One of the greatest influences of the Judges Guild creators on the Wilderlands setting is its incredible array of races. The following information reflects additional races unique to the Wilderlands. The races listed here are the more “common” races. See the Monsters chapter for more races that could be PC races with Judge’s permission. Yet even these are only a tiny fraction of the many peoples of the Wilderlands.
While it is certainly possible to run a Wilderlands campaign using only the standard races from the PHB, if you would like to truly customize your campaign to take advantage of the Wilderlands setting you may elect to use the races found here to more firmly tie your character to the cultures of the Pazidan Peninsula and the Wilderlands. Some races (or strains of a specific race) have a Traits section. If so, they do not use the normal Traits of their base race according to the standard system, but use the listed Traits instead. If not, use the racial traits from the PHB.
Humans are the most common race in the Wilderlands. Strictly speaking, the human race has no sub-races, only cultural and ethnic divisions—of which most humans unfortunately make far too much of a difference. Most humans in the Wilderlands are a mix of a number of bloodlines, with the most common being a mix of Altanian, Tharbrian and Ghinoran, though some may have Skandik, Avalonian, Viridian or even Amazonian blood. These mixed blood humans are the most numerous folk of the Wilderlands. Mixed blood humans tend to be rather warlike. “Mixed blood” humans normally use the racial traits from the PHB, meaning that they are Medium size, have a base speed of 30 feet, they gain 1 extra feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level, they speak Common and 1 additional bonus language (usually the language of their region), and may select any class as a favored class.
As mentioned above, this is the default human—a mix of many bloodlines, including Altanian, Tharbrian, Ghinoran and others. These “normal” mixed blood humans constitute the great majority of humans in the Wilderlands and are listed here out of alphabetical order to reflect their numerical importance.
Description: Skin color ranging from fair to pale olive to reddish to any other slight tint; brown, blonde, black or red hair; brown, green or blue eyes; 5 ft. 8 in.; 160 lbs; typically Neutral.
Racial Traits: as per the PHB for Human.
This is the name applied to the city folk of the large cities of the northern Wilderlands, such as the City State of the Invincible Overlord, Warwik and Modron. They are in fact a mix of Tharbrian and Altanian blood, but they consider themselves “civilized.” Most Alryans have disdain for the “uncivilized” barbarian Altanians to the south, and would be appalled if they knew of their actual close kinship. Wise city dwellers, Alryans have keen eyesight and are sensitive to the body language of many races. They consider a highly developed sense of humor is the prerequisite to civilized conduct.
Skin color ranging from fair to olive to reddish skin (due to the
Altanian influence), brown hair, brown eyes, 5 ft. 8 in., 170 lbs,
average build, typically Neutral.
Racial Traits: As per the PHB for Humans, with the following additions: • Skills: +1 racial bonus to Spot checks. Sense Motive and Diplomacy are class skills regardless of class • Disdain Altanians: Default “unfriendly” attitude towards Altanians. Altanians suffer a +2 racial modifier to the DC of any social- or Charisma-based skills they attempt against you due to your natural dislike of them (but not including magical effects) • Favored Class: Any, except Barbarian
Language: Common. Alryans do not receive an additional bonus language.
Antillians, centered on the city of Antil, are a further admixture of Alryan with more Orichalan, Tharbrian, elven, and (now extinct) Antili blood. Where Alryans are wise and wryly humorous, Antillians are cunning and disarmingly vicious. Antillians are terrifying merchants, willing and able to swindle at the drop of a copper; they are also a proud people, and they have taken the tradition of vendetta to hitherto unknown heights. Antillians are graceful, with very lithe features and slightly pointed ears, though to mistake one for a half-elf is to ask for a duel. Antillians wear rich, colorful clothing, the more ostentatious the better, and prefer light, quick weapons, such as rapiers and stilettos. Antillians consider women to be chattel, to be used to further political and mercantile relationships. Antillians are notorious slavers, considering other races destined only for servitude. They despise Amazons, and believe them to be fit only for concubinage.
Description: Swarthy olive skin, black hair, brown eyes, 5 ft. 6 in., 150 lbs, light build, typically Neutral Evil.
Racial Traits: As per the PHB, with the following additions or substitutions: • Skills: Bluff is always a class skill regardless of class • Weapon Proficiency: Antillians receive the Simple Weapons Proficiency feat for the dagger and the Martial Weapons Proficiency feat for rapier as bonus feats. • Gender Bias: Default “unfriendly” attitude towards females of all races, unless you yourself are female. Females suffer a +2 racial modifier to the DC of any social- or Charisma-based skills they attempt against you due to your natural dislike of them (but not including magical effects) unless you yourself are female • Favored Class: Rogue
Languages: Common, Antillian
Many of the common humans in the city of Valon share some lineage with their more pure blooded nobles, as well as their affinity for the sea and ice. Common Avalonians are expert craftsmen, sailors and shipwrights. Most common occupants of Valon either take the Cantrips feat or have taken one level of Sorceror to aid their sailing skills or crafts, as 0-level spells are freely taught even to children.
