Races

Humans

Description:

Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people—physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.

Regions:

Humans can be found in virtually every corner of the Three Kingdoms region.

Racial Abilities:

All humans have racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Local language (See Languages for appropriate languages).
Bonus: Any (other than secret languages)

 

Dwarves

Description:

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. The Three Kingdoms are home to three different races of Dwarves with subtle differences.

 

Eastwall Dwarves

Regions:

The main entrance to the halls of the Eastwall Mines lie on the southern tip of the Eastwall mountains, in the Maldovan valley.

Racial Abilities:

Eastwall Dwarves have all the Dwarven racial traits as described in the Player’s Handbook, except as follows:

  • +2 Constitution, -2 Dexterity
  • +1 Racial bonus on attack rolls against aberrations
  • Languages:
Automatic: Eastwallan and Aybanese or Maldovan
Bonus: Valdovan, Nuin-Tierian, Westwallan, Terran, Giant, Dur’Edhelan, or local languages
Favored Class: Paladin

 

Tierian Dwarves

Regions:

The Tierian Mines can be found on the southern face of the Tieria Mountains, east of Faykeep, in Grenmond.

Racial Abilities:

Tierian Dwarves have all the Dwarven racial traits as described in the Player’s Handbook, except as follows:

  • +1 Racial bonus on attack rolls against lizardfolk (including kobolds) and dragons
  • Languages:
Automatic: Nuin-Tierian and Aybanese or Grenish
Bonus: Nor-Tierian, Eastwallan, Westwallan, Terran, Draconic, Giant, Dur’Edhelan or local languages

 

Westwall Dwarves

Regions:

Close to the border of Daland lies the entrance to the Westwall Mines, within the Terretium Woods in the Freelands.

Racial Abilities:

Westwall Dwarves have all the Dwarven racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Westwallan and Aybanese or Dalish
Bonus: Eastwallan, Nuin-Tierian, Gormish, Goblin, Terran, Giant, Dur’Edhelan or local languages

 

Elves

Description:

Elves are best known for their poetry, dance, song, lore and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy. There are three major races of Elves in the Three Kingdoms. Taurëan mingle freely in human lands, always welcome yet never a home there. Tierian and K’Thirian are more reclusive, choosing to move out of the way of the humans as they settled the lands east of the Old Empire. Elven royalty moved further east, deep within the K’Thir Woods, so they could protect their way of life. The scholars wanted to protect their extensive archives, and moved north into the Tierian Mountains.

 

Taurëan Elves

Regions:

The most common race of Elves make their home in the Taurë Forest of Grenmond, however they can be found in most areas of the Three Kingdoms region.

Racial Abilities:

Elves of the Great Forest have all the Elven racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Taurëan and Aybanese (or local)
Bonus: Undebanese, K’Thirian, Nor-Tierian, Gnoll, Gormish, Goblin, Sylvan, or local languages
  • Favored Class: Scout

 

K’Thirian Elves

Regions:

The remnants of the displaced Elven Court are now held deep within the K’Thir Woods.

Racial Abilities:

K’Thirian Elves have all the Elven racial traits as described in the Player’s Handbook, except as follows:

  • +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution
  • Weapon Familiarity: Elven courtblade, elven lightblade, and elven thinblade
  • Languages:
Automatic: K’Thirian and Aybanese
Bonus: Undebanese, Taurëan, Nor-Tierian, Gnoll, Goblin, Sylvan, Draconic, Valdovan or local languages
  • Favored Class: Duskblade

 

Tierian Elves

Regions:

The record keepers of the old elven kingdom now reside on the heights of the Tieria Mountains.

Racial Abilities:

Tierian Elves have all the Elven racial traits as described in the Player’s Handbook, except as follows:

  • +2 Intelligence, -2 Constitution
  • No bonus weapon proficiency
  • Languages:
Automatic: Nor-Tierian and Aybanese
Bonus: Nuin-Tierian, Taurëan, K’Thirian, Giant, Draconic, Auran or local languages

 

Gnomes

Description:

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound. There are two races of Gnomes in the Three Kingdoms. The Eban are more playful than that of their Valley brethren, who focus more on constructing technological wonders.

 

Eban Gnomes

Regions:

Most Eban Gnome settlements are along the Eban Ridge, although they can be found throughout the Three Kingdoms region.

Racial Abilities:

Eban Gnomes have all the Gnome racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Undebanese and Aybanese or Ebanese
Bonus: Taurëan, K’Thirian, Valdovan, Nuin-Tierian, Eastwallan, Gnoll, Goblin, Draconic, Giant or local languages

 

Valley Gnomes

Regions:

Valley Gnomes reside in the great valley of the Maldova.

Racial Abilities:

Valley Gnomes have all the Gnome racial traits as described in the Player’s Handbook, except as follows:

  • Base Speed: 30
  • Weapon Familiarity: Firearms (in place of gnomish hooked hammers)
  • No DC bonus for Illusion spells
  • No Spell-like abilities
  • +2 Racial Bonus on Craft (Alchemy), Knowledge(Architecture and Engineering) and Use Magic Device checks
  • Languages:
Automatic: Valdovan and Aybanese or Maldovan
Bonus: Eastwallan, Undebanese, Nor-Tierian, Nuin-Tierian, Giant, Goblin, Draconic or local languages
  • Favored Class: Artificer

 

Half-Elves

Description:

Humans and Taurëan elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy—half-elf children.

Regions:

Half-Elves can be found in virtually every area that Humans or Taurëan Elves reside in the region.

Racial Abilities:

Half-Elves have all the Half-Elf racial traits as described in the Player’s Handbook, except as follows:

  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Languages:
Automatic: Local language (See Languages for appropriate languages) and Taurëan
Bonus: Any (other than secret languages)

 

Half-Orcs

Description:

In the wild frontiers of the Wildergaard, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.

Regions:

Half-Orcs are generally found with the barbarian tribes in the Wildergaard, in the northern regions of the Daland Empire, or the Freelands, although they travel throughout the Three Kingdoms region.

Racial Abilities:

Half-Orcs have all the Half-Orc racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Local language (See Languages for appropriate languages) and Gormish
Bonus: Any (other than secret languages)

 

Halflings

Description:

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.

Regions:

Halflings tend to live underfoot of the humans in the Three Kingdoms region, though almost half the population of Amis is composed of Halfling clans.

Racial Abilities:

Halflings have all the Halfling racial traits as described in the Player’s Handbook, except as follows:

  • Languages:
Automatic: Local language (See Languages for appropriate languages)
Bonus: Any (other than secret languages)