Common Races of Eleroth

The people of **Eleroth** make up a rich tapestry of races, cultures, and traditions. Each race can be found elsewhere in the world of **Tyrind** but have their own distinct flavor and style. The people of Eleroth, as a whole, tend to be more religious, suspicious of arcane magic and eastern technology, and tend to place a higher value on diplomacy, cunning, and wealth.

For more information on the unusual or uncommon races of Eleroth, **check here.**

## **Common Races**

### **Dwarf, Gold (*Dwarva)***

* **Lifespan:** Maturity - ~20 years; average lifespan is ~150 years
* **Homeland:** Grorshok Holds
* **Language:** Sharok (also called "Dwarven")

The gold dwarves of Eleroth ares stout, tough individuals but less off-putting or gruff in nature. They are natural miners and smiths, and they control most of the precious metals found across the continent. Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout the Five Kingdoms, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.

The dwarves hail from the various thaigs of the Grorshok Holds; a loose-knit confederation of otherwise unconnected dwarf clans in the mountainous terrain in the north and east of Eleroth. The dwarves have never had a unified empire in Eleroth, and thus never rose to the same prominence as the sky elves, though their control of mineral wealth has always made them important allies of the dominant empires. The Grorshok clans were close allies to the elves before the Brecilian Wars, but most of them seceded from them early in the wars, marking the greatest degree of unity and independence the dwarves have ever possessed.

Humans who wander into gold dwarf strongholds may be surprised to find a people far more confident and secure in their future than the dwarves of **Dharrenal**. They can come off as haughty and almost elf-like in their pride, believing dwarven culture to be enduring and superior to the other cultures and lacking the fatalistic pessimism of their eastern cousins.

#### **Dwarf Attributes**

* +2 Con, +2 Wis, -2 Dex. Gold dwarves are more eloquent and personable than their cousins to the east, but they have stocky, heavy frames.
* Medium size, base landspeed of 20 feet
* **Darkvision** - 60 ft.
* **Craftsmen:** Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
* **Hardy:** Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Industrious Urbanite:** With fewer thaigs than their Dharrenali cousins, the gold dwarves have adapted more to the urban sprawl of human cities. They make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money.
* **Relentless**: Gold Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
* **Sense Aberration:** The Gold Dwarves have long been made to battle against aberrations and other horrors that few other races could fathom. They gain a +2 racial bonus on Knowledge (Dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
* **Stonecunning:** +2 on Search checks made to notice unusual stonework. A dwarf who comes within 10 feet of unusual stonework can make a Search check as if they were actively searching.
* **Weapon Familiarity:** Dwarves treat any weapon with "dwarf" in the name as a martial weapon.

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### **Elf *(Aelda); Sky Elf (Aelvilya)***

* **Lifespan:** Maturity - ~20 years; average lifespan is ~200 years
* **Homeland:** Forest of Illan
* **Language:** Aelish (also called "Elven")

Long ago, the sky elves were the dominant power in Eleroth, and their advanced civilization was based in nature, the Weave, and magic. They achieved feats of magic thought impossible, and their strength and wealth were unmatched anywhere in Tyrind.

However, their arrogance led to their downfall at the end of the **Brecilian Wars**. After the fall of their great city of **Lorathan** and their empire of **Vah'Lorien,** the elves have lost most of their cultural heritage and identity. They attempted to rebuild their society in the Savage Frontier in the city of **Silverymoon**, but after three and a half centuries, they are less than a shadow of their former selves.

Since then, the sky elves have separated into two distinct groups: the Wild Elves, who choose to lead nomadic lives and thrive to keep elven culture alive rather than submit; and the City Elves, who live in human-settled lands, usually an impoverished outcasts, and they have adopted many human customs.

Though treatment differs from kingdom to kingdom, overall, the elves are now a people associated with poverty, crime, and barbarism, and are often blamed as scapegoats for humanity's difficulties. Throughout the Five Kingdoms, humans use racial slurs like "knife ears", "slant-ears", or less cruelly, "tree-hugger".

They are still a proud people, however, with dreams of reclaiming their lost glory and some even strive to find a way to redeem their people's souls.

