Races Of Orengaard

Common Races


Considered by most as the heirs to the oldest and most enduring civilization native to the material plane, dwarves in general command a great deal of respect among other races, if not always admiration or friendship. Even those who hold contempt for dwarves know better than to underestimate them. Other races often hold seemingly incompatible views of dwarves as some being boisterous and outspoken, drinking and fighting and speaking their minds without restraint, while others are taciturn and hidebound to their traditions, and as immovable as stone on a bargain or a debate. These people often become even more confounded when they find the same dwarf exibiting both such mannerisms. The fact of the matter is that most dwarves simply know when and where the proper times are to take things seriously or spend the leisure time they have to its fullest. Dwarven neighborhoods are often solemn, almost dour places, but their taverns tend to be the most raucous and colorful establishments to be found. Where you meet a dwarf is often the most important factor of how they will act. When dealing with foreign races who come to their mountain strongholds or isolated neighborhoods, they will often tend towards more staid and stubborn behavior, while dwarves out and about in other races communities tend to be more confrontational and outgoing.

Racial Traits: Dwarves use the traits listed in the Core Rulebook.

Alternate Racial Traits

Dwarves are shorter than the majority of humankind, averaging four and a half feet tall, but are broad and dense, weighing as much as humans do, with round or blocky features. Their skin ranges in tone from earthy to alabaster, and their hair and eyes exhibit the same range humans do. Dwarves aren't averse to dirty jobs, but when they can manage it they keep themselves meticulously groomed and well-dressed, typically in earth tones accented with metal and, for the well-off, gemstones. Dwarven men take exceptional pride in their beards as a means to express their individual natures. One can often know a dwarf's profession by the cut of his beard. There is a stigma against clean-shaven men in dwarven society, due to the practice of dwarven criminals to shave after a crime to change their appearance and achieve a level of anonymity. Dwarven women, contrary to jokes and stories told at their expense, do not have facial hair.

Government & Society
Most dwarven strongholds are ruled as monarchies, but the feudal hierarchy common to human kingdoms is largely absent. Bloodlines earn their positions in society through the cumulative deeds of their ancestors rather than granted titles, and so accurate, verifiable genealogies are of extreme importance to dwarves. Poor relations can be damaging as well, and since falsifying family history is considered quite scandalous if discovered, most dwarven families of high standing exert considerable pressure on the younger generations not to dishonor their ancestors. Those who cannot produce family ties are sometimes looked upon with a bit of suspicion, since they may be deliberately hiding a shameful lineage, but more than one legendary dwarven figure has shed the bonds of a disgraceful heritage to become the cornerstone of a noble bloodline, so seeking to be judged on one's own merits is a respectable stance to take in dwarven society.

The dwarven culture's strong adherence to tradition and ancestry means that dwarven communities are slow to change, but quick to act, a decisiveness born of centuries of wisdom passed down by their predecessors. They generally favor a strong military, but a largely defensive based around tunnel fighting and manning impenetrable fortifications. They have little use for fast-moving expeditionary forces, as most dwarven kingdoms expand their holdings with pick and shovel as they delve into the mountains. Dwarven armies generally only march from their mountain homes when it is to aid surface-dwelling allies, and those who manage to wrangle a defense pact from the mountain folk will always have a solid anvil to change the shape of a war on in their favor.

While the king under the mountain is the most common image of a dwarven nation, some have developed alternative forms of government. Some of these came about through the abandonment of monarchy due to one to many bad experiences with incompetent or tyrannical rulers, while some have come about in dwarven communities separated from their homelands and situated among other races, and a few have existed as long as the dwarven kings of old.

While most dwarven kings are accomplished warriors in their own right and hold ultimate authority over their military, some strongholds do away with the distinction between a king and a general entirely and establish a military-governed stratocracy. Other strongholds have not had a monarch or any other sort of autocratic overlord in centuries, some even dating back to their emancipation from the giants in ancient times. These places are often run through democratic processes, with varying amounts of control over the lives and labors of its populace. And dwarven situated near or even within the holdings of other races often form 'trading clans' where the members of the community are tied together through mutual ownership of a guild or bank, many of which become officially recognized in the lands of their neighbors.

Alignment and Religion
Order and discipline are held as paramount virtues in dwarven society. Tradition and history are incredibly important to their lives, and when combined with their enduring loyalty to ideals and kin, only when tried and true methods fail to achieve successful results do they begin to question their established ways. Due to this, most dwarves have a lawful alignment, though they too may find themselves chafing under restrictions and yearning for freedom and new experiences. Dwarven pragmatism often overshadows high-minded idealism and selfish cruelty, so while examples of both good and evil can be found in dwarves, most are neutral in such respects.

Dwarven approach the worship of Moradin and the Huldinrayl much the same way they honor their ancestors, seeing themselves as bearing souls that are spiritually descended from a particular diety they consider to be the founder of their spiritual lineage. The adherence to the doctrine and dogma of a dwarven god is done as much to uphold the traditions and ideals of their spiritual ancestor as to further their god's purpose and influence. Outside the dwarven pantheon, Periarch is held in high esteem for his purview over law and civilization, as is Corithion for his honor and loyalty. Also, a small but notable number of dwarves who have migrated to the surface have taken to venerating Valgrimr, the god of storms and battle and patron diety of the Vardnir people. Avaricious and merciless dwarves often court the favor of Tiamat and Asmodeus to further their own ends. Elemental cults also can be found among the dwarves, particularly those dedicated to primordials of earth and fire, and the taming and shaping thereof.

The dwarven language has a blunt, terse quality to it, with many consonants that keep syllables distinctly separate, but is not often harsh or guttural. Rather, it tends towards deep and resonant qualities with rolling 'r's and long 'u's. Scholars and scribes look to the Dwarven language when penning historical documents, recording lineages, describing complex emotional states, and for engineering and industrial terminology.

Dwarven names tend to be short, rarely exceeding two syllables. Their clan names are usually indicative of their traditional profession or an iconic characteristic of the clan's founder. They tend to translate them into common for non-dwarves, to share their pride with those who do not speak the language.

Male Names: Agruun, Bordagaz, Dalt, Fuzreg, Grunor, Lodnir, Olbrug, Pard, Stobrig, Waldreg
Female Names: Adni, Bezna, Elda, Hesni, Nuli, Oleza, Ranni, Siggi, Vadna, Zuuneda

Elves and Eladrin

When they first came to the Prime Material Plane to oppose the efforts of their kin, the drow, the eladrin were one people. The word 'elf' was only used by non-eladrin, a corruption of the name the fey race used for themselves that was initially somewhat derogatory, but is no longer considered so(except by the eladrin themselves).

Most eladrin conducted themselves with an aloof dignity and grace, and would tend towards being standoffishly polite when among the races of the Prime Material Plane. Among their own kind, or with those they considered friends and companions, they exhibited vibrant passions and mercurial temperments, their moods capable of swinging drastically at a moment's notice. This tumultuous behavior is a product of their natures as natives of the Feywild, the proximity to the font of life that is the Positive Energy Plane resulting in extremes that would be considered abnormal to those of the Prime Material Plane, just as their appearances are.

After their colonies were established in the Prime, those eladrin who were born and raised in that world slowly began to undergo physical changes, theorized to have been brought on by their removal from the vital essence of the feywild. Still, despite the changes, they considered themselves eladrin up until the day the Mad Times came upon them, and they were cut off(abandoned, many elves say) by their kin in the Feywild. The centuries following the cataclysm resulted in many cultural shifts that drew them away from their old civilization. Forced to survive on their own against the threats of an unfamiliar, most elven communities became insular and suspicious of non-elven outsiders. Those who earned their trust, however, gained fast friends, and found them to be stalwart protectors and gregarious revelers alike, and their temperments tend to be less chaotic than eladrin.

In modern times, the return of the eladrin to reclaim their colonies has resulted in much friction. Eladrin treat the elves as non-eladrin, and elves treat the eladrin as non-elves. The elves tend to resent them for abandoning the elves to the Mad Times, and the eladrin waver between either trying to accommodate the changes the Prime Material Plane has wrought on their kin's ideologies and dispositions, or trying to 'restore' their lost eladrin heritage.

Racial Traits: Eladrin use the elf traits listed in the Core Rulebook. Elves likewise use the elf racial traits, except that they gain +2 Wisdom instead of +2 Intelligence, and replace the Elven Magic trait with Woodcraft.

  • Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.

