and even those with noble bearings are naturall skilled at such endeavors. Tieflings gain a +2 racial bonus to Bluff & Stealth checks.

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### **Tortle**

* **Lifespan:** Most can walk from birth; maturity 15 years; average lifespan ~50 years
* **Homeland:** Coastal areas of Eleroth; notably Savos
* **Language:** Aquan

What many tortles consider a normal life, others might call a life of adventure. Born near sandy coastlines, most become nomad survivalists as soon as they are able to walk, eager to explore the world around them and meet new people.

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, often old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns how to speak and forage to survive on its own. Young tortles inherit the tools of their parents and tend to live in sibling groups for the first 15 years or so of their lives, which are spent in relatively confined, isolated areas. At about fifteen years old, they will strike out on their own, most never seeing their siblings again.

These folk have a saying: "we wear our homes on our backs". Their shells provide all the shelter they require. Consequently, they don't feel the need to root themselves in one place for too long. Any tortle "settlement" is really only a temporary place of lean-tos and torches, used for moots where tortles can socialize with each other, share useful information, and trade in relative safety.

Most tortles like to see how others live and discover new customs and ways of doing things. They embrace a simple worldview: the world is a place of wonder, and they see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily, or to simply stand in the middle of a busy human marketplace. They marvel at the works of other races, especially humans. While they spend much of their time in relative isolation, tortles are social creatures that like to form meaningful relationships.

Tortles universally worship the Moonweaver and believe that she watches over them. They believe the moon is the eye of the Moonweaver that watches over them in darkness. Tortles feel most at peace in the light of the moon, especially the full moon. They become nervous or uneasy when neither the sun or moon are visible in the sky. Tortles are most uncomfortable underground.

#### **Tortle Attributes**

* +2 WIS, -2 DEX
* Medium Size, base landspeed 20 ft.
* **Type:** Humanoid (Reptillian)
* **Hold Breath:** Tortles can hold their breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for quite some time before coming up for air.
* **Shell:** Due to their shells and the shape of their body, they cannot wear armor not especially made for them. However, a tortle's shell provides ample protection, granting a +4 natural armor bonus to AC.
	+ **Shell Defense:** You can withdraw into your shell as a standard action. Until you emerge, you are considered to have total cover, though you are also considered prone, your speed becomes 0, and can take no other actions, other than emerging from your shell as a standard action.
* **Survivalist:** +2 Survival

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### **Ursan**

* **Lifespan:** Maturity at 14 years; average lifespan of ~50 years.
* **Homeland:** Savage Frontier, Husland
* **Language:** Rahr (also called “Bearish”)

Ursan, also known as Bearfolk, are massive people of iron resolve and deep nobility. Hailing from the coldest, harshest climates Eleroth has to offer, ursan put their trust is family to stand against the world. In defiance of their brutish appearance, they are deeply spiritual and artistic.

The core of ursan society is the immediate family. Villages act as extended families, living by the old adage that it takes a village to raise a cub. This connection is the backbone of ursan culture. Cubs are quick learners and the elders are respected for their experience and greater perspective. Building on this respect, ursan venerate their ancestors at a nearly demigod level and they believe the spirits of their ancestors guide them. The tribe holds druids in high respect and looks tot hem for guidance.

Ursan villages establish homes that gravitate toward striking a balance with nature and their impact on it. Even the most urban minded of them prefer parks and greenery, and take pains do not disguise the landscape any more than necessary. When possible, they love to incorporate existing caves and rock formations into their architecture. Settlements always hold a totem, statue, or some other representation honoring an ancestor of virtue at their center.

They place a high value on honesty, trust, hard work, and community. These virtues bring an ursan honor, and make an outsider welcome. Laws governing ursan life are simple and loose. They trust in their core values to guide them wisely when disputes arise. They rarely turn to violence to settle disputes, preferring discussion and, if needed, turning toward an elder to mediate.

Their intimidating mien is no veneer, and have a deep and impressive capacity for violence when roused to anger or in defense of their own. Their passion run as strong as their bodies, and banter that pushes boundaries into insults and bruised honor often leads to more--much more serious bruises. Their great physical strength means they excel at battle, and many ursan wear scars from physical contests, both simple competition and more serious matters than honor.

A note on ursan names. They are given cub names by their parents, and when they come of age they earn a new name, which is bestowed on them by an elder--or, more rarely, one they choose themselves. This name befits a deed undertaken during their rite of passage into adulthood, describing an honorable or prominent trait, such as Fireheart, Stonebones, or Moondancer.

#### **Ursan Attributes**

* +2 STR, +2 WIS, -2 CHA
* Medium size, base landspeed 30 ft.
* **Type:** Humanoid (Beastfolk)
* **Bear Hug:** When you take the full-attack action, you can use a bonus action to make a grapple attempt.
* **Bite:** Your powerful jaws are natural weapons, which deal 1d6 piercing damage, with a x3 critical damage modifier.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Thick Fur:** You are immune to the effects of a Cold environment and have Resistance 5 Cold.
* **Ursine Talent:** You have a +2 racial bonus on Athletics checks and Perception checks.

#### *Ursan Purifier*

Some Ursan are born under an auspicious sign and touched by the spirits of nature. They are slighter of build, with pale or white fur, and a strong affinity for the natural world. Purifiers often serve as spiritual anchors in their communities.

* **Nature's Gift:** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. This ability replaces **Powerful Build.**
* **One With the Wilds:** You have a +2 racial bonus on Handle Animal and Survival checks. This ability replaces **Ursine Talent.**
* **Stalwart Will:** Once per day, when you make a Will saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before you know the result. This ability replaces **Bear Hug.**