#### **Sky Elf 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
* **Blightborn:** The outcast elves of Eleroth have developed a resistance to foul influences. They are immune to *Sleep* spells. They also gain a +2 racial bonus on saving throws against necromancy spells and spell-like abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels.
* **Elven Magic:** Sky Elves start play with the *Gust* cantrip, and one 0-level spell from either the Sorcerer/Wizard spell list or the druid spell list. They may cast this spell once per day as a spell-like effect.
* **Keen Senses:** Elves receive a +2 racial bonus on Perception checks.
* **Nomads:** The Sky Elves have been forced into a nomadic lifestyle for an entire generation now, allowing them to know the deep secrets of the Elerothi wilds like no others, especially secrets of the forests. Sky Elves gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
* **Silent Hunter:** Sky Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).

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### **Goblin (Golin'dar)**

* **Lifespan:** Maturity at 7 years; average lifespan ~25 years
* **Homeland:** Tumunzaar
* **Language:** Gobbeldygook (also called "Goblin")

Goblins, or *Golin'dar*, are a race of small, quick people who dwell in large warrens in subterranean areas, such as ruins, sewer systems, and deep caves. Many view goblins are little more than pests or cowardly backstabbers; bottom-feeders living in the lower reaches of civilization, not worthy of the respect offered other races.

Unlike elsewhere on Tyrind, Goblins are much more civilized and common to see in larger settlements. They are a notably diverse people, with some trying to get along as second-class citizens in the slums of cities. But many others have a calling as spies or scouts in mercenary companies.

In the most ancient days of Eleroth, the goblin empire of *Golindar* covered most of south and central Eleroth. They were an ancient enemy of the elves in those days, and their empire mostly crumbled due to in-fighting and the increasing ambition of humans coming down from the north.

Goblins are a people that prefer dark places. Many are born in sewers or caves, and they find comfort in such places. Caves or ruins are durable and easy to find places to hide. Goblins are consummate survivalists, using their small size to their advantage. Though this lends to an air of cowardice, goblins are simply pragmatic enough to realize front line combat is stupid, so they need every advantage they can get.

While these stereotypes are annoying, goblins tend to be pretty thick-skinned and care little for what other cultures think about them. They live their lives how they wish and waste no time on such people. By that same token, goblins rarely form opinions of people until they know them well and never use the term "friend" lightly.

Despite being more civilized than goblins elsewhere, they are still goblins. They are nearly feral in combat with little regard for manners or socially acceptable customs. Their unique biology allows them to adapt to nearly any environment and makes them immune to most diseases.

Two important words in Elerothi goblin culture are *muut* and *atcha*, which translate to "duty" and "honor". They do not define duty as most races do; *muut* is one's purpose, their role in a warren, the way they contribute. Goblins are expected to master their *muut*, whatever it is. *Atcha*, conversely, is honor gained through achievements of great deeds and glorious battles. Goblins often do not have surnames, instead taking a title based on the context their personal *Atcha*.

Goblins of Eleroth have a tendency to worship The Laughing Rogue, who they believe has taken a special interest in them and their culture. Some worship the Moonweaver, as well. Goblins tend to possess a keen dislike for the Dawnfather, given that god's role in the goblin's destruction over the centuries.

#### **Goblin Attributes**

* +2 DEX, -2 STR, -2 CHA; Goblins are quick, but weak and primitive.
* 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.
* **Darkvision -** 60 ft.
* **Type:** Humanoid (Goblinoid)
* **Adaptation:** Growing up in harsh environments, your body has evolved to survive. You have a +4 bonus to resist the effects of weather, extreme heat, and extreme cold.
* **Bite:** Your fanged maw is a natural weapon, which you can use to make unarmed attacks. If you hit, you deal 1d3 + STR modifier piercing damage.
* **Child of Filth:** Goblins have a +4 bonus to all saving throws to resist poisons and environmental effects, and are immune to all nonmagical disease.
* **Fury of the Small:** Once per day, goblins can choose to increase the critical hit multiplier of their weapon for a single critical hit. This decision can be made before the initial damage is rolled.
* **Tree Runner:** In the trackless forests and marshes where the goblins traditionally made their homes, it can be difficult to find dry ground to build on, so the ancient goblin tribes learned to live in the treetops. They gain a +4 racial bonus on Acrobatics and Climb checks.