Alternate Racial Traits

The eladrin possess tall, willowy physiques, long, pointed ears, and delicate, angular features. Their skin and hair typically mirror the paler shades that humanity exhibits, but often is tinged(or, in the case of hair, replaced entirely) with more vibrant colors, especially gold and silver, while the eyes are most often solid orbs that can be almost any color imaginable. Exceptions exist, however, due to the eladrin's peculiar mutability brought on by their connection to the lands they choose to live in. Eladrin who have settled in environments drastically different from their ancestral forests have taken on appearances emblematic of their new homes, from the pale blue skin and white hair of those who live in lands of near-perpetual winter, to the warm brown skin and fiery red hair of their desert-dwelling kin. Even more astonishingly, this change can occur within the lifetime of individual eladrin, if they should migrate to new environs and linger for decades or longer. Eladrin keep their appearances as immaculate as possible, using magic to cleanse themselves whenever possible or utilizing alchemical tinctures otherwise. They are quite fond of finery in a rainbow of colors, and jewelry is typically elaborate filigree set with dazzling gems. If circumstances allow, most eladrin are willing to be patient and wait to acquire for an object of exceptional quality rather than settle for a lesser article.

Elves in modern day Orengaard have lost some of the delicate sharpness to their features, and the rainbow of colors tinting their hair and complexions has faded as well. Instead, they exhibit a range more like that of humanity, often similar to that of local ethnicities, sometimes tinged slightly with some fey color. Most notably, their eyes are like those of a human, with whites and pupils. Their taste in apparel has been influenced by their greater need for pragmatism, and so natural fabrics in colors matching their environs are most common, though they are still quite willing to dedicate the extra time to a project to make it both functional and striking.

Government & Society
Elves and eladrin have diverged significantly when it comes to how they live since the Mad Times divided them. Eladrin still live much as they did when their people were whole, the majority of them making their homes in the grand cities intertwined with the primordial forests of the Feywild and ruled by the high courts of their monarchs and the esteemed nobles who pay fealty to them.

There are as many differences to human kingdoms as there are similarities, however. The fantastic longevity and relatively low birthrate of the eladrin would not allow for a sizeable aristocracy, and there are indeed a great many among the eladrin who hold noble titles, even more common than among human civilizations. This is because nobility is ostensibly granted based on merit through the local court, rather than birthright, though some might say the children of reputable nobles have an easier time of it than common-born eladrin.

The basic rank of nobility that the majority of the titled eladrin hold is that of a patrician, which is more of a status symbol or certificate of excellence rather than a position of authority. A craftsman who is a member of the patriciate is one whose work has the seal of approval of the nobility, and thus can be trusted to provide high-quality goods. Knighthood has a similar, but slightly more esteemed status, due to it being bestowed specifically for valorous deeds acts of heroism, or decades of loyalty in service to the crown.

Higher ranks of nobility are given to those who hold a position of importance in their communities, though they are generally not handed down from the monarch, but instead one of the lesser nobles who is held in high esteem or has demonstrated suitable skill is chosen by their peers to be elevated into a position of leadership. These higher ranks tend to act more to represent those who bestowed the title than to govern them.

This system extends all the way up to the position of monarch, who is selected for being the wisest and most suitable candidate for the crown, at least in theory. The monarch also acts in a mostly ambassadorial role as the face of the monarchy to non-eladrin outsiders, keeping the decades of deliberation and intrigue behind the policies and actions of an eladrin nation obfuscated behind a figure of elegant majesty and aloof patience.

On the material plane, the elven settlements that grew from the eladrin colonies rarely exceed populations of over a thousand, and are often semi-nomadic, with individuals and small groups of elves growing tired of a place and deciding to move elsewhere, whether to another settlement or a new place entirely. The few non-elven people who have been allowed to stay a prolonged period of time in an elven community are often surprised by the notable lack of political structures most other races associate with civilized society.

It's rare to see any sort of hierarchical authority in an elven settlement, or even laws at all. All decisions are made by the community as a whole, though the wisdom of experienced and venerable members of the community carries a good deal of respect. Currency is generally reserved for dealing with outside parties, while the community itself is usually close-knit enough to allow simple barter or promises of later assistance to be sufficient.

Initially, this system was established due to the colonies being cut off from the eladrin monarchies, but it evolved into a system of egalitarian camaraderie that the elves hold in high regard, which results in a great deal of friction between them and eladrin kingdoms that seek to re-establish their authority over the colonies they once established.

Alignment and Religion
With strong connections to all things wild and fey, the majority of elfkind are freedom-loving and individualistic, often sporting unique expressions of their own identity. Elves also have a sense of pride that chafes when others seek to exert authority over them when it has not been personally granted. This makes the majority of elves chaotic in nature, though there are eladrin who highly value their court structures and elves who demand respect for their people's boundaries and traditions. As highly individualistic people, their morals can vary depending on their personal capacities for empathy and self-interest. Because of this, it is hard to say if elfkind as a whole is primarily good, evil, or neutral.

Most elfkind worship Corellon Larethian and the other elven gods of the Seldarine. Faith is a personal matter for elves, each individual expressing their devotion in the way that feels best. Parallels can often be drawn between elves' worship, though, simply because each god too has their own agenda and responds most favorably to rituals and offerings which best exemplify it. Beyond the Seldarine, elves revere Aileanne and Carnalexi for their freedom-loving and individualistic doctrines, and Nanneki for her primacy over the natural world. And, of course, wicked elves of all stripes serve Lolth. Beyond the gods, many elves pay homage to the primal spirits, particularly those who hail from the Feywild.

The Elven language has a lilting, sinuous quality to it, and has been compared to a serpent, with graceful winding syllables punctuated by sudden biting harshness, stringing soft consonants and long vowels together only to bring the word to a sharp end. Moreover, it is very complex and time-intensive both to learn and to speak, with many tonal variations altering the context of words and phrases. It excels at describing both art and nature, and reciting Elven poetry is basically the same as singing it.

Eladrin names tend to be longer, and they often have both surnames and descriptive monikers, while many elves prefer a shorter single name.

Male Names: Aelios, Alvasteo, Jialevas, Ilsariv, Maesearik, Nalesseid, Nezuliot, Sessolari, Tephyr, Vosiliandro
Female Names: Anavilia, Beliarasi, Eliasanoi, Halissanai, Kesaelia, Laurasalia, Maliaana, Nimiasi, Tessanavia, Vinalanae


Often overlooked due to their lack of physical stature and numbers, gnomes are often the invisible hand pushing forward the progress of civilization. Their sharp intellects, creativity and inquisitiveness often lead them down paths to new discoveries that few others would think of. The practices of alchemy and clockworks are often attributed to gnomes by scholars who delve into the history of technology, though whether they were originally invented by gnomes or simply rediscovered after the Mad Times by the curious race is unsure. What is known to most is that if you're looking for some unusual or exceptional object of intricate craftsmanship, the best place to look is where the gnomes are, as they excel as professional craftsman such as jewelers, cobblers, tailors, apothecaries and artists. Although they have their own small kingdoms in wooded hills at the foot of mountains, they also tend to flourish in the urban environment as their open-minded approach to life favors the riotous mixture of cultures found in cities, and they often combine elements of other cultures with their own to come up with innovative new ideas and inventions.

Exploration and discovery are a constant of gnomish life. The endless quest for knowledge has been passed down from generation to generation for so long few gnomes even remember what it is that first sparked this boundless curiosity, though most attribute it as a sacred duty put upon them by Garl Glittergold and his crew. Almost every gnome keeps at least one diary or logbook that they use to document notable events in their lives, and their homes are generally in a state of organized chaos, piles of specimens and projects and experiments scattered from room to room.

Racial Traits: Gnomes use the traits found in the Core Rulebook, except that they gain +2 Intelligence instead of +2 Charisma.

Alternate Racial Traits

Gnomes are short, with most less than four feet tall, and they tend to have wiry or willowy physiques. Their proportions match those of humans or elves for the most part, but with somewhat more pronounced craniums and wide, almond-shaped eyes dominated by large pupils and irises. Their skin and hair tend to be pale, but younger gnomes often dye it vibrant, unnatural colors. Older male gnomes often affect a mustache or goatee, and many style them with outlandish kinks and curls. A gnome's sense of fashion is invariably unique, and often experimental and fluid, with most gnomes willing to replace or add accessories whenever the whim strikes them.

Government & Society
Of all the known races, gnomes are the most open to experimentation with forms of government, but they seem to have a penchance for democratic systems. Even gnomish monarchies tend to include a parliamentary system, with the power of the monarch and aristocracy kept in check by the elected representatives of the common folk, sometimes to the point of becoming ceremonial figureheads. Despite their apparent preference, this doesn't stop many other gnomish settlements from organizing along other lines, and remote communities or those situated close to the lands of other races can get quite creative, and often impenetrably complex or esoteric to outsiders, which generally suits the gnomes just fine.

Alignment and Religion
Many gnomes seek to maintain a certain level of objectivity so as not to overlook or dismiss valuable new knowledge. For this reason, most gnomes are neutral in one way or another, though they often swing towards the extremes on the other axis.

