Book of Species

The PC Species of Urthe are all the available playable character types of the Urthe campaign setting. They are organized below based on the timeline of their appearance on Urthe.

Naturally, campaigns set in a particular age of Urthe are limited to the PC species and races available in that age, and the ages previous. In other words, unless time travel is involved, you can't have a human PC before the Third Age, or a Dwarf PC before the Second Age.

By default, campaigns are generally set in the Sixth Age (ie. the present), so all the species and races listed below are available as playable characters in those campaigns, at the GM's discretion. Each age lasts for 2150 years.

This list assists in matching, dating, and identifying artifacts and ancient civilizations with their respective ages and species makeup, and clarifies certain matters of lineage (ie. how far a character's ancestors date back, etc.).

To the eye of outsiders, the differences between the species, or between the races within species, are mostly cosmetic, but the PC species of Urthe would all maintain that there are important physical and cultural differences between the groups. Note: Races marked with a"~"symbol are optional aquatic races, used only for water-based campaigns, at the GM's discretion.

Stegoid Saurial
(Stegosaurus homosaurial) +1 CHA, -1 DEX

Early 1st Age through Late 3rd Age.
 * Origin: Early First Age; evolved branch of Stegosaurus ancestry
 * Appearance: Intelligent bipedal dinosaurs. Tall and thickly built, with hard, sharp plates running down the length of the spine, brightly coloured skin, claws, and a tail. Wear loinclothes and light cloaks or robes. Tattoos are common, especialy among spellcasters.
 * Size: Medium. Stegoids have no special bonuses or penalties due to their size. Stegoids average 6 feet 8 inches tall, and weigh 325 lbs.
 * Movement: Average Stegoid Movement Rate is 16.
 * Low-Light Vision: A Stegoid can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
 * Natural Skills: +3 bonus on Sense Motive checks; +3 bonus to Persuade checks.
 * Natural Disciplines: 1 rank Stability, 1 rank Diplomatic, 1 rank Tenacious, +3 free Discipline ranks at first level.
 * Saving Throws: no racial modifiers.
 * Natural Language: Spoken Saurian.
 * Natural Alignment: True Neutral, Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral.
 * Combat: Stegoids  use both claws (1d4/1d4) and swing at any rear attacker with their razored tail (1d6).  Saurial Armor Class can be improved by means of armor, though this is an alien concept to saurials, and such armor would need to be custom-made for the creatures. Saurial Armor Class would only be improved if the Armor Class would be higher than the saurial’s natural Armor Class.  Because of the nature of the saurial senses, all saurials receive a +2 saving throw bonus against sound-based attacks.
 * Habitat/Society: Stegoids live in the jungles. Stegoids  are social creatures, and as such tend to congregate in small tribes. They are the most straight-forward and trusting of the saurials, but understand saurial nature well enough to know what their comrades want. Stegoids  are slow to anger, but once riled are passionate fighters. They are slow to forgive slights and offenses, and have long memories. Within the saurial civilization, Stegoids  often rise to positions of power as leaders of the combined groups, or advisors to those leaders. Exceptional Stegoids  are often priests.
 * Ecology:  A saurial appears fully grown by five years of age, but doesn't reach reproductive age for another ten years. Saurials mate for life and can produce 1-2 eggs a year. Both male and female share the duties of keeping the eggs warm and safe, feeding the hatchlings, and training them. They reach middle age by 45, old age by 70, venerable age by 90. Saurials live a long time if in favorable conditions, up to 130 years old.
 * Diet: Omnivorous; mosses, ferns, horsetails, cycads, conifers, and fruits.

Corythoid Saurial
(Corythosaurus homosaurial) +1 CHA, -1 INT

Early 1st Age through Late 3rd Age.
 * Evolved branch of Corythosaurus ancestry
 * Appearance: Intelligent bipedal dinosaurs. Brightly coloured scales, claws, and a tail just over half the body length, smaller than the Bladeback's tail. Corytho- means helmet, refering to the prominent fin on top of their heads, used for vocalizing. They have enough muscle for common work and defense. Exceptional Finheads are usually, though not always, warriors, wear loinclothes and light cloaks or robes. Tattoos are common, especialy among spellcasters. Diet consists mainly of young leaves, conifer needles, seeds, twigs, and fruits.
 * Size: Medium: As Medium creatures, Corythoids have no special bonuses or penalties due to their size. Corythoids average 5 feet 1 inch tall, and weigh 200 lbs.
 * Movement: Average Corythoid Movement Rate is 10.
 * Low-Light Vision: A Corythoid can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +3 racial bonus on Sense Motive checks; +3 racial bonus to Persuade checks.
 * Bonus Disciplines: 1 rank Stability, 1 rank Athletic, 1 rank Agile, +3 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Saurian.

High Elf
(Seldarines aureus) +1 DEX, -1 CON

'Middle 1st Age through Late 6th Age. ' • Movement: Average High Elf Movement Rate is 12.
 * Ordained by Corellon Larethian.
 * Appearance: Blue eyed High Elves usually have blonde hair, while green eyed High Elves usually have dark hair. Pale and creamily skinned, High Elves do not tan or suffer ill effects from daily sun exposure.
 * Size: Nearly all adult High Elves are size Medium: As Medium creatures, High Elves have no special bonuses or penalties due to their size. They are slightly built, and average 5 feet tall, and 125 pounds.
 * Darkvision: In total darkness, an Elf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (High Elf eyes are usually blue or green).
 * Low-Light Vision: An Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Elf are seen as especially vibrant (often, this is vegetation for green eyed Elves, or sky and water for blue eyed Elves).
 * Bonus Skills: Elves receive bonus Weapon Skills for the spear (or longsword), longbow (including composite longbow), and shortbow (including composite shortbow); +2 racial bonus on Perception skill checks. A High Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it; +2 racial bonus on Stealth skill checks in natural terrain. High Elves’ natural agility and ease in the wilderness enables them to move silently and nearly invisibly; +2 racial bonus on Survival skill checks in the character’s home environment. High Elves’ familiarity with the land allows them to find their way.
 * Bonus Disciplines: 3 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 99% resistance.
 * Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
 * Automatic Languages: Spoken Elvish.