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### **Halfling *(Wes)***

* **Lifespan:** Maturity - ~15 years; average lifespan is ~80 years
* **Homeland:** The Vinta Plains
* **Language:** Wessit (also called "Halfling")

The halflings of Eleroth are a primarily nomadic people known to favor the open road over permanent settlements. Sometimes called "the people of the road", their traveling caravans can be encountered throughout Eleroth, but halflings also settle in permanent communities, most notably the city of **Homestead**. Halflings are often thought of as scoundrels and thieves, an unfair reputation based on outsiders interacting with certain unscrupulous individuals associated with the criminal **Sczarni** gangs. Despite outward appearances of frivolity, the halfling people are fiercely loyal to family and friends, and embrace a rich culture steeped in history and tradition.

Halflings often garb themselves in brightly colored clothing; halflings favor practical dress when completing daily tasks, but are more widely known for the elaborate, embroidered costumes they don for performances. Halflings prefer wealth in the form of gemstones and jewelry, rather than coins, and secure such valuables on their person whenever possible. Halflings are also fond of scarves of all types, and frequently use them to provide emphasis during performances. They also commonly use scarves in more specialized capacities; the *bladed scarf* serves as a favorite weapon when one must appear unarmed.

They are known as a nomadic culture who rarely settle down for any length of time, and consider all of Eleroth their home. Despite this preconception, just as many live a sedentary lifestyle in numerous settlements across the Five Kingdoms. Those who continue their nomadic lifestyle generally traverse Eleroth in family groups or clans, either on foot, or in their well-know brightly colored wagons.

#### **Halfling Attributes**

* +2 Dexterity, +2 Charisma, -2 Strength; halflings are coordinated and agile, but not very strong.
* 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 of 20 ft.
* **Keen Senses:** Halflings receive a +2 racial bonus on Perception checks.
* **Lucky:** Halflings receive a +1 racial bonus on all saving throws.
* **Sure-Footed:** Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
* **Underfoot Dodger:** The nomadic halflings of Eleroth do not treat crowded squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes.

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### **Half-Elf**

* **Lifespan:** Maturity - ~18 years; average lifespan is ~110 years
* **Homeland:** Human Lands
* **Language:** N/A

Half-Elves are relatively common in Eleroth, especially throughout the North. The race grew out of the earliest mingling of the sky elves and the first human settlers. They can be as haughty as elves, though they are able to work more comfortably with humans. Few half-elves are accepted in either community, though they often find more acceptance among humans. Such children face many hardships and prejudice from their human peers, many of whom see them as little better than their elven parents. The elves, however, see them as tainted, or stunted, looking onto them with pity or, just as commonly, with contempt.

They do not have a homeland of their own, but can be found throughout the Five Kingdoms. They are common in Husland and the Savage Frontier, the Moonshea Islands, and the Islands of the Sea Princes. Due to Nandothil's greater tolerance of the elves as a whole, many half-elves find Nandothil to be an acceptable home.

Because of their hard childhoods, many half-elves choose a life on the open road, either as wandering craftsmen or as adventurers.

#### **Half-Elf Attributes**

* Gain a +2 racial bonus to one ability score of your choice.
* **Alert for Betrayal:** You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you.
* **Behind the Veil:** Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. This racial trait replaces amiable.
* **Elf Blood:** Half-elves are considered both human and elf, for any effect that relates 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.

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### **Human**

* **Lifespan:** Maturity - ~15 years; average lifespan is ~70 years
* **Homeland:** Human Lands
* **Language:** Common, Regional Language

Humans are the dominant race of Eleroth. Legend states that their culture was born in the golden city of **Seraphel**, with the first settlers sailing from the island's western coast to the region of Eleroth now called the Moonshea Islands. From there, they spread across Eleroth, disrupting the placid elven empire and leaving ruined orc kingdoms in their wake.

They are the most numerous and contentious of all the races in Eleroth. Only once have they ever united under a single banner, the last being the Brecilian Wars (and even then, not all humans fought against the elves). Religion plays a major role in human society. The majority of humanity in Eleroth is descended from the Andalan tribes that originated on Seraphel.

Humanity is probably the most culturally diverse race; they have half a dozen nations of their own, each with different customs and traditions. They can be found in every color, every shape, and every economic class. Commoners receive far less education in most countries and many are illiterate. The nobility tends to be cultured, extremely wealthy, and well-educated.