Like so many other things the gnomes do, their religion is often perplexing to outsiders. The faith devoted to Garl Glittergold seems to be less about being given answers to the mysteries of the universe and more about being given questions. Gnomes often spend days or even weeks in contemplation of spiritual conundrums and metaphysical puzzles, seeking to grasp the workings of the divine behind the processes of the world around them. Often, the answer to these questions goes unfound, but gnomes consider the fragments of wisdom unveiled by their time pondering the unponderable to be worth the effort. Besides Garl Glittergold, gnomes often revere Aqila for her knowledge and magic and Periarch for his inventiveness and devotion to progress, while cruel and selfish gnomes often turn to Nagendra and Vecna for their favor. A fair number of gnomes also explore the faiths of the primordials and the primal spirits, delving into the mysteries of the elements and the natural world.

Those who can call themselves fluent in Gnomish language can be trusted to be patient and dedicated individuals, because for many it is a frustrating endeavor. Obfuscatingly specific is the most common way it is described, with multiple words for every variation on the subject they refer to, to the point that someone who thinks he has an extensive gnomish vocabulary can find a conversation completely unintelligible because he only learned the most generic terminology. A noun in the Gnomish language is often as descriptive as a short sentence in Common, and which pronouns are used is dependent upon who the speaker is and who the speaker is referring to. A man talking about or to a woman uses a completely different pronoun than two women would.

Gnomes typically have names comprised of two or more alliterative segments. Around non-gnomish people they typically translate their family name to an alliterative approximation, and often shorten their first names as well after introductions are made.

Male Names: Adisasker, Doridaladunn, Fellofarn, Gnorignasignoth, Nolanorth, Walliwesker
Female Names: Adettanoza, Bellanobessica, Messamaliki, Pozipazel, Quinaquali, Zelizastinizae


The product of liasons between humans and elves half-elves often find themselves in an unsual cultural limbo. How they handle the difficult circumstances of being divided between two peoples varies between individuals. Some embrace one side of their heritage or the other, and assimilate themselves into their parent's society with varying degrees of success. Others abandon attempts to fit in altogether, and forge their own path, with many half-elves becoming trend-setters or radicals with their outside perspective and unfettered creativity. And more than one finds a talent in bridging the cultures of others, not only between the viewpoints of humans and elves but those of other races as well.

While all half-elves struggle to some degree with their divided birthright, few do so as much as the vanishingly rare half-elves that spring from the union of human and eladrin blood. While elves are often willing to give their half-kin a place in their communities, most eladrin would rather believe that the idea of half-eladrin is an absurd impossibility, and only begrudgingly accept the existance of normal half-elves as the tragic evidence of their kin's degeneration on the material plane. Of the few half-eladrin who have been born since the eladrin opened their Feywild borders(whether any existed in the ages before the Mad Times is unknown), none are known to have been raised in the cities of their high elf parents. More often they are abandoned in an elven community without any sign of their heritage, and often grow up as regular elves, or at least half-elves that strongly favor their elven heritage. Most elven communities have their suspicions, but half-eladrin are so rare that it is not a widely-held belief, and most tell their adopted charges that they are half-elven, but not specifically that they are half-eladrin.

One would expect to find half-eladrin raised by their human mother, but such occurrences are practically unknown. Most eladrin are so dedicated to preventing the truth about half-eladrin that they will attempt to secretly kidnap their half-blooded children from human mothers to leave them with elven foster parents, replacing the stolen child with an illusory replica called a fetch, which is generally designed to appear to sicken and die, though sometimes they are revealed as a crude doll of sticks and leaves before then. Even the almost-unknown half-eladrin who is not successfully taken away by eladrin is stigmatized by the attempt, for as his fey heritage becomes more evident they often end up accused of being a 'changeling' and a fey impostor when in fact they are the child that the eladrin attempted to replace but failed to.

Racial Traits: Half-elves use the following racial traits.

  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Elf Blood: Half-elves count as both humans and elves for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Human Ingenuity: At creation, half-elves can choose to gain either the Bonus Feat or Skilled trait that humans get.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Languages: Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Half-elves typically look most like humans with pointed ears and a hint of elfish delicateness or angularity to their features. Sometimes the mix leaves them looking frail or severe, but just as often it provides a youthful look without the otherly mien that elves tend to affect. Depending on their upbringing, half-elves may try to accentuate or diminish one side of their heritage with their grooming and dress. A half-elf proud of their human heritage or seeking to disguise their elven blood may grow a beard or accentuate their robust physiques, while those who seek to bring attention to their fey side may dye their hair vibrant colors or maintain a svelte figure.

Government & Society
As the offspring of two other races, half-elves rarely form their own communities, typically more concerned with finding their niche in the societies of others. It is most often in cosmopolitan environments such as port cities and trading centers that half-elves tend to thrive, their mixed heritage providing flexibility and an air of fair-minded impartiality. Half-elves can often find their way to positions of authority in such places thanks to this, with other races seeing them as comparatively free of racial bias, though the reality of this varies between individuals.

Alignment and Religion
Sharing the capricious fey blood of elves and the conflicted nature of mankind, it is no wonder that half-elves vary widely in their moral and ethical stances. They are not often lawful, as their very existence flouts tradition and boundaries in its own way, but other than that, it is not uncommon to see any alignment among half-elves.

Similarly, half-elves are as eclectic about their faith as humans are. Those raised among elves may favor the Seldarine more strongly, but beyond that, they can be found in the faiths of almost any god.

Even when raised in a human-dominated environment, the majority of half-elves learn the Elven language. It may be taught to them by their elven parent, or they may seek it out themselves in order to better connect with their fey heritage. They pick it up remarkably quickly, and seem to have a knack for languages in general, often surprising native speakers with their fluency.


While half-elves are most often the result from the somewhat unusual and romanticized occurrence of love between humans and elves, half-orcs bear the stigma of far more tragic and brutal circumstances. However, while far too many half-orcs in the civilized portions of Orengaard are in fact unwanted bastard children, at least as many, if not more, are born to half-orc couples, who often end up gathered together in their own neighborhoods and ghettoes in urban communities, their numbers bolstered by the unfortunates cast out of rural communties who have suffered orc raids and are drawn to the more cosmopolitan air of the cities. But in the Nameless Reaches, where humans and orcs live side by side in tribal societies, human and orc unions are not uncommon, often the result of marriages made to foster peace or seal pacts of trade or alliance. While many half-orcs brought up in the city are defensive and quick to correct those who question the manner of their birth, and most rural-born half-orcs tend to be bitter or ashamed of their orc blood, tribal half-orcs are often proud of the esteemed circumstances of their birth, often the children of high-placed members of their respective tribes.

Racial Traits: Half-orcs use the following racial traits.

  • +2 Strength, +2 Constitution, -2 Intelligence: Half-orcs are strong and hardy, but their orcish temperments hinder them in academic pursuits.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Human Ingenuity: At creation, half-orcs can choose to gain either the Bonus Feat or Skilled trait that humans get.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Orcs are proficient with greataxes and earth breakers, and treat any weapon with the word "orc" in the name as a martial weapon.
  • Languages: Common and Orc. Half-orcs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Half-orcs can vary significantly depending on how much their orc heritage expresses itself. The most humanlike half-orcs look like broad, strong-featured men and women with prominent canines, while those who favor their orc side will be difficult to distinguish from full-blooded kin except for their upright posture and human-like proportions. Skin and hair color can run the gamut of both parents, whether matching the grays, browns and greens of their orc side or the flesh tones of humanity. Due to the vast differences between these two races, only those on the extreme ends of possible features can pass for human or orc in the respective societies. Half-orcs dress tends towards the rugged simplicity of sturdy leather and fabrics or the barbaric splendor of furs and tribal ornamentation. Half-orcs rarely dress in civilized finery, since it tends to elicit mockery and derision from the snobbish aristocrats who favor it themselves.

Government & Society
The closest thing to a primarily half-orc community in the majority of cases are isolated homesteads and hermitages in remote locations that they have been driven to for one reason or another. More often, one will find half-orcs in human or orc societies. They usually do not fare as well as their half-elven counterparts do in cosmopolitan areas, but that is largely due to social stigma and prejudice than anything else. When they do excel, it is often in the shadows of society, their orcish strength and human cunning allowing them to hold positions of power in mercenary and criminal organizations.

Alignment and Religion
Half-orcs have a penchance towards chaotic alignments, as they have little faith in lawful society when it so often shuns and excludes them. Bitterness and hardship may drive them towards vengeful cruelty or hard-hearted pragmatism, but half-orcs also understand the pain life can bring the forgotten, and this can make them surprisingly compassionate in other cases. Thus, half-orcs can be good, evil, or neutral with equal likelihood.