Satyr
(Damhs satyrus) +1 STR, -1 INT

'Middle 1st Age through Late 6th Age. '


 * Ordained by Damh.


 * Appearance: Satyrs appear to have the torso, head, and arms of a man, and pelvis and hind legs of a goat. Two small horns protrude from the otherwise human-seeming forehead. There are no female Satyrs: sages conclude that Dryads, though a different species, are their natural mate. Hair is coarse and curly, reddish or dark brown on the head and body, matching the colour of the fur on the legs. Pointed beards and goatees are common. Skin colour ranges from tan to brown, with some very rare individuals (1%) having deep red coloured skin. Horns and hooves are black. Satyrs are inquisitive, and will often examine small objects by sniffing them, feeling them with their lips and, sometimes, rolling them around in their mouths a little. Their vegetarian diet consists of mainly vines, shrubbery, weeds, etc.


 * Size: Medium: As Medium creatures, Satyrs have no special bonuses or penalties due to their size. Satyrs average 5 feet tall, and weigh 150 lbs.


 * Movement: Average Satyr Movement Rate is 10.


 * Bonus Skills: +3 racial bonus on Stealth checks in natural terrain; +3 racial bonus to Perform (Satyr’s Pipe) checks


 * Bonus Disciplines: 1 rank Sly, 1 rank Animal Affinity, rank Diplomatic, +3 discipline ranks at first level.


 * Saving Throws: +5 bonus on saving throws versus poison.


 * Automatic Language: Spoken Sylvan.

Tabaxi
(Panthera homopardus) +1 DEX, -1 INT

'Middle 1st Age through Late 6th Age. '
 * Evolved branch of Panther ancestry.
 * Appearance: Resembling humanoid leopards or jaguars, they are a primitive, reclusive people dwelling in jungles. A Tabaxi resembles a lithe, graceful, athletic human with a leopard or jaguar-like head and a tail. Instead of skin, they have beautiful spotted fur pelts that ranged in color from light yellow to brownish red. They have sharp teeth and retractable claws, which are their primary weapons in combat. They are tall and slender, and have eyes of green or yellow. Their diet consists of freshly killed raw meat.
 * Size: Medium: As Medium creatures, Tabaxi have no special bonuses or penalties due to their size. Tabaxi average 6 feet 4 inches tall, and weigh 170 lbs.
 * Movement: Average Tabaxi Movement Rate is 16.
 * Low-Light Vision: A Tabaxi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +6 racial bonus on Stealth checks in natural terrain.
 * Bonus Disciplines: 1 rank Agile, 1 rank Athletic, 1 rank Flexible, 1 rank Vitality, +2 discipline ranks at first level.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Tabaxi.

Mountain Dwarf
(Mordinsammans montem) +1 CON, -1 DEX

'Early 2nd Age through Late 6th Age. '


 * Ordained by Moradin Soulforger.


 * Appearance: Mountain Dwarves have a reddish-tan or reddish-brown, ruddy complexion. Coarse, wiry hair is usually red or brown, greying with age. Hair is worn long for both sexes, including beards. Elaborate braids are common for both hair and beard. Eyes are often deep green or blue.


 * Size: Nearly all adult Mountain Dwarves are size Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to their size. They are thickly built, and average 4 foot 8 inches tall, and 185 pounds.


 * Movement: Average Mountain Dwarf Movement Rate is 10.


 * Darkvision: In total darkness, a Dwarf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Mountain Dwarf eyes are usually deep blue or deep green).


 * Stonecunning: This ability grants a Dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a Dwarf can use the Perception skill to find stonework traps. A Dwarf can also detect slopes and grades, and intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.


 * Bonus Skills: Dwarves receive a bonus Weapons Skill for the Dwarven Pick, Dwarven Hammer, and the Dwarven Urgrosh; +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal, +2 racial bonus on Profession (Miner) checks. All Dwarves spend at least some of their youth working the clan mines.


 * Bonus Disciplines: 1 bonus rank of Arcane Spell Resistance Discipline for both Enlarge Person and Reduce Person spells, giving 33% resistance in each; 1 rank in Exotic One-Handed Weapons, 1 rank in Martial One-Handed Weapons, and 1 rank in Exotic Two-Handed Weapons; 1 rank in Stability.


 * Saving Throws: +2 saving throws against paralyzation, poison, or death magic; and +3 saves against rod, staff, and wand.

• +1 racial bonus on attack rolls against orcs, goblins, and their kin. +4 dodge bonus to Armor Class against large creatures such as Ogres, Trolls, Giants, and Titans type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Other modifiers: Magical items not specifically made for Dwarves have a 20% chance of malfunction when used by Dwarves, each time it is used.


 * Automatic Languages: Spoken Dwarven.