Pale skin with light blue tints, hair of any color, but body hair such
as eyebrows and beards are usually tinted with platinum, gray or black
eyes, 6 ft, 200 lbs, sleek and muscular build, typically Neutral Good.
Racial Traits: As per the PHB with the following changes: • Skills: Rope Use, Sail, Spellcraft and Swim are class skills regardless of class chosen. • Favored Class: Expert (usually Sailor or Shipwright), Aristocrat or Sorceror
There are few of these folk left, as most people with Orichalan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted (such as in the city of Malikarr or in southern Oricha). Nevertheless, some remain in various regions of the Wilderlands, detailed below. Each share the same racial traits and description.
Common Orichalans: These can be found in the southern end of the Orichan Peninsula or in the strange city of Malikarr on Thrinakia Isle. Interestingly, Common Orichalans (particularly those in the southern portion of the Orichan Peninsula) can be some of the most visciously anti-Orichalan, perhaps as a result of their “tainted blood,” over which they had no control.
Moonraker Moor Folk: They exist now primarily in the Moonraker Moorlands between the Howling Hills and the Dearthwood, south of Byrny and north of the River Eorlbane. They respect the sanctity of the Rorystone Road, but anyone that wanders off the road is regarded as fair game. Unlike the more “civilized” Common Orichalans, MoorFolk revere the gods of the moon and nature spirits. They travel far and wide across the Wilderlands to fulfill ancient rituals at long-lost altars and monoliths. Females are rare, and usually are powerful in the ways of sorcery.
Roglo River Folk: The Roglo River-Folk descended from the merchants of the long-fallen Dragon Empire. These merchants plied their trade up and down the Great Estuary of Roglaroon, as well as along the seacoast and other nearby river systems, though they maintained their homes in the cities, and mingled with other races. When the Dragon Empire fell millennia ago, the ancestors of the Roglo remained on the waters, as it was the safest place during the terrible barbaric anarchy that followed that time. Today they trade goods from the City State to Modron, and from Modron to the port cities along the north and eastern coasts of the Pazidan Peninsula. They are regarded as a necessary evil by most city folk. The Roglo are allies of the Mer-Elves of the Roglaroon, though they are less friendly with the Cresparine Merfolk, and are mercantile rivals to the Tritons of the Coral Kingdom.
Slight purple cast to skin, some of which may also have patches of
slight scales like snakeskin; dark hair, often black or with purplish
highlights; amber or grey eyes; 6 ft., 180 lbs, lean build, typically
Neutral or Neutral Evil.
Racial Traits: As per the PHB for Human with the following changes: • Skills: +1 Racial Bonus to Craft (Alchemist) • Favored Class: Common Orichalans: Sorceror, Alchemist; Moonraker Moor Folk: Sorceror, Fighter; Roglo River Folk: Rogue, Sorceror • Racial Animosity: Orichalans are disliked and receive a -1 Racial penalty to reaction rolls.
Language: Common. Common Orichalans may also select Orichalan and Draconic as bonus languages.
Common Viridians are the basal population of the cities, towns and villages surrounding the Falling Empire of Viridistan. Their primary stock is Tharbrian, dominated for thousands of years by the True Viridians (of which the Green Emperor and his Empress-wife are thankfully the last), and intermixed with a dollop of True Viridian blood. Common Viridians make up the bulk of the farmers, artisans, craftsmen, and merchants of the Empire. The green tinge to their skin is usually looked down upon in the east, while the greener the skin, the better, in the west near Viridistan.
Pale skin with varying tints of green, tawny or blonde hair, green
eyes, 5 ft. 6 in., 150 lbs, average build, typically Lawful Neutral or
Racial Traits: As per the PHB for Human with the following changes: • Skills: All Common Viridians gain Knowledge (Local: Viridistan) as a class skill regardless of class, since as subjects of an oppressive and highly structured imperial system they have had rules and traditions beaten into them • Favored Class: NPC Classes, Fighter, Rogue
Dunael Woods-Folk originated in Dearthwood, where most can still be found, locked in eternal struggle against the Orcs of the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their orcish enemies. The Dunael, though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited the city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.
Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170
lbs, average build, typically Chaotic Good or Neutral Good.
Racial Traits: As per the PHB with the following changes or additions: • Skills: Knowledge (Local: Dearthwood) and Survival are class skills regardless of class chosen and Dunael gain a +2 racial bonus to Survival. • Bonus Feat: All Dunael from the City State region and a homeland of Dearthwood gain the bonus feat of Foe Hatred for Orcs . • Favored Class: Druid or ranger
Languages: Common and Dunael
Ghinorans are the remnants of the Ghinoran Successor States from the ancient Kelnoran Empire, which fell thousands upon thousands of years ago. They occupy the lands of the southwestern crescent of the Sea of Five Winds from Lenap to Tlan and across to Chim, as well as the regions to the south approaching the Demon Empires and north above Lenap. Though some vestige of civilization is returning to these areas (or has maintained itself over many years), the people are mostly tribal and warlike. Ghinorans may also be found near Tarsh and in the isolated kingdom of Damkina as all are related to ancient Kelnore in some way. The people of Rallu claim to be descended from the ancient Sea Kings of Kelnore and are also Ghinoran (though their lineage comes from Tarsh or Damkina).