Half-orcs tend to be somewhat agnostic when it comes to matters of religion. Most feel the gods have done little for them, and prefer to rely on themselves rather than the favor of a diety. Still, some hear the call of higher powers, often those who value their strength and fortitude. Corithion, Gruumsh, Khaaniv, and Valgrimr all have many half-orc devotees, but compassionate deities such as Lucenine and Saya Nelene often have places for them in their congregations as well.

Though half-orcs do not have their own language per se, they are the most likely folk to hear speaking Orcish, as few people have the opportunity to speak to orcs out on the fringes of civilization, and fewer still seek it. Orcish is harsh and grating, with consonants formed in the back of the throat, punctuated with guttural snarls and glottal stops. Cursing at someone in Orcish is not far off from simply spitting on them.

Orcish names rarely exceed two syllables in length, and these syllables are often divided by a glottal stop, represented with an apostrophe.

Male Names: Bukh'Ral, Dreghit, Fu'chakz, Grugh'tag, Khregh, Thulkh, Zar'krij
Female Names: Ba'duma, Chovi, Fez'kna, Jyan, Latik'a, Nik'kree, Qua'nizh, Vrekki


Halflings in Orengaard are divided into two general cultures with significantly different outlooks and ideologies, known colloquially amongst themselves as settlers and wanderers. Settled halflings congregate in permanent communities, typically taking the form of agricultural villages or neighborhoods within cities. They tend to be laid-back and gregarious. Because of this, many other races take them lightly, which they often use to their advantage. Wandering halflings are the descendants of those who underwent a cultural exodus to return to a nomadic lifestyle. They tend to be adventurous and flexible, and the arrival of a wanderer caravan is often thought of as a mixed blessing, bringing both exotic goods from far off lands and nimble fingers ready for creative restocking of their wares.

Although many other races consider settlers and wanderers to be distinctly separate cultures among the halflings, all halflings are quite capable of shifting to the alternative lifestyle should it be prudent. Many would-be tyrants have sought to annex a halfling territory only to find it emptied of inhabitants and plunder before his armies could reach it, and many a boomtown has had a caravan of wanderers put down roots and ingratiate themselves with their new neighbors.

Racial Traits: Halflings use the traits listed in the Core Rulebook.

Alternate Racial Traits

Halflings are the smallest of the common races, the tallest reaching only four feet in height. Despite their child-like stature, halflings adults are proportioned like humans or elves, just on a smaller scale. Their ears are slightly pointed, and their normally fine-boned features tend to blossom into cherubic roundness when living a leisurely life. Their hair, tends towards black, brown, and red colors, and their skin runs from pale and often freckled to warm brown tones. Their taste in clothing favors comfort and freedom in equal measures, and their preferences in jewelry tend towards piercings and hairpieces, buckles and buttons, and other things which are coincidentally difficult to be removed from one's person unnoticed.

Government & Society
Halflings are not prone to the sort of grand designs of statecraft and empire-building that many other races often become obsessed with. Their ambitions tend to lie on a more personal scale. This is not to say that their ambitions are lacking in depth, merely in breadth. Many halflings become adventurers to become storied heroes or obtain grand riches, but few seek to become crusaders or kings. Because of this, halfling cities are practically unheard of, to say nothing of a halfling nation. Independent halfling settlements rarely exceed populations in the hundreds, and larger halfling communities are almost always found within the cities of other races. Likewise, halflings generally find little need for complex modes of governance, with independent settlements relying mainly on systems such as town councils made up of reputable and successful citizens or simple democratic assemblies where the community seeks a majority vote. Those halflings who live among other races will participate in their governments when they can, if only to assure that they have a say in their own lives, but they rarely seek to climb beyond local positions. Halfling mayors are not uncommon, but halfling dukes are.

Alignment and Religion
Halflings usually have little interest in abstract and often political concerns, and while their love of freedom sometimes makes them lean towards chaos and good, most of them tend towards neutrality on either axis.

Halflings often have a laid-back, familial sort of relationship with their god of choice, particularly their creator diety Yondalla, who they often have a maternal affection towards. Other dieties that appeal to halflings include Aileanne, Carnalexi, Lucenine and Saya Nelene, while wicked and greedy members of their race tend towards venerating Nagendra or Tiamat.

The Halfling language has a spirited, care-free sound to it, with many words sporting double consonants and repeated syllables. It can seem quite vague to those new to the language, but those who master it find that Halfling is perfect for saying one thing while meaning another just by changing the wording or the context. As such, it is well-used by halflings and those who've mastered the language to have conversations about subjects which are best discussed covertly and with discretion. It's no wonder that Thieves' Cant has many similarities to Halfling.

Male Names: Boccaro, Eddar, Gonndo, Lucce, Narre, Pallodo, Rodilli, Tonno
Female Names: Annata, Bedda, Florella, Halli, Jalla, Lalleda, Monetta, Selli


The most numerous of the common races, but also the most divided against itself, humans dominate and govern many of the nations of Orengaard, which rose from the ruined fiefdoms and noble lineages of the old empire. Any traces of a unified culture between the territories was lost in the Mad Times, and now one is lucky to find similar customs and traditions from town to town, much less nation to nation.

Racial Traits: Humans use the traits listed in the Core Rulebook.

Alternate Racial Traits


Humans exhibit a greater variety in appearance than most other races, and a number of distinct ethnicities have developed in the different regions of Orengaard. However, thanks to the Last Empire spanning the length of the continent and centuries of trade and intercultural exchange, most ethnicities are represented in all but the most insular or isolated nations. It is not an especially uncommon sight to see one of the tall, ebony-skinned Mundeleke people walking the streets of Kronestein, or a lithe, dusky Sabekani trader as far north as snowy Vanheorot. Examples of every variety of human Orengaard has to offer have been born and raised everywhere on the continent.

A few notable examples of human ethnicities include:
Mundeleke - Hailing from the Mundele Veldt and adjacent lands, the Mundeleke tend towards tall, wiry frames and the darkest hues of skin and hair.
Orenish - The people of the western lands of the old empire of Orengaard display a wide variety of features, with skin ranging from pale to tanned, and hair and eye colors running the gamut of humanity.
Sabekani - Olive-skinned and compact, the Sabekani people originate from the Sabeki Desert and the coastal nations bordering it.
Vardnir - Pale-skinned and pale-haired, the northmen who hail from Vanheorot boast exceptionally tall and robust physiques.
Yorokuna - Originally from mysterious lands across the sea, the Yorokuna established colonies on the southern islands of Orengaard and now it is not uncommon to see these light-skinned, dark-haired people of somewhat small stature in many different places.

Government & Society
Human nations can vary quite a lot in how they're structured, but the lingering influence of the Orengaard Empire means that many human nations build off of the remnants of what once was. Monarchies are common for larger nations, with most of them having a feudal structure to maintain a semblance of order. Independent city-states tend towards oligarchies, extending the authority of city councils that were originally put in place beyond their walls. Small rural settlements with enough autonomy to make some decisions tend toward informal democracies and councils of elders and experts, generally following the lead of the majority or whoever can successfully persuade that majority to follow them. Most nations that don't follow these structures are ones who adhere to the traditions of their culture that they kept even through the reign of the Orengaard Empire.

Alignment and Religion
As they are in many other respects, humans are difficult to pin down on moral and spiritual matters. In many ways, mankind seems to contradict itself, being proponents of both strong community and staunch individualism, advocating for public order alongside personal freedom, and praising honor and virtue while justifying ruthless pragmatism and cunning deception. A plurality of humans are true neutral, but more due to their conflicting interests than dedicated moderation, and so no alignment truly stands out as typical or extraordinary.

Likewise, humans can be found in nearly every known faith in Orengaard. They have no known progenitor deity, and in fact are usually the most common followers of such gods outside the race they parented, worshipping them for the aspects of creation they embody and command rather than as their divine creator. Human faith is driven by their personal interests more than most races, and can be quite mercenary, making prayers and offerings to whichever god is appropriate to what they seek their favor for. If any gods can be seen as ascendant over mankind, it would be Periarch, Lucenine, and Saya Nelene, the ruling gods of the Ternion, who hold dominion over the most prevalent aspects of human life.


Humans are notable for having multiple languages to call their own. While other peoples have a 'racial language', usually considered to have been handed down by their divine progenitors, humans who had no creator gods developed languages independently from other regions, often influenced by the languages of neighboring races. The Vardnir tongue, for example, shares some similarities with Dwarven, though they are not mutually intelligible. There is a language that humanity as a whole shares, and has shared with the rest of Orengaard, that being the language simply known as Common.