The one unifying trait among humans is that there are really no single unifying traits found in humanity. They are defined by their adaptability, their ambition, and their diversity.

#### **Human Traits**

* Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
* Medium, base landspeed 30 ft.
* **Bonus Feat:** Humans select one extra feat at 1st level.
* **Skilled:** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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### **Trollkin**

* **Lifespan:** Maturity - ~15 years; average lifespan is ~60 years
* **Homeland:** Husland; Savage Frontier, Glamour Islands
* **Language:** Jotnar

In ancient times, ogres, trolls, and fey sometimes took human mates. Their descendants are known as the trollkin. Tall and lanky with a brutish appearance, they are seldom welcome among the civilized races of Eleroth. As a result, most trollkin live in isolated settlements, subsisting on hunting and raiding.

With a thick hide of green or brown, trollkin appear similar to trolls or orcs. While many share a rough and unkempt appearance, their inhuman lineage can show itself in a variety of forms. Some could even be considered beautiful by human standards, except for some subtle marker of their monstrosity, such as stone-grey skin or talon-tipped fingers. Many trollkin like to wear their hair in braids, or get tattoos or piercings to express their individuality.

While the majority of trollkin live in remote communities or as hermits, some thrive in civilization. Even within cities, trollin try to stick together in groups that resemble urban tribes. Most urban trollkin find work that exploits their nature, such as mercenary work, bodyguards, manual labor, or even as members of the city watch. Thieves' guilds and other disreputable elements love to employ trollkin as knee-breakers and debt collectors. Smiths and artists sometimes take on a trollkin partner or apprentice to add an exotic or savage flair to their work.

Trollkin find solace among other misfits, such as goblins, half-orcs, and adventuring parties.

#### **Trollkin Traits**

* +2 STR, +2 CON, -2 INT; Trollkin are tough and resilient, but are somewhat dull.
* Medium size, base speed 30 ft.
* **Darkvision -** 60 ft.
* **Inhuman Vigor:** You concentrate regenerative powers in your blood to swiftly recover from wounds. Once per day as a bonus action, you can heal a number of hit points equal to 1d12+CON modifier.
* **Legacy of Fear:** Trollkin receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* **Monstrous Sympathy:** Trollkin know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures.
* **Natural Weapons:** Trollkin have large fangs and many have sharp claws, or even horns. You are proficient with your natural weapons and use them to make unarmed melee attacks. Claws deal 1d4 slashing damage and bites or horns deal 1d4 piercing damage. Choose one when making your character.
* **Squalid:** Many Trollkin exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Trollkin gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.

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### **Vann**

* **Lifespan:** Maturity - ~12 years; average lifespan is ~50 years
* **Homeland:** Breland; the North
* **Language:** Chitter

The Vann (plural *Vanni*) are a race of clever, rabbitlike humanoids that live in the deep, old forests of Breland and the rolling hills of Nandothil. They are bidpedal, with the characteristic long feet and ears of rabbits, with fur that comes in a variety of colors. They have keen senses and powerful legs, and are full of energy, like a wound-up spring. Vanni seem to be blessed with a with unnatural luck, and often find it just as easy to get out of trouble as getting into it.

They have a reputation of being clever, charismatic, and mischievous. The Vann live in semi-nomadic clans, made up of a few families, and live in underground burrows. They are a very social race who thrive in human-dominant lands due to their small size and quick minds. The Vann feel close to the earth and are famed gardeners, herbalists, and cooks.

The Vann are not particularly religious, but they tend to revere the Wildmother; the mother of all beastfolk. They also often revere the Moonweaver, who they believe likes the Vann for their cleverness. Vann do not value coin or art like other races. Not to say that they are impoverished. They just don't tend to care about riches; many become thieves or pickpockets for fun, or the sheer thrill of the game.