Various skin colors ranging from bronzed near the deserts to olive in
Tlan and dusky in Chim, brown or tawny hair, brown or green eyes, 5 ft.
10 in., 150 lbs, average build, typically Neutral.
Racial Traits: As per the PHB for Human.
Languages: Ghinoran and Common.
The Gishmesh are the people of the City State of Tarantis and the surrounding lands. The race that is today known as the Gishmesh come from the tribesmen that defeated the declining Kingdom of Kelnore in ancient times. In fact, the Gishmesh were once two very distinct tribes, the Gishemesh and the Paldorian. To this day, people of that region trace their lineage to one of those two tribes, though their joinder has made their physiological distinctions minor. The culture of the Gishmesh still retains its tribal feel. The people are ruled by Sultans and are ruthless merchants and pirates.
Description: Bronzed skin, brown or black hair, any color eyes, 5 ft. 8 in., 140 lbs, slight build, typically Lawful Evil.
Racial Traits: As per the PHB for Human with the following changes or additions: • Skills: Profession (Merchant) and Appraise are class skills regardless of class chosen. • Favored Class: Rogue, Fighter, Cleric
Known as Horse Lords, Karakhan are the people of the far-off Kingdom of Karak to the east. They trade with Tarantis and Rallu and mercenary bands and outcasts from the kingdom can be found throughout the Wilderlands. Karakhans are ruled by a number of petty kings, all of whom pay homage to the High King. Theirs is an organized and clan-based society with a caste system that stifles advancement and leads some to seek their fortunes elsewhere. They export many exotic items and have some of the best mercantile magicians who produce wondrous craft items—robes that shimmer like stars, sculpture that seems to flow like water and weapons of fantastic craftsmanship. They value ritualized wrestling and arenas can be found in every village. Pointed helms with leather neck guards are common amongst warriors and leaders have dyed leather strips attached to the point for identification. They pride themselves as the best mounted archers in the world (better than even the Tharbrian nomads). Horses are common in their home kingdom and every citizen, it is said, owns at least one horse and rides each day. All citizens are required to keep armor and lance at the ready. The Karakhan of the Wilderlands have developed a strong dislike for Viridians, whether due to imperial pride or culture clash is not known.
yellow skin, black or red hair, green eyes, 5 ft. 2 in., 120 lbs,
average build though often bowlegged, typically Lawful Neutral or Lawful
Racial Traits: As per the PHB for Human with the following changes or additions: • Skills: Handle Animal and Ride are class skills regardless of class chosen. Karakhan receive a +1 racial bonus to Ride checks. • Feats: All Karakhan receive Mounted Warrior as a bonus feet so long as they are wearing light armor and not carrying a heavy load. • Favored Class: Fighter, Cleric
Languages: Karakhan. They may select Gishmesh and Common as bonus languages.
The Skandik Sea Wolves are a well-muscled waterloving race. They are ritually birthed in the water and spend most of their youth learning the ways of the sea. They build their towns only along coastlines and their longships raid the surrounding areas. They pay homage to Jarls and organize themselves into clan villages. Only true warriors are allowed to wear beards, which are a sign of manhood. They are renowned swimmers and sailors. Many, strangely, have webbed toes. They traditionally worship the gods Odin, Thor and the Norse pantheon. They inhabit the northern coast above the City State west of Warwik as well as the southern stretch of the Pagan Coast and a number of the isles in that region of the Winedark Sea.
Pale skin, blonde or strawberry blonde hair, blue or green eyes, 5 ft. 9
in., 180 lbs., stocky build, typically Neutral.
Racial Traits: As per the PHB for Human with the following changes or additions: • Skills: Swim and Sail are class skills regardless of class chosen. Skandiks receive a +2 racial bonus to Swim checks. • Favored Class: Barbarian, Fighter, Cleric, Bard, Expert (Sailor)
Tharbrians are eternal nomads of the central Wilderlands, having migrated into the Wilderlands from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the Pazidan Peninsula and the lands of the Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron whom the Tharbrians freed from ancient captivity. Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber is infamous in battle, more so when wielded by a Tharbrian warrior.
Ruddy tan skin, tawny brown, or raven black hair, blue or green eyes, 5
ft. 7 in., 160 lbs., light build, typically Chaotic Neutral.
Racial Traits: As per the PHB with the following changes or additions: • Skills: Ride and Survival are always class skills regardless of class chosen. • Favored Class: Any, though generally no psionic classes
The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans within each tribe. Some clans remain completely nomadic in nature, while most have settled into a semi-nomadic way of life, settling in small ramshackle villages. Clans include Grizzly Bear (the largest tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, and Spotted Wolverine. Altanians are among the most renowned trackers in the world. Altaninians maintain their youth and vigor through old age, and then continue with a mature physique until the day that they die—though few ever live to reach the natural end of their life.