The origins of the common tongue have their roots in the unification of the continent under Fyrus Oren. Up until that point, the divided human and demihuman languages caused many instances where communication was difficult, especially to the other races who learned one human language only to end up encountering another tribe of humans who spoke something entirely different. This was eventually somewhat ameliorated by the creation of a simple trade tongue, which is believed to have been developed some time during the planetouched dynasties, but this language was still limited when discussing topics in detail beyond goods and services and their costs.

But as Fyrus Oren began to unite the human nations of mainland Orengaard under his benevolent rule, he saw the troubles that such a lack of the ability to understand one's fellow man could foster, and brought together scholars and sages from all lands and races to devise a common tongue. By incorporating elements from both the many human languages and those of other races, he hoped to establish it as a second language that would be easy to pick up and fairly represent all the people of Orengaard. And despite some resistance and some difficulties, it was ultimately quite successful. By establishing a common language which could be commonly understood by all, communication and diplomacy between all the peoples of the continent became a much smoother process, and soon all official documentation was being written in common.

When the Mad Times came they tore apart everything Oren had built, but the common language persisted. While many writings from before the Mad Times were lost, the fact that most of them had copies written in the language familiar to all the surviving peoples was a great help in re-establishing civilization and reforging relations with neighbors. In modern times, Common is still spoken everywhere, though each region's dialect is peppered more liberally with words from the language of the local people.

Owing to this tradition of inclusive linguistics, humans have an astounding amount of variety in the names they take, owing to their division between multiple cultures and languages and their willingness to appropriate names from other races they admire or envy.

Exotic Races

Even among the diverse assortment of peoples that populate Orengaard, there are races that evoke wonder or apprehension in those who encounter them. Whether it be a striking appearance, mysterious abilities, or a combination of both, these races stand apart from the common folk of Orengaard. Most of these races are scattered and few in number in the present day. Some of them once held empires unrivalled in their age that have since fallen into decline and crumbled away, while others come from the fringes of the known world, but whatever the case, they now find their places in the lands and communities of other races. While they still may turn heads(whether towards in wonder or away in distaste), they have made a place for themselves among the other peoples, either holding tightly to their cultural identities or assimilating the ways of their new homes.


Despite their notable animalistic features, catfolk are most often found mingling with the society of other races, particularly humans and elves, and finding niches that suit their feline capabilities and tendencies. Nobody is quite certain when and how catfolk came to live in the towns and cities of other races, but anywhere you find a need for finesse, guile, or exotic allure, there's a good chance of finding one of their number.

Catfolk have temperments that mimic their animal namesakes, though shaped and tempered through an intelligent mind. They have strong tendencies towards self-indulgence, thoroughly enjoying leisure and luxury when they can get it. They can be haughty and aloof to strangers, but very affectionate towards those they grow close to, if sometimes prone becoming clingy or playing coy. At the same time, they often have a strong sense of independence and self-sufficiency, occasionally to the extent of denying assistance from others as a point of pride.

Racial Traits: Catfolk use the racial traits provided in the Pathfinder Advanced Race Guide.

Alternate Racial Traits

While catfolk for the most part have very human or elvish builds and features, numerous feline characteristics set them apart from the common races. Their bodies are furred to varying extents, some with a fine coat of velvety fur, while others are only partially furred, primarily on the limbs, with both occasionally sporting downy tufts of longer fur. This fur may or may not match their hair color, and may sport markings similar to those found on various breeds and species of cat. They posess fully feline ears and tails, pointed nails and teeth slightly sharper than a human's. Their eyes come in various shades of green, yellow, and brown, with the occasional example of blue or purple, and sport vertically-narrowing pupils.

Some 'breeds' of catfolk, particularly those bloodlines who have not assimilated into the societies of civilized races and still prowl the wilderness, bear even more feline features, even to the point of pawed extremities and a fully feline head, typically resembling some species of wildcat. Although their appearance is drastically different, they are still the same race as urban catfolk, and can mingle and produce offspring with no difficulties.

Government & Society
Catfolk rarely form organized communities of their own, too capricious and independent to comfortably establish and adhere to rigid social structures. When catfolk gather, they are usually bound by a direct mutual benefit or family ties, and are often nomadic and temporary arrangements. Outside of settled regions small clans and tribes of catfolk are more common, but in the cities with ample opportunity to get what they want without cooperation, they tend to come and go as they please.

Alignment and Religion
Catfolk are highly independent beings and have little use or respect for hierarchy and tradition. The majority of catfolk have a chaotic alignment, and notably few are outright lawful. Catfolk do not often involve themselves in the struggles of good and evil, tending towards neutrality and preferring to focus more on personal interests and welfare.

When it comes to faith, most catfolk are opportunistic about who they pray to, favoring gods who have few binding tenets and command purviews which appeal to them the most. Aileanne, Carnalexi, and Corellon Larethian are popular among the bulk of catfolk, while those with a more sinister and sadistic nature may turn to Lolth or Nagendra to satisfy their desires.

The catfolk language is a soft, throaty, rumbling tongue that includes a fair amount of body language to emphasize what they're saying. The difference between a phrase being meant as a threat and a solicitation can be as simple as a change in posture. Its nature results in a language that is difficult to put down in written form(primarily using the Elven script), but has many subtle inflections that have inspired much of the misdirection and discrete language incorporated into Thieves' Cant.

Male Names: Ferille, Hassir, Rrouk, Verval, Marroi
Female Names: Cissani, Fiorra, Liorri, Mierra, Nianne


Racial Traits: Dragonborn use the following racial traits:

  • +2 Strength, +2 Charisma, -2 Dexterity: Dragonborn are strong and passionate, but their hulking reptilian forms are not predisposed to feats of agility.
  • Medium: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Dragonborn have a base speed of 30 feet.
  • Darkvision: Dragonborn can see in the dark up to 60 feet.
  • Breath Weapon: Dragonborn possess a breath weapon that manifests as either a 15-foot cone or a 30-foot line of acid, cold, fire, or electricity, chosen at character creation. The breath weapon inflicts 1d8 points of damage, plus 1d8 for every three Hit Dice the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, etc.). A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + their Con modifier) halves the damage. A dragonborn can use this breath weapon once every 1d4 rounds.
  • Dragon Blood: Dragonborn are humanoids with the dragonblood subtype, and count as both humanoids and dragons for any effects related to race or type.
  • Fearless: Dragonborn receive a +2 racial bonus on all saving throws against fear.
  • Languages: Common and Draconic. Dragonborn with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Dragonborn cut striking figures, taller and heavier than humans. Like dragons, they are externally reptilian, with draconic heads that sport spines, horns and frills in arrangements that vary between individuals and a mouth full of sharp fangs, taloned hands and feet, and a body covered in scales that come in a variety of colors, though typically more muted than the brilliant hues of true dragons. Internally, they have many mammalian characteristics, with an anatomy similar to humans. They tend towards austere and functional clothing, though they also affect the styles of their ancient empire when formal dress is required.

Government & Society
No known dragonborn nation has existed for millennia, and they have been a scattered people since their ancient war against the giant kingdoms. Nontheless, they maintain a distinct culture and uphold their ancient traditions even if they are the only member of their race within a hundred miles.

Alignment and Religion
As the heirs to a great imperial heritage, many dragonborn seek to uphold the codes and mores of their ancient birthrights, and so lawful alignments are common to them. Their draconic natures also divide them strongly between good and evil, with few dragonborn taking the middle ground.

The gods most commonly worshipped by dragon born are, unsurprisingly, the draconic gods Bahamut and Tiamat, and these faiths are in constant conflict, with many believing that to be the fracture point which brought their empire low. Other gods that the dragonborn revere include Asmodeus, Corithion, Periarch, Asmodeus and Khaaniv.

Though true dragons have used Draconic since time immemorial, it was the dragonborn empire Rekhasa that brought it into common usage. Its principal usage these days is by arcane practitioners, and the most often used variants of common spells are invoked using Draconic words of power. The sound of the Draconic language being spoken itself resounds with authority and purpose, with the ancient, imperious overtones one would expect from the language of dragons.

Male Names: Akavros, Fakasi, Khovass, Thekharr, Vorrik
Female Names: Budikha, Khali, Messala, Sheska, Vanshiri


Nomadic giantkin who wander the the high slopes and peaks of the mountains, goliath are a rare sight to those races who live below.