Wild Elf
(Seldarines sylvaticus) +1 DEX, -1 CHA

'Early 2nd Age through Late 6th Age. '
 * Evolved branch of High Elven ancestry, ordained by Erevan Ilesere.
 * Appearance: Blonde to reddish hair is most common, as is skin that appears lightly tanned, or sometimes freckled, although Wild Elves suffer no ill effects from daily sun exposure. Wild Elves also often display tribal allegiances with large, elaborate tattoos.
 * Size: Nearly all adult Wild Elves are size Medium: As Medium creatures, Wild Elves have no special bonuses or penalties due to their size. They are slightly built, and average 5 feet 1 inch tall, and 130 pounds.
 * Movement: Average Wild Elf Movement Rate is 12.
 * Darkvision: In total darkness, an Elf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Wild Elf eyes are usually light brown or green, or more rarely, hazel or blue).
 * Low-Light Vision: A Wild Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Elf are seen as especially vibrant (often, these are the natural forest surroundings of the Wild Elf).
 * Bonus Skills: Elves receive bonus Weapon Skills for the Javelin (or Spear), longbow (including composite longbow), and shortbow (including composite shortbow); +2 racial bonus on Perception skill checks. An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it; +2 racial bonus on Stealth skill checks in natural terrain. Elves’ natural agility and ease in the wilderness enables them to move silently and nearly invisibly; +2 racial bonus on Survival skill checks in the character’s home environment. Elves’ familiarity with the land allows them to find their way.
 * Bonus Disciplines: 3 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 99% resistance.
 * Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
 * Automatic Languages: Spoken Elvish.

Grey Elf
(Seldarines argenteus) +1 INT, -1 CON

'Early 2nd Age through Late 6th Age. '
 * Evolved branch of High Elven ancestry, ordained by Sehanine Moonbow.
 * Appearance: Amber eyed Grey Elves usually have silver hair, while violet eyed Grey Elves (sometimes called ‘Faerie Elves’) usually have pale golden hair. Very fair and creamily skinned, Grey Elves do not tan or suffer ill effects from daily sun exposure.
 * Size: Nearly all adult Grey Elves are size Medium: As Medium creatures, Grey Elves have no special bonuses or penalties due to their size. They are slightly built, and average 5 feet 2 inches tall, and 125 pounds.
 * Movement: Average Grey Elf Movement Rate is 12.
 * Darkvision: In total darkness, an Elf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Grey Elf eyes are usually amber or, very rarely, violet).
 * Low-Light Vision: A Grey Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Elf are seen as especially vibrant (often, these are the stars and planets in the heavens above for Grey Elves).
 * Bonus Skills: Elves receive bonus Weapon Skills for the longsword (or rapier), longbow (including composite longbow), and shortbow (including composite shortbow); +2 racial bonus on Perception skill checks. An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it; +2 racial bonus on Stealth skill checks in natural terrain. Elves’ natural agility and ease in the wilderness enables them to move silently and nearly invisibly; +2 racial bonus on Survival skill checks in the character’s home environment. Elves’ familiarity with the land allows them to find their way.
 * Bonus Disciplines: 3 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 99% resistance. • Automatic Languages: Spoken Elvish.
 * Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
 * Automatic Languages: Spoken Elvish.

Kenku
(Quorlinns kenkus) +1 STR, -1 CHA

'Middle 2nd Age through Late 6th Age. '
 * Ordained by Quorlinn
 * Appearance: Humanoid bird people, resemble hawks in human clothing, with the arms, torso, and thighs of a human, and the head, wings, and talons of a falcon, and claws on their hands. Feathers are predominantly brown, with white underfeathers and facial markings, and bright yellow eyes. Often use disguise.
 * Size: Medium: As Medium creatures, Kenku have no special bonuses or penalties due to their size. Kenku average 6 feet tall, and weigh 170 lbs.
 * Movement: Average Kenku Movement Rate is 14.
 * Low-Light Vision: A Kenku can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +3 racial bonus on Stealth checks; +3 racial bonus to Disguise checks.
 * Bonus Disciplines: 1 rank Simple one-handed Weapons, 1 rank Simple Two-Handed Weapons, 1 rank Simple Light Weapons, +3 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Kenku.

Hill Dwarf
(Mordinsammans collis) +1 CON, -1 WIS

Early 3rd Age through Late 6th Age. • +1 racial bonus on attack rolls against orcs, goblins, and their kin. +4 dodge bonus to Armor Class against large creatures such as Ogres, Trolls, Giants, and Titans type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Evolved branch of Mountain Dwarven ancestry.
 * Appearance: Skin is tan or light brown, with ruddy cheeks. Eyes are often light green or blue. Hair is black, grey, brown, or red. Coarse, wiry hair is usually black, grey, red or brown, going lighter with age. Hair is worn long for both sexes, including beards. Beards are large and bushy for all males, and some females. Hill dwarves favour dark, sombre earth-tone clothes, and wear little jewelry.
 * Size: The majority of adult Hill Dwarves are size Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to their size. 4’4”, 175 lbs.
 * Movement: Average Hill Dwarf Movement Rate is 10.
 * Darkvision: In total darkness, a Dwarf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Hill Dwarf eyes are usually light blue or light green).
 * Stonecunning: This ability grants a Dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a Dwarf can use the Perception skill to find stonework traps. A Dwarf can also detect slopes and grades, and intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
 * Bonus Skills: Dwarves receive a bonus Weapons Skill for the Dwarven Pick, Dwarven Hammer, and the Dwarven Urgrosh; +2 racial bonus on Appraise checks that are related to stone or metal items, +2 racial bonus on Craft checks that are related to stone or metal, +2 racial bonus on Profession (Miner) checks. All Dwarves spend at least some of their youth working the clan mines.
 * Bonus Disciplines: 1 bonus rank of Arcane Spell Resistance Discipline for both Enlarge Person and Reduce Person spells, giving 33% resistance in each; 1 rank in Exotic One-Handed Weapons, 1 rank in Martial One-Handed Weapons, and 1 rank in Exotic Two-Handed Weapons; 1 rank in Stability.
 * Saving Throws: +2 saving throws against paralyzation, poison, or death magic; and +3 saves against rod, staff, and wand.
 * Other modifiers: Magical items not specifically made for Dwarves have a 20% chance of malfunction when used by Dwarves, each time it is used.
 * Automatic Languages: Spoken Dwarven.