Altanian society (non-nomadic tribes) is dominated by the women, who own all chattel and property, save the weapons wielded by the warrior men. The men follow the Way of the Sword, which is a quasi-religious cult led by Sword Knights— Altanians that have earned the right to carry Ancestral Swords (mostly Greatswords). Warriors that are not Knights are members of one of several Warrior Lodges, including the Red Lion, Amber Serpent, Blue Bear, Gray Stallion, Black Eagle, White Wolf, and Green Drake Lodges. Warrior women have a single lodge, the Ivory Swan. Most women stay at home, tending to small gardens with their druidic abilities, while the men go hunting and raiding, or form mercenary bands and adventure in other regions. There are reputedly some pureblooded Altanians, with the darkest blood red skin, who claim descent from various Chaos Lords—powerful inhuman creatures from the Chaos Planes of the Netherworld.
Copper to reddish brown to blood red (purebloods) skin, sandy to black
(pure bloods) hair, hazel eyes, 5 ft. 6 in., 180 lbs, average to stocky
build, typically Neutral or Chaotic Neutral.
Racial Traits: As per the PHB for Human with the following additions or substitutions: • Attributes: +2 Strength, +2 Constitution, -2 Intelligence and -2 Charisma • Feats: Altanians gain the Track feat as a bonus feat • Skills: Altanians gain Knowledge (Nature), Handle Animal and Survival as class skills regardless of class chosen as well as a +2 racial bonus to the Survival skill • Bonus Skill Points: Altanians do not receive the normal human bonus of 4 skill points at first level, nor do they gain the 1 additional skill point at each additional level • Age Effects: Altanians do not feel the effects of age as other humans do. They suffer the penalties of Middle Age at Old Age, and the penalties of Old Age at Venerable Age, but gain the bonuses of aging at the normal age steps. • Favored Class: Barbarian, Druid (particularly Altanian women) or Psion (again, particularly Altanian women; or Sorcerers if your campaign does not use the Psionics Handbook).
Known in the northern lands as “Shield-Maidens” due to their disdain for armor other than shields, the Amazons are a race of humanoids dominated by the female. They are said to have originated in the Ament Lands, far to the south, and over millennia migrated, pillaged, and battled their way north. In the north, Amazons can be found in their castle near Sea Rune on the Pagan coast north of Ossary. They can also be found in the southern lands in and around the city of Rallu and near Ghinor and the Ament Tundra. Mercenary Amazons can be found in nearly every fighting force in the Wilderlands. Friendly with most forest dwelling races, they often unite to protect an area endangered by woodsmen or some natural calamity. Amazons frequently have trained animal companions. The Amazons near Sea Rune are rumored to use trained lions as pets. Highly dexterous and very well toned, they are noted for preferring little or no armor in combat. In grouped combat, they fight in unison as if telepathically linked with their sisters. They often anticipate the tactics of opponents. Amazons take their captives as slaves, though only the female slaves are put to work. Male slaves (including male Amazons) are used solely for reproductive purposes and sport. Pure lineage Amazon males are often traded between queens of different tribes. Male Amazons are not pampered as are the female concubines of other races, they are instead expected to maintain themselves in top athletic condition, though not to learn the ways of war.
Fair to light brown skin, blonde or red hair, green eyes, 5 ft. 6 in.,
110 lbs., lithe to voluptuous build, typically Lawful Neutral.
Racial Traits: As per the PHB for Human, plus • Attributes: +2 Wisdom, +2 Charisma • Skills: Handle Animal and Survival are class skills • Armor Aversion: Due to their disdain for armor, Amazons do not normally gain Armor Proficiency feats as a result of their starting class. If their starting class would ordinarily grant them the HeavyArmor Proficiency feat (fighter, paladin, cleric, amazon warrior), then the Amazon gains the Light Armor Proficiency feat (and no other). If their starting class does not grant the Heavy Armor Proficiency feat, then they do not gain any Armor Proficiency feat despite what the class may ordinarily provide. Amazons may, however, select Armor Proficiency feats as they would other feats both at character creation or when a feat is gained due to level advancement. Amazons are automatically proficient with all types of shields. • Combat Precognition (Su): All Amazons wearing no armor or Amazon Armor (see that class) gain the Supernatural psionic ability of combat precognition, giving them a +1 psionic bonus to AC. This bonus does not apply if the character is flat footed, has lost her Dexterity bonus or is unconscious. • Gender Interaction: Default “unfriendly” attitude towards males of all races, unless you yourself are male. Males suffer a +2 racial modifier to the DC of any social- or Charisma-based skills they attempt against you due to your natural dislike of them (but not including magical effects) unless you yourself are male. • Favored Class: Amazon warrior or druid. Despite their innate psionic abilities, Amazons are rarely psions or psychic warriors.