Racial Traits: Goliaths use the following racial traits:

  • +4 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom: Goliaths are incredibly strong and hardy, but their size hinders them and they are prone to rash action.
  • Giant: Goliaths are humanoids with the giant subtype. Giants have low-light vision, and treat Perception and Intimidate as class skills.
  • Medium: Goliath are Medium creatures and have no bonuses or penalties due to their size. However, see the powerful build ability below for more details.
  • Normal Speed: Goliath base land speed is 30 feet.
  • Low-Light Vision: Goliaths can see twice as far as humans in conditions of dim light.
  • Powerful Build: Goliaths gain a +1 size bonus to combat maneuver checks and defense, +4 to Intimidate against Medium or smaller creatures, and are able to wield Large weapons without penalty.
  • Jumper: Goliaths are always considered to have a running start when making Acrobatics or Athletics checks to jump.
  • Mountaineer: Goliaths are immune to altitude sickness and regular or severe cold weather conditions, and do not lose their Dexterity bonus to AC when making Athletics checks to climb or Acrobatics checks to cross narrow or slippery surfaces.

Alternate Racial Traits

Almost all goliaths tower over even the tallest northman or half-orc, none standing less than seven feet tall and some exceeding eight. Their skin is a stony gray that is mottled with darker patches that can form various patterns which goliaths see as indicative of their nature and destiny. They have strong, chiseled features, brilliant blue or green eyes, and their black or dark brown hair is typically braided, formed into dreadlocks, or shaved, whether partially or entirely. With little to fear from the cold and a belief in the significance of their markings, goliaths cover as little of their skin as possible, though practicality takes priority in the case of armor or enchanted raiments.

Government & Society
Goliaths live in nomadic tribal groups, with a goliath clan rarely numbering more than a hundred in number. They have a hunter-gatherer society, following the migrations of mountain goats and bighorn sheep from one alpine valley to the next. They prize self-sufficiency and physical prowess, and friendly competition and oneupmanship abound between members of a clan. Those who are unable to contribute to the clan are often sent into exile, usually self-imposed, to fend for themselves. This is one of the reasons a goliath may descend to lower altitudes and mingle with the smaller races. Others leave on proving quests, following a call to glory and swearing to return as heroes or not at all. Because of the need to prove one's worth in goliath society, most goliaths are eager to showcase their achievements, pushing themselves to ever greater feats and accomplishments, keeping track of foes beaten and trophies acquired and recounting the tales of them to their friends and any who will listen. This isn't necessarily out of arrogance, but out of a need to be known as a strong and capable individual to those they respect and care for.

Alignment and Religion
Goliaths have few predispositions towards any alignment. They lean slightly towards the chaotic, but those who take leadership positions in the clan are often lawful. And while overt cruelty and evil is rarely seen among their kind, their harsh lifestyle forces a measure of practicality upon them, and so most are staunchly neutral.

Most goliath clans are animistic, venerating the primal spirits of their mountain homes. Individual goliaths or clans who often come into contact with other races may adopt their religions, usually the pantheons of their dwarven and Vardnir neighbors. Sacrifices are not common, due to the scarce resources of the mountain heights, but those seeking the favor of the divine will dedicate an act or a victory to them in tribute.

Goliaths speak a dialect of the giant language, particularly similar to that spoken by stone giants. Short syllables and hard consonants are typical of their language, and goliath words tend towards extremes of length, either limited to three syllables or less, or extending to five or more. Personal names tend to be the former, while clan names are usually the latter.

Male Names: Aukrag, Gaulow, Kolak, Makolu, Stanok, Virak
Female Names: Aki, Kida, Mawline, Retha, Sadini, Vala, Zari
Clan Names: Athludamita, Kamilakula, Makilathanak, Vezkavadolu


Rare and inscrutable, the melusine are a magically-gifted race with the lower bodies of serpents. While primarily hailing from warmer climes, they can be found most anywhere in Orengaard, as many of them are avid seekers of lost lore and ancient secrets. Many take to the life of an adventurer, as they are drawn to forgotten ruins and mystical discoveries. Some believe the melusine have familial connections to other, more monstrous races that possess serpentine features, such as the yuan-ti, the lamia, or the naga but there is little concrete evidence of these links. Still, many find them unsetting and suspicious because of it, along with the commonly-held apprehension towards snakes.

Melusine vary in temperment as much as most races, though they often project a cool exterior, and can be seen as cryptic and reticent to others. In truth, they are quite hot-blooded, but they tend to hold their emotions in check while in polite company, while in privacy they can burst forth in a frenzy of passion.

Racial Traits: Melusine use the following racial traits:

  • +2 Dexterity, +2 Intelligence: Melusine are sinuous and sharp-minded, but lack the physical might of other races.
  • Reptilian: Melusine are humanoids with the reptilian subtype.
  • Medium: Melusine are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Melusine have a base speed of 30 feet. They also have a swim speed of 30 feet.
  • Darkvision: Melusine can see in the dark up to 60 feet.
  • Legless: Melusine have no legs, and cannot be tripped.
  • Melusine Magic: Melusine add +1 to the DCs of any enchantment spells they cast. In addition, melusine gain the following spell-like abilities: 1/day - charm person, hypnotism. The save DCs are Int-based, and caster level is equal to their character level.
  • Languages: Melusine begin play speaking Common and Draconic. Melusine with high Intelligence scores can choose bonus languages from the following: Abyssal, Aklo, Dwarven, Elven, Goblin, Infernal, and Orc.

Alternate Racial Traits
Scent: A melusine with this trait gains the scent ability and darkvision out to 30 ft. This racial trait replaces 60 ft. darkvision.

Melusine look like the results of a magical experiment fusing the upper body of a human or elf with the tail of a snake. From the hips up, they are humanoids with pointed ears, comely features, exaggerated figures, and flowing hair that comes in a rainbow of colors. In place of legs, however, they have a long, sinuous serpent's tail that extends over twice their length of their upright body, covered in small, smooth scales that come in a variety of patterns and hues. Despite this sizeable tail, melusine do not weigh any more than humans tend to for some supernatural reason. From time to time, minor ophidian features can crop up on the humanoid portions of individual specimens such as scale-patterned skin, slit pupils, or a forked tongue.

Government & Society
Melusine have no communities or societies of their own, too rare and scattered to form anything more substantial than a circle of colleagues and acquaintances. When they do integrate themselves into a society, it is usually that of other races, though many common folk are unsettled by their ophidian natures. This often leads them to associate either with erudite circles of scholars and arcanists who are accustomed to unusual sights, or with the illicit elements of society who are more accustomed to unsavory individuals.

Alignment and Religion
Most melusine attempt to maintain some level of objectivity, so as to better view the secrets they discover and the deeds that they perform with eyes unclouded by bias. Whether it is on the law/chaos axis or the good/evil axis, most melusine are neutral in some respect.

Melusine rarely devote themselves to commonly-held faiths. Much of the time their impetus for worship is a journey of discovery into the deeper mysteries of a higher power, and so the more open faiths have little to offer them. Aqila is one of the most widely venerated deities among the melusine, as is the Pale Shepherd, who holds the mysteries of death in his hands. Carnalexi appeals to the insatiable passions that most melusine keep bottled up inside them, and those with little concern for morality in the pursuit of their goals often turn to Vecna in their quests.

Melusine speak Draconic, but it is softer, more sibilant dialect than that of the dragonborn or true dragons. It is more commonly spoken by reptilian beings such as lizardfolk, naga, and the yuan-ti.
Male Names: Astani, Hilass, Quessil, Ssindri, Vessar
Female Names: Anasa, Elsilune, Isvidra, Sheona, Ziala


A collection of races whose nature stems from beyond the mortal world, the planetouched once dominated most of Orengaard, acting as the instruments of divine will. In modern times, the illustrious dynasties of the planetouched have been for the most part scattered and forgotten by all, including many of the planetouched themselves, who go about their lives seeking purpose and meaning beyond the will of higher powers.

Government & Society
Though they once ruled much of the known world, in the Age of Remnants they are much less often found in positions of power than they once were. Divinely appointed authority has fallen out of favor in most lands, and so the planetouched must find other ways to ply their supernatural capabilities. For some, it is difficult to shake the influence of their outsider heritage, while others use their otherworldly mystique as leverage in the communities of the common races. Because of their variety, no one profession or culture can be said to favor planetouched more than another, but with their high-spirited aspirations it is rare for them to find a calling in a trade where they cannot stand out and excel.

Alignment and Religion
More than any other race, the planetouched are driven by their spiritual nature. As mortals, their path is not set in stone, but nontheless they are strongly influenced by their otherworldly heritage. Tieflings rarely find their way into good alignments, aasimar rarely succumb to the call of evil, anarchs routinely avoid the restrictions of law, axions are typically uninterested in the tenets of chaos, and genasi are rarely drawn to the extremes of the alignment spectrum. However, those who do run counter to their outsider nature are often the most devoted proponents of their alignment that one can find.

Similarly, religion is of great import to many planetouched. All the gods are worshipped by their chosen people, and genasi often form the bulk of the congregation for elemental cults. Some planetouched, however, reject faith entirely, denying the gods who once imposed their wills and agendas upon them. They may turn to the primal spirits of the mortal world for guidance, or they simply become staunch atheists, denying the influence of the gods in their lives.