Rock Gnome
(Gonds saxum) +1 INT, -1 WIS

Early 3rd Age through Late 6th Age. • +1 racial bonus on attack rolls against kobolds and goblins, their racial enemies. • +4 dodge bonus to Armor Class against creatures of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Ordained by Garl Glittergold.
 * Appearance: Big nosed, cheerful, industrious: the stereotypical gnome. Skin is brown, from light tan to black. Hair is widely varied, like human hair, during youth, but upon adulthood, hair turns pale grey or white. Males are bearded, starting around their second century. Beards are kept short and neatly trimmed.
 * Size: Nearly all adult Rock Gnomes are size Small: As a Small creature, a Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than Medium creatures can use. Rock Gnomes are small and lightly built, and average 3 foot 6 inches tall, and 84 pounds.
 * Movement: Average Rock Gnome Movement Rate is 8.
 * Darkvision: In total darkness, a Rock Gnome can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Rock Gnome eyes are usually blue, sometimes green, rarely yellow or brown).
 * Low-Light Vision: A Rock Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: Rock Gnomes receive bonus Weapon Skills for the gnome hooked hammer; +2 racial bonus on Perception checks; +2 racial bonus on Craft (alchemy) checks; +2 racial bonus on Appraise checks that are related to gems, +5 if it involves sapphires.
 * Bonus Disciplines: 2 bonus ranks of Spell Resistance for each of Command, Lesser Confusion, and Hypnotism.
 * Other modifiers: Opponents have a -1 penalty to all saving throws against illusion spells cast by Gnomes. This adjustment stacks with those from similar effects.
 * Saving Throws: +5 racial bonus on saving throws against illusions.
 * Automatic Languages: Spoken Gnomish. In addition, a gnome can speak with burrowing mammals.

Lightfoot Halfling
(Yondallas pilipodi) +1 DEX, -1 STR

Early 3rd Age through Late 6th Age.
 * Ordained by Yondalla.
 * Appearance: Round faced, and roundly built, with skin ranging from pale and pink to dark and dusky. Hair runs from blonde to black, and eye are brown or hazel, usually. Furry footed, but beardless.
 * Size: Some Lightfoot Halflings are size Medium, but most are size Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. 4 foot tall, 135 pounds.
 * Movement: Average Lightfoot Halfling Movement Rate is 8.
 * Bonus Skills: +3 racial bonuses on Handle Animals, Perception, and Stealth checks.
 * Bonus Disciplines: +2 bonus ranks of Spell Resistance skill for Bane, Cause Fear and Doom spells, giving 66% resistance for each
 * Other modifiers: +1 racial bonus on attack rolls with thrown weapons and slings.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Halfling.

Neomane Human
(Homosapiens neomanus) No Modifier

Early 3rd Age through Late 6th Age.


 * Evolved branch of ape ancestry.
 * Appearance: A Neomane human is typically of fair stature, and the body and limbs slender. The skin is of various shades of tan to brown to black. The primary determinant of skin color is the amount, density and distribution of the pigment melanin, which is associated with environmental factors varying with latitude. Dark skin offers protection from harmful UV radiation. The percentage of light reflected from black or dark brown skin varies from 12 to 42 per cent, whereas it rises to 55 to 72 per cent for white or tan skin. Neomane humans have dark brown or black eyes. The hair is black, short and crisp or woolly, or kinky, although some may shave their heads, and others may grow their hair long. In males, the beard and body-hair are usually scanty. The nose is flat as well as broad, and the lips are thick and expressive. A high degree of fat accumulation on the buttocks, is common. This distinctive characteristic, most noted in females, appears to be an adaptation to varying cyclic nutritional opportunities for hunter-gatherers.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Neomane (or Common, if in the 6th Age).

Neanderthal Human
(Homosapiens neanderthalensis) +1 STR, -1 CON

Early 3rd Age through Late 6th Age.


 * Evolved branch of ape ancestry.
 * Appearance: A Neomane human is typically of fair stature, and the body and limbs slender. The skin is of various shades of tan to brown to black. The primary determinant of skin color is the amount, density and distribution of the pigment melanin, which is associated with environmental factors varying with latitude. Dark skin offers protection from harmful UV radiation. The percentage of light reflected from black or dark brown skin varies from 12 to 42 per cent, whereas it rises to 55 to 72 per cent for white or tan skin. Neomane humans have dark brown or black eyes. The hair is black, short and crisp or woolly, or kinky, although some may shave their heads, and others may grow their hair long. In males, the beard and body-hair are usually scanty. The nose is flat as well as broad, and the lips are thick and expressive. A high degree of fat accumulation on the buttocks, is common. This distinctive characteristic, most noted in females, appears to be an adaptation to varying cyclic nutritional opportunities for hunter-gatherers.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Neomane (or Common, if in the 6th Age).

Denisovan Human
(Homosapiens denisovis) No Modifier

Early 3rd Age through Late 6th Age.