The Avalonians are the noblest of people, in their own minds if nowhere else. The tall, thin Avalonians dress in wealthy clothing, for all the Avalonian clans are of noble blood, and all Avalonians hold a noble title, even the least citizen. They are also merchants by profession and control nearly all trade in the Uther Pentwegern Sea as well as the northern reaches of the Winedark Sea. Their city, Valon, is built right upon the sea, and consists of gold and silver tower-girt islands divided by stone-lined canals which freeze over in winter. Swimming is natural to these folk. They are also superlative sailors and shipwrights. Most Avalonians have some sort of magical training, typically cold, water, and/ or ice magic. The wizards and sorcerers of this race are unsurpassed in the North, rivaled only by the wizards of Tula. Some claim to be descended from an ancient admixture of merfolk and an unknown extra-planar folk from the Elemental Plane of Water or Ice. Sage comparisons between the Avalonians and the green-skinned Viridians cause violence to erupt most unexpectedly from this otherwise peaceful folk. Some few Avalonians have gills and can breathe in the water as if on land (requires Judge’s permission and has ECL +2, see below)
Pale blue skin, platinum blonde hair, silver eyes, 6 ft. 4 in., 200
lbs, sleek and muscular build, typically Lawful Good.
Racial Traits: As per the PHB for human with the following additions or substitutions: • Attributes: +2 Intelligence, +2 Charisma, -2 Wisdom, -2 Constitution • Skills: Profession (Sailor), Rope Use, Sail, Spellcraft and Swim are always class skills regardless of class. Avalonians gain a +2 racial bonus to Rope Use and Spellcraft, and a +4 racial bonus to Swim • Resistance to Cold: 1 • Favored Class: Expert (sailor), bard or wizard
Languages: Common, Avalonian. Avalonians may select Aquan as a bonus language
Aquatic Avalonians: Some Avalonians, due to greater connection with the Elemental Plane of Water or Ice have the following additional qualities: • Attributes: -2 additional penalty to Constitution (in addition to the attribute modifications for normal Avalonians), due to the fact that their hybrid breathing system is not perfectly suited for either the surface or underwater. • Skills: Aquatic Avalonians gain a +10 racial bonus to Swim • Gills: Aquatic Avalonians with gills may breathe underwater or on land, like merfolk, but must periodically come into contact with water • Level Adjustment: Aquatic Avalonians have an equivalent character level of +2 and require permission of the Judge to be used as a PC race.
Sturdy and strong, dwarves are tireless workers and fearsome opponents in battle. They were created in ancient days by their god, Kazadarum, The Rock-Father. Dwarves are very clannish. Dwarves are created as per the PHB. The following additional racial variations exist.
The Kazadrach, or City Dwarves, are the most commonly encountered dwarves in the cities and towns. Most city dwarves are smiths, jewelers, merchants, or alchemists. City dwarf men trim their beards short and neat, or simply wear large, flowing moustaches. Women do not grow facial hair. City dwarves can also be found in the southern city of Chim.
Description: Tan skin, red, brown or blonde hair, blue or green eyes, 4 ft. 0 in., 160 lbs, portly build, typically Neutral.
Racial Traits: as per the PHB for Dwarf with the following modifications or additions: • Darkvision (30 ft.) • Skills: City dwarves have a +2 racial bonus to Craft (alchemy) and Bluff skills. • Favored Class: Any.
Languages: Common and Dwarven, with bonus languages as per the PHB.
The Kazadrugar, or Deep Dwarves, shun daylight and prefer to live out their lives underground. They are an unhealthy race, and spend most of their time studying dark magic, seeking ways to conquer and enslave their cousins and neighbors. They keep goblin and troll slaves to do most of their labor, leaving them more time to study. Deep dwarf males have a difficult enough time growing any hair let alone beards. Their women (the few there are) are typically bald, or possess but a few wispy strands of hair on their heads. Deep dwarves rarely wear armor, as it interferes with their magic, and are usually only armed with a dagger (often poisoned). Deep dwarves do not revere the gods, instead worshiping demon lords and gods of evil knowledge.
Description: Splotchy gray skin, bone white hair, pink eyes, 3 ft. 8 in., 120 lbs, lumpy build, typically Chaotic Evil..
Racial Traits: as per the PHB for Dwarf with the following modifications or additions: • Abilities: -2 Strength, +2 Dexterity, +2 Intelligence, 2 Charisma. • Darkvision (120 ft.) • Light sensitivity: Deep dwarves suffer a -1 in daylight • Feat: Deep dwarves that learn magic gain the bonus feat Spell Focus. • Favored Class: Wizard.
Languages: Dwarven and Abyssal, with bonus languages as per the PHB.
The Kazadurul, or Hill Dwarves, are a coarse, insular warrior race. The clan thane is the highest social class of the Kazadurul, as the clan folk believe the only true Dwarf King is Kazadarum. Clan warriors often work together in mercenary troops, fighting for one or more of the human lords, though they will never fight another dwarf troop in such a manner. Kazadurul females are equal to males, as the birth rates are more equal among the hill clans; some even become warriors. Kazadurul are as likely to work with wood as stone and metal, and most of their villages are above ground, with buildings of stone and wood. Hill dwarf men grow beards, but grow beards, but often grow moustaches and sideburns. Hill dwarves are typically armed with greataxes and armored in chain shirt or splint mail. Hill dwarves worship Kazadarum with zealous exclusivity, and consider mountain and city dwarves to be heretical for their polytheism.
Description: Bronze skin, brown hair, green eyes, 4 ft. 2 in., 170 lbs, stocky build, typically neutral.
