Human Races

There a very many races that are consider 'Humans'. There's the base human races, then there are Dwarves, Elves, Ogres and Goblins.

## Humans

Humans are generally a versatile species, with various subspecies depending on what biome they come from. Base humans can generally have children with just about any race besides a select few. They are very versatile and adaptable. They can pick up skills easier, however, they struggle with magic. The tallest humans get is generally 6ft max.

Any of these races can be Half, and take characteristics of a different physical characteristics of a different race.

Dwarves, Elves, Ogres and Goblins are considered “Human Races”.

## Dwarf

Dwarves are generally shorter humans (5`5ft max), with stockier builds. Even women can grow beards, and they generally have little difference between genders besides reproductive systems and having a chest.

They generally love mining, and gravitate more towards blacksmithy and swordsmanship. They struggle with magic most often.

Dwarves generally have a single specification that they go into, and then become masters of it in their lifetime. Their skills in this trade are considered very valuable, and Master Dwarves are generally greatly sought after for different things.

## Elves

Elves have long ears, and generally are more in-tune with magic and nature. They also make excellent archers. They are also taller, and are able to grow up to 7ft tall.

Normal elves generally have an affinity for magic, and generally are most commonly scholars. They generally are ones that help do research into different aspects, opposite of the dwarves who are  more hands on. All subraces of elves have longer hair, and are generally taller.

Elves have different typings, but they can also be just different cultures within the Elven race. There can be some physical differences, but even so, normal Elves can be put into Wood Elf as a culture, or Drow, and so on.

### Wood Elves

Wood Elves are elves who saw themselves as guardians of nature or forests in general. They protect their forests as best as they can. They generally dressed in simple clothing, and in colors that can be easily found in nature. Wood Elves are more likely to be archers as well. They generally can be described as calm and level-headed. They generally do not show strong emotion, and have a strong aversion to large cities. They are generally slim and agile.

The physical difference in the deep-rooted wood elf community is being able to understand the body language of most animals (if they lived in the forest most of their life), and being able to tell the needs of plant-life. Some Wood Elves have antlers that also shed off like deer's and regrow every year. However, both males and females can have these.

Wood Elves are normally more tanned or have a reddish tone to their skin. They may have subtle spots or stripes, close to their skin color. Wood elves generally have brown or blonde hair, but there may be other natural colors like black or ginger. They are usually more lanky than muscular, and have long limbs. Some of them may have unnatural proportions to their limbs, but not to the extent of Endermen / Enderians.

### Drow

They are also known as Dark or Night Elves. Drow are generally elves who preferred living Underground, in cave systems. They know how to deal with the creatures belonging to these systems, such as Phantom or Arachnids.

Drows are extremely charismatic, and can generally smooth-talk over conflict. They are considered great strategists, especially in matters concerning conflict and war. Drows have darker skin, but they can be lighter. But all Drows generally have skin colors in either grey and/or blue color range.

Drows are more likely to be observant, and analytical.

### Aquatic Elves

Aquatic elves are simply Merlings with Elven features, enough to be even confused for an Elf if it were not the fish-like attributes. The only thing setting them aside from normal elves are different colored skin (usually green or blue), as well as patterns on the skin. They have elf-like ears, tall and long limbs. They are considered Merlings. They are generally a semi-common union between an Elf and a Merling. When creating an Aquatic Elf, you will chose a Merling as your base origin.

## In-Game Effects

These races effects from the Dig's DnD origins:

### Variant Humans

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the world.

* Skills
	+ You gain proficient in now skill of your choice.
* Feat
	+ You gain one feat of your choice.

### Halfling

Your halfling character has a number of traits in common with all other halflings.

* Size
	+ You are half as tall as a human. You also have 40% less health points and deal 0.5 less damage. Your size is small.

* Speed
	+ Your base speed is 10% slower.