Planetouched have an almost innate grasp of the language of their immortal ancestors. These languages can be extremely difficult for mortals to learn and speak, but planetouched have little such difficulties. Tieflings speak Abyssal or Infernal, fiendish languages which seem almost painful and frightening to hear. Aasimar speak Celestial, which can evoke a faint sense of awe and wonder when heard. Anarchs and Axions speak Protean and Aphorist, the former an almost structureless tongue and the latter precise and detailed to the extreme. Genasi speak one of the elemental languages of their forbears, Auran, Aquan, Ignan or Terran, while kayal are unique in that they have no immortal language. Death transcends language, and the Pale Shepherd and his helpers have little need for words.


Racial Traits: Tieflings use the racial traits provided in the Pathfinder Advanced Race Guide, save that they do not take a penalty to Charisma.

Alternate Racial Traits

Although considered a single race, tieflings take a broad variety of forms, due to their equally broad sources of profane blood. Indeed, the archetypal image of a dark-countenanced human with horns, a spade-tipped tail, and sometimes cloven hooves instead of feet is only one of many images which tieflings are made in.

The original tieflings were those who infused themselves with the divine essence of evil gods, and their forms express that connection. The aforementioned archetypal tiefling is archetypal because those who descend from tieflings wrought from the power of Asmodeus, the instigator of the planetouched transformations, take on those features, and are somewhat more common than others. But those who drew on other gods for their transformation were changed in other ways, such as the iron-skinned spawn of Khaaniv and the twisted homunculi born of Narlohex's power.

In addition to those who took power from the profane gods, there are those who are the product of true fiendish ancestry. These tieflings can vary even more drastically, depending on the race of fiend which their progenitor hails from, and the particular type of demon or devil or what have you they may have been. Two tieflings may both have demon blood in their family, but the seductively sculpted form of one whose ancestor was a succubus has little in common with one who bears the massive, bony fists and lupine features of a tiefling descended from a glabrezu.

Further defying the neat classification of tieflings is that the mortal side of their heritage may not be human. Just about any humanoid race can have tieflings among them, whether they be fiend-spawned or descended from the chosen of the gods. Elves, dwarves, hobgoblins, orcs, the numbers of combinations defy most reasons they could be considered a single race. The one thing that unites them is that while their humanoid side forms the basis of their physical form, their supernatural heritage comes to the fore to guide their aptitudes and shortcomings.


Racial Traits: Aasimar use the racial traits provided in the Pathfinder Advanced Race Guide.

Alternate Racial Traits

Of all the planetouched, aasimar are the most likely to resemble members of their mortal kin, but there is always something to give away their celestial heritage. It may be subtle, a sense of warmth and light about them, or a piercing gaze, but just as often it is overtly supernatural. Hair, skin, and eyes may take on a metallic sheen and hue, or they may sport feathers in their hair or on their shoulders. Some may even have a visible aura about them, a haze of divine essence that can be mistaken for a halo of light around them.

Those who inherit their birthright directly from celestial ancestors can be even more inhuman, particularly those descended from agathions and bearing the features of noble animals as their immortal kin do. Those descended from angels and archons often have traits of shining metal, holy script and silver flame etched into their countenance, and azata-spawned aasimar take on fey aspects that can be even more striking than those of the eladrin.


Racial Traits: Genasi use the racial traits for Ifrits, Oreads, Sylphs, Undines and Suli as listed in the Pathfinder Advanced Race Guide.

Alternate Racial Traits

Genasi take on the physical traits of their elemental heritage, even to the point of seeming inorganic or insubstantial.

Ifrits have skin of yellow, orange, red, and occasionally coal-black, and eyes that smolder like hot embers. Horns are common, giving them a fiendish cast, and many have hair that seems almost indistinguishable from fire until touched or grasped to find it has substance and does not burn.

Oreads have bodies that often have the appearance and feel of earth and stone, ranging from rough-hewn granite to artfully shaped clay to sculpted marble. They are often bald, but just as often have stiff hair that mimics their stony skin, or has the look and feel of grass.

Many sylphs seem almost insubstantial to look at, with misty white skin, milky blue eyes, and hair that seems to fade away into insubstantiality like sculpted clouds. Others have the countenance of a storm, with stormy gray skin, eyes that flash with an electric blue light, and hair that moves and swirls as if in an untouchable wind.

Undine have fluid and flexible physiques, their skin coming in all the blue and green tones of the sea. Many have features akin to aquatic life, such as fin-like ears, frills in place of hair, and webbed hands and feet, while others evoke the pure element itself, with hair like seafoam and deep, liquid eyes.

Of all the genasi, the suli differ the least from their mortal kin, as the combination of all four elements within them is little different than the one which forms the substance of the material plane. Most often their elemental nature is revealed in the vibrant hues of their hair and eyes, often in a combination of two or more colors.


When the tieflings and aasimar became ascendant on the world stage, other gods who were not dedicated to the ideals of good or evil sought to make their own mark on humanity. The powers that favored freedom and change over stagnancy or moral absolutes combined their efforts to imbue favored humans with the essence of chaos, resulting in the creation of the anarchs. Anarchs never became a major force in the planetouched dynasties, however, as much due to their fractious nature as because of their late arrival. But they made their mark on both tieflings and aasimar, nomadic communities finding niches to fill on both sides of the conflict, often at the same time, as they never tied themselves down to any one cause. Ultimately, their extreme individuality divided up even these nomadic bands, and these days they are rarely found gathered in large numbers.

Racial Traits: Anarchs use the following racial traits:

  • +2 Dexterity, +2 Charisma: Anarchs are flexible in both body and mind, able to shape themselves to fit into any place, physically or culturally.
  • Native Outsider: Anarchs are outsiders with the native subtype.
  • Medium: Anarchs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Anarchs have a base speed of 30 feet.
  • Darkvision: Anarchs can see in the dark up to 60 feet.
  • Skilled: Anarchs have a +2 racial bonus on Bluff and Escape Artist checks.
  • Spell-Like Ability: Anarchs can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).
  • Anarchic Resistance: Anarchs have acid resistance 5, electricity resistance 5, and sonic resistance 5.
  • Languages: Common and Protean. Anarchs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits
Protean Resistance: An anarch with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the law descriptor, as well as any spells and spell-like abilities cast by lawful outsiders. This racial trait replaces anarchic resistance.

Anarchs are most easily indentified due to the riot of colors they exhibit. Their skin, hair, and eyes come in just about any hue or shade imaginable, and more than a few exibit mixtures such as two-toned skin patterns or a a rainbow cascade of colors in their hair. Their height and weight likewise vary more dramatically than any other known race, standing anywhere between four and eight feet tall, and weight ranging from sixty to six hundred pounds. And even these limits have been exceeded by certain individuals.


Blessed by the gods who hold to the ideals of order above all else, the axions embody the stability and discipline of law. During the height of the planetouched dynasties, they established independent city-states that used rigid order and calculated planning to prosper. Both tieflings and aasimar traded and allied with these city-states, but they were ultimately unable to adapt to the sudden intervention of the yuan-ti, and either collapsed or faded away in isolation. In the modern day, axions can be often found in city and military positions, where organization and discipline are strong advantages in managing bureaucracy or crafting battle strategy. Others become craftsman of some skill, while some venture out to establish order and unity in a divided, chaotic world.

Racial Traits: Axions use the following racial traits:

  • +2 Constitution, +2 Wisdom: Axions have an innate durability of body and mind that allow them to resist harmful forces of change.
  • Native Outsider: Axions are outsiders with the native subtype.
  • Medium: Axions are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Axions have a base speed of 30 feet.
  • Darkvision: Axions can see in the dark up to 60 feet.
  • Skilled: Axions have a +2 racial bonus on Sense Motive and Survival checks.
  • Spell-Like Ability: Axions can use zone of truth once per day as a spell-like ability (caster level equal to the aasimar's class level).
  • Axiomatic Resistance: Axions have cold resistance 5, fire resistance 5, and sonic resistance 5.
  • Languages: Common and Aphorist. Axions with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits
Fundamental Resistance: An axion with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the chaos descriptor, as well as any spells and spell-like abilities cast by chaotic outsiders. This racial trait replaces axiomatic resistance.

Axion characteristics are interesting in that they exibit both uniformity and stark contrast. All axion are monochromatic in their hair, skin, and eye color, but which is black and which is white varies, and the symmetrical, geometric patterns that some individuals exhibit strongly stand out against the underlying shade of their skin and hair. Similarly, their physiques and faces often tend towards the extremes ends of human appearance, whether it's a short, heavy woman with exaggerated feminine characteristics or a tall, willowy man of striking androgyny.