#### **Vann Attributes**

* +2 Dex, +2 Cha; -2 Str
* Low-Light Vision
* Medium or Small Size; you choose when at character creation.
* Base Landspeed of 30 ft, regardless of size.
* **Type:** Humanoid (Beastfolk)
* **Friends of the Earth:** +2 Knowledge [Nature] and Survival checks.
* **Hare Trigger:** You gain a +1 bonus to Initiative rolls.
* **Long Ears:** Due to their long ears, the Vann have a +4 bonus to Perception checks made to listen.
* **Lucky Footwork:** Once per day, when you make a Reflex saving throw, you may roll 1d4 and add the result to your saving throw total, potentially turning a failure into a success.
* **Nimble:** Vann have a +2 to Acrobatics checks. Additionally, due to their broad feet, the Vann can ignore difficult terrtain caused by sand, snow, or similar conditions.
* **Rabbit Hop:** You gain a +4 bonus to Acrobatics or Athletics checks made to jump. Additionally, you gain a "Leaping Speed" of 10 feet. That is, if you wish to cover a distance--horizontally or vertically--that is 10 feet or less, you do not need to roll. This may include leaping over enemies that are equal to your size or smaller.

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### **Warforged**

* **Lifespan:** The spirit inhabiting a warforged is considered mature the moment the ritual to create them is complete, though they are not considered "mature" for the three months it takes to full train a warforged.
* **Homeland:** Andolor & Orgahakam
* **Language:** Common

Originally created as powerful soldiers in the Brecilian Wars against the elves, the warforged must now find their own paths to navigate the future they've been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. A few, naturally, seek out a life of adventure.

The warforged are not organic creatures; they are living constructs, an artificial race. They were created using a complex ritual and the power of a mysterious artifact called the "Allspark" that granted them with sentience. They are created one at a time and are made to fulfill a number of purposes (mostly military). Nevertheless, they maintain traditions of culture and spirituality all their own.

All warforged were created for the ultimate purpose of fighting the sky elves in the Great War, animated using complex magic the Allspark. Their conscious minds awoke in articulated bodies of iron, steel, brass, and wood, driven by pistons and springs.

Each Warforged is similar in appearance, but distinct enough for others to tell them apart. They are all made in humanoid shapes, and come in one of three forms--Troopers, who are larger and more physically powerful; Protocols, who are less designed for combat and more intended for labor and other duties; and Scouts, who are somewhat smaller and slighter, meant for stealth and recon.

Warforged mechanisms are more than mechanical, though, as they are a joining of machines and lifeforce. Their arms and legs are driven by **everwound springs**, and their minds, actuated by **memory gears** and transverse cognition gearing, are as keen and alive as a human's. They have unique personalities and can experience emotions--both good and bad. While their faces cannot move--given that they're metal--but their eyes brighten and flicker when experiencing strong emotions.

They have little life experience outside of their duty and many are quite naïve and lack introspection. They naturally understand duty and the chain of command and the rules of conflict, but everything else takes time to learn. Older warforged create complex philosophies about what they perceive and learn, and many have started to show loyalty to religions and organizations, typically becoming very loyal to a small group of comrades that mimic small military units.

#### **Warforged Attributes**

* +2 to one ability score or a +1 to two ability scores of your choice but a -2 CHA; warforged are extremely versatile, but universally have difficulty relating to others.
* Medium; base landspeed of 30 ft.
* **Darkvision -** 60 ft.
* **Type:** Humanoid (Construct)
* **Composite Plating:** The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
* **Constructed Body:** Your consciousness and soul reside within a soul gem to animate your physical form. As such, you are a living creature with some of the benefits--and drawbacks--of being a construct.
	+ You cannot eat, drink, or breathe. You can't drink potions or gain the effects that come from drinking, eating, or inhaling vapors.
	+ You do not naturally sleep.
	+ During rest, you perform maintenance on your gears, springs, and joints, following the normal rules for rest and activity. While performing this maintenance, you are aware of your surroundings but you gain a -2 to Perception checks. If you go longer than 24 hours without performing maintenance, you gain the Exhausted condition, which is removed after you next rest.
	+ You can't be stabilized when dying with a Heal check or the *Stabilize* spell. Instead, a successful DC 10 Intelligence check or the *Mending* cantrip is needed.
* **Flesh of Steel:** You are immune to disease, poison, and the poisoned condition.
* **Solid Construction:** If you are killed but your soul gem and memory gears are still intact, you can be restored to life if your body is repaired and the spell *Soulforging* is cast on it. Because the body already exists, the spell only costs ~500 gp, plus the cost of repairing the body. If your body was destroyed but your soul gem and memory gears are intact, they can be implanted into a new body at the standard cost. The only other magic capable of bringing you back is a *Wish* spell, which restores you fully.