* Lucky
	+ You find better loot in chests and when fishing
* Halfling Nimbleness
	+ You can move through the space of any creature that is a size larger than you without being slowed down.
* Subrace
	+ The two main kinds of halfing, lightfoot and stout, are more like closely related families than true subraces. You will choose one of these upon selecting this race
* Lightfoot
	+ As a lightfoot halfling, you can easily hide from notice, even using other people as cover.
	+ Naturally Stealthy
		- You can attempt to hide even when you are obscured only by a creature that is larger than you. Sneaking while up against an entity larger than you will render vou (but not vour armor) invisible.
* Stout
	+ As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.
	+ Ability Score Increase
		- Due to your increased constitution, your health point maximum is only reduced by 35% rather than the normal 40% of other small races.
	+ Stout Resilience
		- Poisons last half as long for you.

### Dwarf

* Size
	+ Your are half as tall as humans. You also have 40% less health points and deal 0.5 less damage. Your size is medium.
* Speed
	+ Your base speed is 10% slower
* Darkvision
	+ Accustomed to life underground, you have superior vision in dark and dim conditions.
* Dwarven Resilience
	+ The poison states effects last as half as long for you.
* Dwarven Combat Training
	+ You have prnfienceny with axes, dealing 2 more damage with them
* Tool Proficiency
	+ You gain proficiency with mason's tools, you can mine any ore with a stone pickaxe or greater.
* Subrace
	+ Two main sub races of dwarves populate the world: Hill dwarves and Mountain dwarves. You will choose one of these upon selecting this race
* Hill Dwarves
	+ As a hill dwarf, you have keen sense and deep intuition, and remarkable resilience.
		- Dwarven Toughness. Your health point maximum is only reduced by 30% rather than the 40% of most other small races
* Mountain Dwarf
	+ AS a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain.
		- Dwarven Armor Training. You have proficiency with armor, giving you +2 to your error toughness while a full set is equipped

### Elf

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

* Size
	+ You are slightly slimmer than humans and you have 20% less health points. Your size is medium.
* Darkvision
	+ Accustomed to twilit forests and the night sky, you have superior vision in dark or dim conditions.
* Trance
	+ Elves don't need to sleep. Instead they meditate deeply, remaining semiconscious, for 4 hours a day. Your insomnia builds half as fast.
* Subrace
	+ Ancient divides among the elven people resulted in three main subraces: high elves, wood elves. and dark elves, who are commonly called drow. You will choose one of these upon selecting this race
* High Elf
	+ As a high elf, you have a keen mind and mastery of at least the basics of magic.
	+ Elf Weapon Training
		- You have proficiency with the sword and bow, dealing 2 extra damage with both.
	+ Cantrip
		- You know one cantrip of your choice from the spells list. You will pick your cantrip upon selecting this sub race
	+ Wood Elf
		- As a wood elf, you have keen sense and intuition, and your fleet feet carry you quickly and stealthily through your native forests.
		- Elf Weapon Training.
			* You have proficiency with the sword and bow, dealing 2 extra damage with both.
		- Fleet of Foot.
			* Your base speed is 10% faster.
		- Mask of the Wild
			* You can attempt to hide in foliage. Sneaking while up against foliage will render you (but not your amor) invisible.
	+ Dark Elf (Drow)
		- Descended from an earlier subrace of elves, the drow were banished from the surface world for following the goddess Lolth down the path of evil.
		- Superior Darkvision
			* Accustomed to the Underdark, your vision is superior even to those with normal darkvision.
		- Sunlight Sensitivity
			* Your vision is reduced when in direct sunlight.
		- Drow Magic
			* You can cast the faerie fire and darkness spells each once a day with this ability. You regain the ability to do so once you take a long rest. These spells both require concentration and cannot be active at the same time.
		- Drow Weapon Training
			* You have proficiency with swords and crossbows, dealing 2 extra damage with both.

### Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

* Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
	+ Ability Score Increase
		- Due to vour increased charisma, villagers reduce their prices for you.
	+ Darkvision
		- Thanks to your elf blood, you have superior vision in dark and dim conditions.
	+ Skill Versatility
		- You gain proficiency in two skills of your choice. You will choose your skills upon selecting this race