Racial Traits: as per the PHB for Dwarf with the following modifications or additions: • Abilities: +2 Constitution, -2 Charisma. • Darkvision (60 ft.) • Attack Bonus: +1 attack bonus against goblins and trolls. • Favored Class: Barbarian
Languages: Dwarven and Common, with bonus languages as per the PHB.
The Kazadaran, or Mountain Dwarves, are the most ordered and hide-bound of a very stubborn race. Though perhaps best known to reside in Thunderhold, Mountain Dwarves have resided in many underground kingdoms, including the famed dwarf kingdom north of Tarsh. Their society emphasizes honor and obedience to social superiors. They pay very close attention to ritual and precedence; every mountain dwarf has his own position in the social order, and knows exactly where he stands in respect to everyone else. Mountain dwarf women are rare (only 1 in 10 are female), and so are kept secreted from the rest of the world, as they are considered the most precious of treasures. Mountain dwarf men are very proud of their beards, and let them grow throughout their entire lives, braiding them and decorating them with gems and jewels. Women grow beards just like their men, though they are not as vain about them as their men folk. Mountain dwarves are typically armed with warhammers and armored in breastplate or half-plate, while nobles wear full plate or even mithral plate. Mountain dwarves revere Kazadarum, but also worship Goibhnie the Divine Smith, Rosmerta the Bountiful, and Odin the AllFather.
Description: Tan or ruddy pink skin, fiery red hair, blue eyes, 4 ft. 5 in., 180 lbs, stocky build, typically Lawful Good.
Racial Traits: as per the PHB for Dwarf with the following modifications or additions: • Abilities: +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. • Darkvision (60 ft.) • Attack Bonus: +1 attack bonus against orcs and goblins. • Favored Class: Fighter
Languages: Dwarven, Common and Terran, with bonus languages as per the PHB.
The wild dwarves and carnivorous dwarves of the jungles south of Chim are dwarves that have sunken to barbarism and cannibalism. They are created as normal dwarves, but suffer an additional -2 Intelligence, -2 Wisdom, -2 Charisma, though they do not suffer the normal -2 Dexterity of other dwarves. They do not speak more than in guttural grunts and shouts and rarely are organized more than in loose packs.
There are nearly a dozen major known elven settlements in the Roglaras, not counting the scores of small villages and camps found in forest and glade. While each of the different settlements has its own history and idiosyncrasies, most of the elves living therein, regardless of the distance involved, maintain a moderately unified culture. There are, however, exceptions to this rule, and there are a number of strange and unusual elven societies. Elves are created as per the PHB. The following additional racial variations exit.
The dark elves are so called due to nature of their subterranean homeland and the hatred in their heart, not the color of their skin. Though they are naturally very pale skinned and haired, their flesh and locks are darkened and singed by the fires of the earth and the smoke and cinders of their great forges, where they endlessly craft weapons and magic to use in their feud with the goodly races. They sometimes cooperate with the deep dwarves and other inimical races, though they never trust them fully.
Soot-covered ivory white skin, singed bone white hair, red eyes, 5 ft. 4
in., 100 lbs., lean build, typically Chaotic Evil.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Abilities: +2 Dexterity, -2 Constitution, -2 Intelligence, and +2 Charisma. • Darkvision (120 ft.) • Light blindness • Favored Class: Cleric or Sorcerer • Dark elves do not gain any automatic weapon proficiencies. • Cantrips: A dark elf may choose any four 0-level Sorcerer spells that he or she may innately know and use, as a spell-like ability, each once per day as a Sorcerer of his or her character level.
Languages: Starting languages as per the PHB, plus Abyssal.
Most of the elves of the northern portion of the Wilderlands are of the high elven race, by far the most common of the subraces of the elves. Most high elven folk consider their settlements to form a single, widely dispersed kingdom, known as Alfheim. Each lord of a settlement is King in his own realm, answerable only to the High King, though there has not been a unified High King for centuries. The high elves are the greatest allies of the Dunael WoodsFolk, forming a united front against the Orcs of the Purple Claw in Dearthwood. A few high elves turn from the merry ways of their brothers and strive to return to the ancient ways of war and high wizardry; such folk become the stuff of legends among humans and elves.
Description: Pale white to silver skin, black hair, blue eyes, 5 ft. 8 in., 140 lbs, lean build, typically Chaotic Good.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Favored Class: Fighter or wizard
Languages: Starting languages as per the PHB.
The gray elves are the closest living embodiment of the ancient elvish archetype, though even in their mighty eyes can be seen the eventual passing of their race. Gray elves are stately, contemplative, courtly, exacting beings, not taken to merriment or quick action. They are very rare. The grays that decide to take a hand in modern events make history and forge legends. The most recent such was Vanuviel Glamdring, who helped found the City State of the Invincible Overlord and established one of the most important dynasties in the region. His descendants founded Ashenshaft and Palewood. There is a contingent of gray elves in Onhir as well.