 * Evolved branch of ape ancestry.
 * Appearance: A Neomane human is typically of fair stature, and the body and limbs slender. The skin is of various shades of tan to brown to black. The primary determinant of skin color is the amount, density and distribution of the pigment melanin, which is associated with environmental factors varying with latitude. Dark skin offers protection from harmful UV radiation. The percentage of light reflected from black or dark brown skin varies from 12 to 42 per cent, whereas it rises to 55 to 72 per cent for white or tan skin. Neomane humans have dark brown or black eyes. The hair is black, short and crisp or woolly, or kinky, although some may shave their heads, and others may grow their hair long. In males, the beard and body-hair are usually scanty. The nose is flat as well as broad, and the lips are thick and expressive. A high degree of fat accumulation on the buttocks, is common. This distinctive characteristic, most noted in females, appears to be an adaptation to varying cyclic nutritional opportunities for hunter-gatherers.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Neomane (or Common, if in the 6th Age).

Half-Elf
(Seldarines homosapiens) +1 Any, -1 Any

Early 3rd Age through Late 6th Age.
 * Evolved branch of combined Human and (usually High) Elven ancestry.
 * Appearance: Half elves take on elements of both their elven and human parents’ physical features.
 * Size: The majority of Half-Elves are size Medium: As Medium creatures, Half-Elves have no special bonuses or penalties due to their size. Half-Elves average 5 foot 3 inches tall, and 145 pounds.
 * Movement: Average Half Elf Movement Rate is 12.
 * Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +2 racial bonus on Perception checks; +5 bonus on any non-combat skill of your choice, and two free weapon skills of your choice.
 * Bonus Disciplines: 1 rank each for Influential Personality and Gather Information; 2 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 66% resistance.
 * Other modifiers: For all effects related to race, a half-elf is considered an elf.
 * Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
 * Automatic Languages: Spoken Elvish or any Human racial language (including Common).

Coomain Human
(Homosapiens coomainus) +1 CON, -1 INT
 * Evolved branch of Neomane and Neanderthal Human ancestry.
 * Appearance: Coomain skin color reanges from pink or peaches-and-cream to a light brown, with a relatively prominent and aquiline nose, considerable body hair, and dark brown to black hair.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: 2 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Coomain or Common.

Deomast Human
(Homosapiens deomastis) +1 DEX, -1 STR


 * Evolved branch of Neomane and Denisovan Human ancestry.
 * Appearance: Deomast skin ranges from brown to almost black. Eyes are dark brown or black. Hair is black or dark brown, straight or wavy, long. The nose is straight, long and narrow. Beard is often well developed, in males, while females may have some sparse facial hair, too.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Deomast (or Common, if in the 6th Age).

Leadbelly Halfling
(Yondallas robustus) +1 CON, -1 STR
 * Evolved branch of Lightfoot Halfling ancestry.
 * Appearance: Ruddy complexion, Stouts blush easily, and get flushed hen drinking liquor. Hair is light, blonde and sandy red usually; eyes are blue, green, or grey. Favour practical garb, often of well-cured leather, with colour and fine cut clothes reserved for special occasions. Unlike other Halflings, Leadbellies often wear boots, and can grow facial hair.
 * Size: The majority of Leadbelly Halflings are size Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. 3’ 8”, 135 lbs.
 * Movement: Average Leadbelly Halfling Movement Rate is 8.
 * Bonus Skills: +3 racial bonuses on Swim, Perception, and Stealth checks.
 * Bonus Disciplines: +2 bonus ranks of Spell Resistance skill for Bane, Cause Fear and Doom spells, giving 66% resistance for each
 * Other modifiers: +1 racial bonus on attack rolls with thrown weapons and slings.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Halfling.

~Aquatic Elf
(Seldarines aquatilis) +1 DEX, -1 WIS
 * Evolved branch of Wild Elven ancestry.
 * Appearance: Blue-green to green hair is most common, as is skin that appears silver-green. Aquatic Elves suffer no ill effects from daily water exposure. Aquatic Elves also often display tribal allegiances with large, elaborate tattoos.
 * Size: Nearly all adult Aquatic Elves are size Medium: As Medium creatures, Aquatic Elves have no special bonuses or penalties due to their size. They are broad shouldered but slightly built, and average 5 feet 2 inches tall, and 125 pounds.
 * Movement: Average Aquatic Elf Swim Movement Rate is 12.
 * Darkvision: In total darkness, an Elf can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Aquatic Elf eyes are usually light brown or green, or more rarely, hazel or blue).
 * Low-Light Vision: An Aquatic Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Elf are seen as especially vibrant (often, these are the natural ocean surroundings of the Aquatic Elf).
 * Bonus Skills: Aquatic Elves receive bonus Weapon Skills for the Trident, Dagger, and Javelin; +2 racial bonus on Perception skill checks. An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it; +2 racial bonus on Stealth skill checks in aquatic terrain. Elves’ natural agility and ease in the wilderness enables them to move silently and nearly invisibly; +2 racial bonus on Survival skill checks in the character’s home environment. Elves’ familiarity with the water allows them to find their way.
 * Bonus Disciplines: 3 bonus ranks of Spell Resistance for both Sleep and Charm Person spells, giving 99% resistance.
 * Saving Throws: +5 racial saving throw bonus against Mental Magisterium spells and effects.
 * Automatic Languages: Spoken Elvish.

Deep Gnome
(Gonds svirfnebli) +1 WIS, -1 CHA +4 dodge bonus to Armor Class against creatures of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Evolved branch of Rock Gnome ancestry.
 * Appearance: Large noses, but narrower faces than other Gnomes, and lean, wiry bodies. Males are often hairless, while females have only thin, stringy hair. Skin ranges from brown to grey, light or dark. Eyes are grey, sometimes bright, sometimes so dark as to appear black.
 * Size: Nearly all adult Deep Gnomes are size Small: As a Small creature, a Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than Medium creatures can use. Deep Gnomes are small and wiry, and average 3 foot 4 inches tall, and 80 pounds.
 * Movement: Average Deep Gnome Movement Rate is 8.
 * Darkvision: In total darkness, a Deep Gnome can see up to 120 feet. Darkvision is black and white, so everything is seen in shades of light and shadow (Deep Gnome eyes are usually grey, sometimes so dark as to appear black).
 * Low-Light Vision: A Deep Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
 * Stonecunning: This ability grants a Deep Gnome a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Deep Gnome who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a Deep Gnome can use the Perception skill to find stonework traps. A Deep Gnome can also detect slopes and grades, and intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
 * Bonus Skills: Deep Gnomes receive bonus Weapon Skills for darts; +5 racial bonus on Stealth skill checks in natural underground terrain. Deep Gnomes ability to remain perfectly still and nearly invisible underground enables them to move silently and undetectably even to creatures with Darkvision; +2 racial bonus on Perception checks; +2 racial bonus on Craft (alchemy) checks; +2 racial bonus on Appraise checks that are related to gems, +5 if it involves rubies.
 * Bonus Disciplines: 2 bonus ranks of Spell Resistance for each of Command, Lesser Confusion, and Hypnotism.
 * Other modifiers: Opponents have a -1 penalty to all saving throws against illusion spells cast by Gnomes. This adjustment stacks with those from similar effects.
 * Saving Throws: +5 racial bonus on saving throws against illusions.
 * Automatic Languages: Spoken Gnomish. In addition, a gnome can speak with burrowing mammals.

~Selkie
(Surminares selki) +1 INT, -1 DEX
 * Evolved branch of seal ancestry.
 * Appearance: Selkies are seal-like beings that can change into heartbreakingly attractive human form temporarily. Once a month, Selkies can assume human form for about a week to briefly visit the realm of men, which they call "the overworld". In their true form, are almost indistinguishable from normal seals, apart from their arms and legs. Selkie eyes are bright emerald green or startling light blue.
 * Size: Medium: As Medium creatures, Selkies have no special bonuses or penalties due to their size. Selkies average 5 feet 11 inches tall, and weigh 180 lbs.
 * Movement: Average Selkie Swim Movement Rate is 14.
 * Low-Light Vision: A Selkie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +6 racial bonus on any one Knowedge skill.
 * Bonus Disciplines: 1 rank Vitality, 1 rank Saving Throw Bonus, 1 rank Thick Skinned, +3 discipline ranks at first level.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Selkie.

Stomade Human
(Homosapiens stomadi) +1 STR, -1 DEX
 * Evolved branch of Chomawi Human ancestry.
 * Appearance: Stomades tend to be of relatively tall stature. They have white or tan skin: the tan on some can be quite dark. The eyes are black, brown, blue, green, hazel or grey. Light-colored skin is an adaptation to higher latitudes, favoring low levels of melanin pigmentation for prevalent low levels of UV radiation, to improve Vitamin D synthesis in the absence of brilliant sunlight. The hair is black, brown, blond, or red, straight, wavy or curly. In males, the beard is abundant. Male pattern baldness is relatively common. The nose tends to be long and narrow.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Stomade (or Common, if in the 6th Age).

Inomach Human
(Homosapiens inomach) +1 INT, -1 CHA
 * Evolved branch of Deomast Human ancestry.
 * Appearance: Tend to be short in stature, but this may be at least in part due to nutrition. The skin is yellow or yellow-brown; the nose is flat and small. Inomachs have a characteristic narrow, almond-shaped eye, usually either black or dark brown. This adaptation probably evolved as protection against cold and windy conditions. Inomachs have black, straight, hair, scanty on the body and face, but long on the scalp. Male pattern baldness is relatively rare.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: 2 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Inomach (or Common, if in the 6th Age).

Forest Gnome
(Gonds nemus) +1 WIS, -1 INT • +1 racial bonus on attack rolls against orcs, troglodytes, and lizardfolk, their racial enemies. • +4 dodge bonus to Armor Class against creatures of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Evolved branch of Rock Gnome ancestry.
 * Appearance: Smallest race of gnomes, but still feature very large noses. Inclined to wear hair and beards very long, trimmed to a fine point, or curled into horns. Skin is like a greenish cast of tan, rather like tree bark, often darkened and ruddy from weather. Eyes are brown, or blue, sometimes green, while hair is brown, black, turning grey and white with age.
 * Size: Nearly all adult Forest Gnomes are size Small: As a Small creature, a Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than Medium creatures can use. Forest Gnomes are very small and lightly built, and average 3 foot tall, and 75 pounds.
 * Movement: Average Forest Gnome Movement Rate is 6.
 * Low-Light Vision: A Forest Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: Gnomes receive bonus Weapon Skills for the gnome hooked hammer; +2 racial bonus on Perception checks; +2 racial bonus on Craft (alchemy) checks; +2 racial bonus on Appraise checks that are related to gems, +5 if it involves emeralds.
 * Bonus Disciplines: 2 bonus ranks of Spell Resistance for each of Command, Lesser Confusion, and Hypnotism.
 * Other modifiers: Opponents have a -1 penalty to all saving throws against illusion spells cast by Gnomes. This adjustment stacks with those from similar effects.
 * Saving Throws: +5 racial bonus on saving throws against illusions.
 * Automatic Languages: Spoken Gnomish. In addition, a gnome can speak with burrowing mammals.