Ivory white skin, gold or silver hair, violet or amber eyes, 6 ft. 0
in., 160 lbs, lean build, typically Lawful Good.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Abilities: -2 Strength, +2 Dexterity, -2 Constitution, and +2 Intelligence. • Favored Class: Paladin or wizard. Many gray elves become eldritch knights.
Languages: Starting languages as per the PHB, plus Celestial.
The mer-elves are the rare, distant kin of the merfolk. They must live within the waters of river or sea or die of dehydration. Mer-elves possess the tail of a great fish instead of legs, though once per day they may magically transform and split their tail into legs for up to an hour. They may be out of water for no more than one hour per day. They are said to possess magic that enables them to increase this time. They are most commonly encountered on the Great River Roglaroon, where they are the allies of the Roglo River-Folk.
Description: Pale green skin, greenish white hair, green eyes, 6 ft. 0 in., 190 lbs, athletic build, typically Neutral.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Amphibious (Ex): Mer-elves can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. They may spend one hour on land per day without penalty but thereafter suffer one point of temporary Constitution damage for every thirty minutes beyond the first hour they remain on land in a 24-hour period. • Transform (Su): Once per day, for an hour, a mer-elf may change his tail into a pair of human legs. • Favored Class: Fighter or sorcerer
Languages: Starting languages as per the PHB, plus Aquan.
The northern elves, also known as Alvar, or Blue Elves, arrived from the Great Glacier to the north. These northern elves do not recognize close kinship with other elves, considering all other elves to be cultural degenerates of the original breed, save perhaps the gray elves, whom they respect for their ancient ways but disdain for their peaceable lifestyle. The Alvar claim but a single settlement in the Roglaras for themselves, Seasteadholm on Goodholm Haven, on the Warwik Peninsula.
Description: Pale blue skin, platinum hair, blue eyes, 6 ft. 0 in., 160 lbs, average build, typically Neutral.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Favored Class: Barbarian or sorcerer
Languages: Starting languages as per the PHB, plus Avalonian.
The southern elves, also known as Altani Elves, or Red Elves, are a barbaric race from Barbarian Altanis. Like the human folk there they live in savagery, preferring the atavistic ways of the barbarian to the civilized ways of their ancestors.
Description: Pale red skin, tawny hair, red eyes, 5 ft. 0 in., 100 lbs, lean build, typically Neutral.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Abilities: +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. • Darkvision (60 ft.) • Attack Bonus: +1 attack bonus against orcs and goblins. • Favored Class: Barbarian or sorcerer
Languages: Starting languages as per the PHB, plus Altanian.
Wild elves are the most reclusive of the elven folk, next to the dark elves, though unlike their grim cousins, the wild elves do not go out of their way to trouble other races. The Green Elves, as they are also known, just want to be left alone, even by other elves. Many tribes have forsaken advanced technology and only use stone and wood. They reside in the deepest forests and hidden valleys. A tribe of wild elves is known to reside in the Darkling Woods, where they seek refuge from the world at large, and maintain it by slaying all who enter their domain, hanging the bodies from the boughs of trees on the edge of the forest.
Nut brown or green skin, green or tawny brown hair, green eyes, 5 ft. 4
in., 100 lbs, lean build, typically Chaotic Neutral.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Abilities: +2 Dexterity and -2 Intelligence. • Favored Class: Barbarian or sorcerer
Languages: Starting languages as per the PHB, plus Sylvan.
Wood elves are the rustic cousins of the high elves, paying lip service to the concept of Alfheim, and living however they please otherwise. They prefer to live in forests and wilderness, away from other races as much as possible, though they are not as murderously xenophobic as their wild elf cousins. Their main realms are the northern Dearthwood (where they actually work with the Elves of Alfheim in Dearthwood), though they may be found in most fair forests and woods of the Wilderlands. They avoid cities and towns, disdaining even the villages of more civilized folk. They are at eternal odds with orcs, goblins, and trolls, even moreso than their wild elven cousins.
Description: Tan white skin, blonde or coppery red hair, green eyes, 5 ft. 4 in., 120 lbs, lean build, typically Neutral.
Racial Traits: as per the PHB for Elf with the following modifications or additions: • Abilities: +2 Strength, +2 Dexterity, -2 Constitution, and -2 Intelligence. • Favored Class: Druid or ranger
Languages: Starting languages as per the PHB.
Some very few elves in the depths of evil forests have descended into barbarism, cannibalism and madness. They are created as per normal elves, but with +2 Dexterity, -2 Constitution, -2 Intelligence, and -2 Charisma.
Gnomes are believed to be faeries that have somehow lost their ties to the land, though they are still very earthy, and love the forests and hills. Some sages claim that the gnomish race is descended from a magical cross between faeries and dwarves, though all three races deny this vehemently. Gnomes are actually fairly rare, there being only the single major settlement of them in the east, in the village of Lightelf. Other gnomes are encountered uncommonly in the cities and towns, the deep forests, and haunted hills. Unlike other many other races, there are no relevant subdivisions of gnomes. Their racial characteristics and general description are uniform across the Wilderlands. All gnomes are created as per the PHB. There are several cultural differences worth noting:
City Gnomes: City gnomes have been found in the cities of man since time immemorial. They are a sorcerous race, steeped in the ways of illusion and phantasms. They also are highly respected as alchemists and herbalists, and, perhaps, second only to the dwarves in renown as brewers of ale and beer. Some are renowned tinkers, and no few city lords have a gnome sage, teacher, or mechanic in their employ, to work on interesting clockwork golems, clocks, and other unusual constructs.
Forest Gnomes: Forest gnomes are pudgy, roly-poly recluses who live in deep forests, away from other creatures save sylvan animals and faeries. They form fast friendships with woodland animals. They live in burrows, tree-stumps, and earth-covered homes, similar to halfling burrows, much like brownies and leprechauns, who are their greatest allies. They wear pointed hats in mixed company (usually brown or green, never red-colored) and rarely leave the forests. Like their city cousins these gnomes are renowned for their herbalism and brewing skills. They are mistaken for simple comical, whimsical, rustic creatures by other races, and as such their powers are often underestimated.
Lightelf Gnomes: Lightelf gnomes are unlike their cousins in that they have abandoned the ways of magic in favor of martial studies. They are hunters, and trappers, farmers and gatherers. They are an embittered people, stuck between the human powers of the Skandiks and the City State, lorded over by the former, corrupted by the latter. Their society is in flux, and on the edge of extinction. Many Lightelf gnomes have left their home to find a better living elsewhere. They seek in most cases to serve their city cousins as guards and mercenaries; most accept them, though they are wary of them, for the Lightelf gnomes are a comparatively grim lot. Forest gnomes dislike them, while the Red Caps hate them no more or less than they hate everything.
Red Cap Gnomes: Red Cap gnomes are an insane breed of gnome that lives in ruins and barren hills. Legends say that they have been so since the Uttermost War, long ages ago. Some legends say that their minds shattered during the great battles of those days, or that their entire race was cursed, or even that they fell into evil and degeneracy when they tried to call upon powers too great for their minds. Regardless of their origins, the Red Caps of today are a race of psychopaths, seeking only to commit the most horrid atrocities they can before they die. However, they are also, for the most part, cowards, and remain in their haunted homes, far from other peoples, festering in their own hate. Sometimes a slightly sane Red Cap will leave the dread burrows and seek out a life elsewhere. Dark lore indicates that the Red Cap gnomes are the forerunners of the Kobold races.
Half-elves are created as per the PHB. Except for halfmer-elves, which are detailed below, half-elves do not retain any of the abilities of their elvish parent other than those outlined for standard half-elves in the PHB. Half-mer-elves: Half-mer-elves are not as limited as their elvish parents, having human legs. They are required to immerse themselves in water for at least one hour a day. They are able to breathe water as easily as air. They do have slightly fishy characteristics, such as gill slits that appear while they are immersed, sections of their body covered in scales, and webbed feet and hands. Most encounters with “mer-elves” are actually encounters with these half-breeds. They gain the following racial abilities: • Abilities: -4 Constitution, +2 Dexterity • Amphibious (Ex): Half-mer-elves can breathe both air and water. • Immersion: Half-mer-elves must completely immerse themselves in water for 1 hour per day. They suffer 1 point of temporary Constitution damage for every four hours they fail to immerse themselves. HALF-ORCS Half-orcs in the Wilderlands are created as per the PHB.
Like gnomes, the differences between halflings is mostly in their appearance and culture and has little effect in game terms. Halflings are created as per the PHB. The following details are noted to provide background information.
Common Halflings: The most commonly encountered halfling race is that of halflings of the cities and towns of the Wilderlands. They concentrate on the skills and crafts they consider most valued in the cities, the ones that they tend to perform best, such as cooking, baking, tavern-keeping, and other food service, as well as leatherworking, haberdashery, tabac vending, and mercantile concerns. A fair number of these folk also enjoy working in entertainment, as well as more questionable practices, such as burglary and more esoteric roguish schemes.
Highland Halflings: Highlands Halflings look not unlike small versions of the local Altanians with slightly redder skin and proportionally larger, hairier feet. They are a Shire folk, and prefer to be left alone by the Altanians in order to grow their pipeweed, tend to their small farms of potatoes and maize, and husband their herds of small llamas. They trade regularly with the Altanians, who find favor with the Halfling’s weed, their cheeses, vegetables, and wood products. Highland Bounders (the guardians of the boundaries of the Shire) typically wear leather armor and carry short swords and slings. The few priests they have are mostly druidic.
Stouts: Stouts obviously have some elements of dwarven and probably gnomish blood, for they are very stout, and are the only halflings of the region known to wear large, curly beards under their great potato-shaped nose. Stouts are known for their famous Blue Tabac, the most potent pipeweed grown in the Wilderlands. The Bulwarkshire Bounders are, however, a boisterous lot, more than happy to crack open a head or two if that is what it takes for their land to be left in peace. They wear chain shirts, hand axes, and hand crossbows. They do not worship the gods in general, figuring if they leave the gods alone, the gods will return the favor. Some of the Bounders, however, revere Odin or Mitra, for their martial and protective qualities. Stouts have the following modification to their normal racial traits: • Favored Class: Fighter.