Longshank Halfling
(Yondallas altus) +1 WIS, -1 STR
 * Evolved branch of Hairfoot Halfling ancestry.
 * Appearance: Tall, slender and light boned compared to other halflings. Often wear hair long, topped by a brightly coloured cap. Clothes favour woodland shades of brown, yellow, and vibrant greens. Like Lightfoot Halflings, Longshanks shun footwear.
 * Size: The majority of Longshank Halflings are size Medium: As Medium creatures, Halflings have no special bonuses or penalties due to their size.
 * Movement: Average Longshank Halfling Movement Rate is 10.
 * Bonus Skills: +3 racial bonuses on Tumble, Perception, and Stealth checks.
 * Bonus Disciplines: +2 bonus ranks of Spell Resistance skill for Bane, Cause Fear and Doom spells, giving 66% resistance for each.
 * Other modifiers: +1 racial bonus on attack rolls with thrown weapons and slings.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Languages: Spoken Halfling.

Lizardfolk
(Semuanyas homostellio) +1 STR, -1 WIS


 * Evolved branch of Lizard Man ancestry.
 * Starting Alignment: Chaotic Neutral, Lawful Neutral, Neutral Good, Neutral Evil, True Neutral.
 * Appearance: Skin ranges from dark green to grey to brown, with scales giving a flecked appearance. Lizardfolk suffer no ill effects from daily sun exposure. Tails average about half the body length in feet, and are not prehensile. Males are nearly identical to females.
 * Size: Nearly all adult Lizardfolk are size Medium: As Medium creatures, Lizardfolk have no special bonuses or penalties due to their size. They are tall and well muscled, and average 6 feet 10 inches tall, and 280 pounds.
 * Movement: Average Lizardfolk Movement Rate is 16.
 * Darkvision: In total darkness, Lizardfolk can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Lizardfolk eyes are usually deep brown to light hazel).
 * Low-Light Vision: Lizardfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Colours in view that correspond to the eye-colour of the Lizardfolk are seen as especially vibrant (often, these are the natural marshland or river surroundings of the Lizardfolk).
 * Bonus Skills: Lizardfolk receive bonus Weapon Skills for the Javelin, Club, and Dart, +3 racial bonus on Apnea skill checks, +3 racial bonus on Swim skill checks.
 * Bonus Disciplines: +1 bonus rank for Simple Ranged Weapons discipline, +1 bonus rank for Simple One-Handed Weapons discipline, +1 bonus rank for Light Armor discipline, 1 rank each of Ascetic, Athletic, and Vitality.
 * Saving Throws: +5 against rod, staff, and wand.
 * Other modifiers: Lizardfolk have natural weapons: 2 claws (1d4) and one bite (1d4).
 * Automatic Languages: Spoken Lizardfolk.

~Locathah
(Eadros piscesapien) +1 CON, -1 CHA
 * Ordained by Eadro
 * Appearance: Humanoid Fish, like a reverse Merman. Breath using gills, will suffocate on land. Skin is made of fine but tough scales, ivory yellow on the underbelly, to a pale lemon yellow on the rest of the body. The fins on their ears and down their spine is ochre. Lack claws or teeth. Smell like fish.
 * Size: Medium: As Medium creatures, Locathah have no special bonuses or penalties due to their size. Locathah average 5 feet 8 inches tall, and weigh 175 lbs.
 * Movement: Average Locathah Swim Movement Rate is 14.
 * Low-Light Vision: A Locathah can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +6 racial bonus on Survival checks in aquatic environment.
 * Bonus Disciplines: 1 rank Spell Resistance for Shocking Grasp, giving 33% immunity, 1 rank Sly, 1 rank Observant, +3 discipline ranks at first level.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Locathah.

~Merfolk
(Eadros homopisces) +1 WIS, -1 DEX
 * Ordained by Eadro.
 * Appearance: Marine dwelling piscineous humanoid, with the top half of a human, and the lower half of a fish. Formerly human, transformed by Eadro. Skin tone is fair to tan, hair is usually dark brown, but occasionally fair. Scale colour ranges from green to silver. Adorn themselves with coral and shell decorations.
 * Size: Medium: As Medium creatures, Merfolk have no special bonuses or penalties due to their size. Merfolk average 5 feet 10 inches long, and weigh 175 lbs.
 * Movement: Average Merfolk Swim Movement Rate is 14.
 * Low-Light Vision: A Merfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +6 racial bonus on Hunt checks in aquatic environment.
 * Bonus Disciplines: 1 rank Blindfighting, 1 rank Divine Primal Magisterium, 1 rank Animal Affinity, +3 discipline ranks at first level.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Merfolk.

Chomawi Human
(Homosapiens chomawis ) +1 CHA, -1 WIS  
 * Evolved branch of Deomast Human ancestry.
 * Appearance: Chomawi are often decorated with tattoos. Chomawi skin is various shades of brown. The eyes are dark brown or black, with some obliquity and incidence of epicanthal fold. The nose is usually short and the hair is black, lank, and long. Body and facial hair are typically sparse, but male pattern baldness is rare. Chomawi are traditionally a seafaring people.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: +3 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Chomawi (or Common, if in the 6th Age).

Wiomaco Human
(Homosapiens wiomaco) +1 WIS, -1 CON
 * Evolved branch of Inomach Human ancestry.
 * Appearance: Wiomacos have reddish brown skin, with lank, dark brown or black hair. Body and facial hair are typically sparse, but male pattern baldness is rare. Eyes are dark brown or black, and the nose is typically long and narrow. The front teeth often dislay a characteristic shovel-shape.
 * Size: Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 * Movement: Average Human Movement Rate is 12.
 * Bonus Skills: 2 racial bonuses for one Knowledge skill, one Profession Skill, and one Craft Skill of your choice.
 * Bonus Disciplines: +6 discipline ranks at first level.
 * Saving Throws: no racial modifier.
 * Automatic Language: Spoken Wiomaco or Common

Thinker Gnome
(Gonds curiosi) +1 INT, -1 STR
 * Evolved branch of Rock Gnome ancestry.
 * Appearance: Resemble Rock Gnomes, but with less variety in hair and skin colour: hair is almost always white, or nearly white, while skin tends toward ruddy, earthen brown.Eyes are usually blue, infrequently violet. Have a taste for exotic clothes from travel to other societies.
 * Size: Nearly all adult Thinker Gnomes are size Small: As a Small creature, a Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than Medium creatures can use. Thinker Gnomes are small and lightly built, and average 3 foot 6 inches tall, and 84 pounds.
 * Movement: Average Thinker Gnome Movement Rate is 8.
 * Darkvision: In total darkness, a Thinker Gnome can see up to 60 feet. Darkvision is tonal, so everything is seen in shades of light and shadow, tinted the colour of the character’s eyes (Thinker Gnome eyes are usually brown or blue, sometimes green).
 * Low-Light Vision: A Thinker Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: Thinker Gnomes receive bonus Weapon Skills for the gnome hooked hammer; +2 racial bonus on Perception checks; +2 racial bonus on all Craft checks; +2 racial bonus on Appraise checks that are related to gems, +5 if it involves diamonds.
 * Bonus Disciplines: 2 bonus ranks of Spell Resistance for each of Command, Lesser Confusion, and Hypnotism.
 * Other modifiers: Opponents have a -1 penalty to all saving throws against illusion spells cast by Gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblins, their racial enemies. +4 dodge bonus to Armor Class against creatures of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
 * Saving Throws: +5 racial bonus on saving throws against illusions.
 * Automatic Languages: Spoken Gnomish. In addition, a gnome can speak with burrowing mammals.

~Sirine
(Persanas sirenis) +1 CHA, -1 STR
 * Ordained by Persana
 * Appearance: Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light blue-green, and their hair can be almost any color, though silver and dark green is the most common. Sirines have beautiful figures and wear scanty clothing at best.
 * Size: Medium: As Medium creatures, Sirines have no special bonuses or penalties due to their size. Sirines average 5 feet 8 inches tall, and weigh 120 lbs.
 * Movement: Average Sirines Swim Movement Rate is 14.
 * Low-Light Vision: Sirines can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * Bonus Skills: +4 racial bonus on Perform (song) checks, and +2 bonus to one Knowledge skill of your choice.
 * Bonus Disciplines: 1 rank Deft Handed, 1 rank Nimble Fingered, 1 rank Discerning, +3 discipline ranks at first level.
 * Saving Throws: +1 racial bonus on all saving throws.
 * Automatic Language: Spoken Sirine.
 * Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light blue-green, and their hair can be almost any color, though silver and dark green is the most common. Sirines have beautiful figures and wear scanty clothing at best.
 * Average height is 5 feet eight inches, and weigh about 120 pounds.
 * Most sirines are antisocial, so they try to drive intruders away, with evil sirines taking stronger measures. Other sirines are hungry for social interaction, and try to lure male humans or humanoids to join them for a time.
 * Sirines have their own language.
 * Sirines are encountered only in lonely places that are otherwise uninhabited. Most live near rocky outcroppings or small islands in the sea. Some choose to live in fresh water, but tend to avoid these areas because they are usually populated and sometimes difficult to reach.
 * Young sirines often live with their sisters; these sirines are the more social type. As a sirine grows older, she becomes more reclusive and contemplative, however, and eventually looks for a home of her own where she can think and sing in solitude. Even then, they have a rare desire for companionship.
 * Sirines usually mate with male humans. Some sirines choose elves, tritons, or merfolk as mates, producing children with some of their parents' traits (pointed ears from elves, green skin from aquatic elves, scales and webbed fingers and toes from merfolk and tritons). Sirines never form lasting relationships, for the call of the sea is too great to bind them.
 * After a gestation period of nine months, they give birth to 1d4 baby sirines, which are female. Their mother cares for the infants until they are five years old. After that, they fend for themselves, living on the bounty of the sea. Reaching adulthood at 10 years, they live for about 50 years, and yet their beauty never leaves them.
 * Sirines live to sing, and to think about the sea. If deprived of their voices, or confined away from water, they will slowly wither away until they die. Sirines often have great knowledge regarding the history of their area and any current events. They sometimes trade this knowledge for companionship. All members of a sirine sorority have the same basic alignment (all evil, all good, or all neutral in regards to good and evil).

~Triton-Kin
(Persanas Triton) +1 STR, -1 CON

Ability Scores: +1 Strength, -1 Constitution. Starting Alignment: Neutral Good, Lawful Good, Chaotic Good, True Neutral. Appearance: Triton-Kin, like their Triton cousins, are sea dwelling humanoids with finned legs and feet, and webbed hands. Triton-kin have silvery skin on their top half, blending to silver-blue scales on their lower half. Hair is deep blue or green, or some mixture or tint of the two. Size: Medium: As Medium creatures, Triton-kin have no special bonuses or penalties due to their size. Triton-kin average 6 feet 4 inches tall, and weigh 170 lbs. Movement: Average Triton-Kin Swim Movement Rate is 32 (Land Movement 16). Low-Light Vision: Triton-Kin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Bonus Skills: Triton-Kin receive 1 rank Weapon Skill for the Trident, +2 racial bonus on Stealth checks in aquatic environment; +3 racial bonus to Perform (Conch) checks. Bonus Disciplines: 1 rank Erudite, 1 rank Vitality, 1 rank Martial One-Handed Weapons, +3 discipline ranks at first level. Saving Throws: +5 racial bonus on saving throws vs. Elemental (Water) spells or effects. Automatic Language: Spoken Triton.