Known to many other races as fetchlings, the kayal are the oft-feared planetouched gifted by the Pale Shepherd with the essence of the Shadowfwll. The circumstances of their creation are unknown, and few can understand why the god of death would favor any living beings. Some believe he created them to battle against the depredations of the undead, while others believe they were meant to be his personal assassins tasked to bring all of Orengaard under his purview. Whatever their original purpose, it has been lost with the fall of the planetouched dynasties and the coming of the Mad Times, and now the kayal drift like ghosts among the people of the world, following their own paths.

Racial Traits: Kayal use the fetchling racial traits provided in the Pathfinder Advanced Race Guide.

Alternate Racial Traits

Kayal are often gloomy and unsettling to the senses of others, while others find a dark beauty in their features. Most are extremely pale, their skin ashen gray or alabaster, and their hair tends to lack color, ranging from raven black to snowy white and everything in between. Slender frames are common, varying on whether they appear delicate and willowy, wiry and swift, or gaunt and haggard, while their eyes are often solid orbs of black or white. More obvious signs of their supernatural heritage can be found in a soft, spectral glow emitted from their bodies, or transparent, ghostly flesh exposing bone on their faces and extremities, even to the point of appearing as completely skeletal hands or a bare skull.

Fearsome Races

While some races are a rare and unusual sight outside of cosmopolitan communities and may encounter prejudice by ignorant members of society, they are rarely seen as dangerous. There are those, however, that are generally considered cruel and violent, and in truth do have cultures which can be accurately described as such to some degree. Individual members of these races that are encountered outside their communities are often alone because they do not share the vicious ideals of their kin, but many people still expect them to harbor ulterior motives or dangerous habits, and they're not always wrong to do so.


In the dark age after the Mad Times, the goblin races have found the opportunity to make more of themselves than savages and mercenaries. The hobgoblins in particular have become a major player in the present landscape, thanks to the hobgoblin warlord Vakaar uniting dozens of hobgoblin tribes under his banner and founding the nation of Kuurok. In this new nation, hobgoblins apply their ruthless efficiency and strict discipline to expand their holdings as much as possible and claim victory and riches for god and country. The other goblinoid races can find acceptance and respect in Kuurok, and even lowly goblins can achieve wealth and power if they can suppress their cowardly nature or put it to good tactical use.


Bugbears are the largest and most physically powerful of the goblinoid races, and are made even more dangerous by their inherently vicious and bestial dispositions. Neither are they stupid creatures, but possessed of a cunning and patience that suits them well in their favorite pastimes of kidnapping and murder. One might expect them to be the dominant force in goblinoid societies, but they are held back by a number of caveats. Firstly, they breed slowly compared to the other goblinoids, and are well outnumbered by their kin. Secondly, they lack the temperment to organize, with most bugbear 'tribes' consisting of a few dozen individuals willing to occasionally cooperate in order to achieve a simple goal. But mostly, they simply don't care. Authority over others means little to them beyond being able to force goblins or slaves to do tasks they have no interest in themselves. To the bugbears, inflicting terror and brutality on those weaker than them is its own reward.

Racial Traits: Bugbears use the following racial traits.

  • +2 Strength, +2 Constitution, -2 Charisma: Bugbears are savagely powerful and sturdy, but their bestial nature makes it hard for them to get along with others.
  • Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Bugbears have a base speed of 30 feet.
  • Darkvision: Bugbears can see in the dark up to 60 feet.
  • Skilled: +4 racial bonus on Intimidate and Stealth checks.
  • Weapon Familiarity: Goblinoid society is rife with the practice of kidnapping and slavery, and all goblinoids are proficient with the net and the whip.
  • Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Giant, Gnoll, Orc, and Undercommon.


Despite their lowly status in the eyes of most other races, goblins are a quick and clever race, highly skilled with their hands and minds, as well as a fertile one, prone to multiple births and rapid maturation. It is perhaps fortunate for other races that the majority of them are indolent and cowardly. Most simply lack the initiative to put their talents to work, and those possessing a shred of ambition rarely have the backbone to carry out their elaborate schemes. The goblin that manages to overcome these things can become a force to be reckoned with, if their uncharacteristic bout of confidence doesnt get them killed.

Racial Traits: Goblins use the following racial traits.

  • +2 Dexterity, +2 Intelligence, -2 Strength: Goblins are nimble and crafty, but physically weak.
  • Goblinoid: Goblins are humanoids with the goblinoid subtype.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Normal Speed: Goblins are remarkably swift for their size and have a base speed of 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet.
  • Skilled: +4 racial bonus on Ride and Stealth checks.
  • Weapon Familiarity: Goblinoid society is rife with the practice of kidnapping and slavery, and all goblinoids are proficient with the net and the whip.
  • Languages: Goblins begin play speaking Common and Goblin. Goblins with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Giant, Gnome, Orc, and Undercommon.


Racial Traits: Hobgonlins use the following racial traits.

  • +2 Dexterity, +2 Constitution: Hobgoblins are agile and hardy, and have bred all forms of weakness from their bloodline.
  • Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Hobgoblins have a base speed of 30 feet.
  • Darkvision: Hobgoblins can see in the dark up to 60 feet.
  • Skilled: +4 racial bonus on Stealth checks.
  • Weapon Familiarity: Goblinoid society is rife with the practice of kidnapping and slavery, and all goblinoids are proficient with the net and the whip. Hobgoblins are particularly military-minded, and are also proficient with the longsword and longbow.
  • Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Infernal, Orc, and Undercommon.

Alternate Racial Traits

Thanks to generations of ruthless self-selection and breeding, hobgoblins are uniformly tall and brawny, with strong, somewhat lupine features and prominent canines. Their skin tends towards red and brown hues, colors like rust, brick, or dried blood. Their hair is typically black or a dark reddish-brown, while their eyes tend to be yellow. Their taste in clothing is staunchly utilitarian, with most hobgoblins simply wearing a version of their standard uniform in a relaxed, unofficial cut. Ornamentation is limited to religious symbols or military honors.

Goblins are short and gangly, with oversized hands, feet and pointed ears, and faces that tend to be either pug-nosed or beaklike and rarely anything in between. Their skin is predominantly a light green, their eyes are yellow, and their hair is dark and scraggly. They typically dress in whatever they can cobble together, and appropriating the clothing and jewelry of other races is common, often in combinations that were never intended.

Bugbears are sometimes difficult to distinguish from animals in their appearance, with apelike bodies covered in brown fur and a face sporting long, pointed ears, wolf-like yellow eyes, and a bestial shape. Only their mostly upright posture and use of clothing distinguish them physically as intelligent creatures. Their attire tends to be minimal beyond the use of armor, and ornamentation is typically limited to trophies taken from their victims.

Government & Society
While goblins and bugbears are usually tribal when left to their own devices, the victorious rise of the nation of Kuurok has galvanized many hobgoblin tribes across Orengaard into rising above their kin. Many would-be warlords attempt to reshape their tribes along militarized or theocratic lines, with varying degrees of mixture between the two. Others have begun the process of forming feudal monarchies, with some looking to skip the groundwork by usurping petty human kingdoms without the strength to oppose them.

Goblins who have been assimilated(often unwillingly) into the hobgoblin society are divided largely along two paths. The majority are simpering auxiliaries who provide logistical support to the hobgoblin war machine, tending farms and fisheries and providing food and labor to the military class, or being drafted as reluctant scouts or skirmishers. A small but significant number have taken the rhetoric of goblinoid supremacy to heart, and seek to prove their superior cunning and skill over other races, especially dwarves and gnomes, who they are bitter rivals with. These goblins excel as spies, saboteurs, and a fair number of devious prodigies in the fields of magic and technology.

Alignment and Religion



Although the orcs have never risen to prominence in Orengaard's history, they have forever remained a significant influence and threat. Posessed of an insatiable drive for battle, orcs have more than once gathered in hordes of thousands under the command of particularly strong personalities among their kind, and laid waste to entire kingdoms before falling to alliances of other races or the death of their leader. The majority of the orcish people are zealously devoted to Gruumsh, and enact his destructive will upon the world. A growing number of them, however, have turned to the worship of primal spirits, and become less destructive and hostile, though still highly suspicious of outsiders. When tribes of these differing religions meet, the results are inevitably bloody.

Racial Traits: Orcs use the following racial traits.

  • +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
  • Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Orcs have a base speed of 30 feet.
  • Darkvision: Orcs can see in the dark up to 60 feet.
  • Intimidating: ** Orcs receive a +2 racial bonus on Intimidate skill checks.
  • Orc Ferocity:** Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Orcs are proficient with greataxes and earth breakers, and treat any weapon with the word "orc" in the name as a martial weapon.
  • Languages: Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Alternate Racial Traits

Orcs are hulking brutes, taller then a man even with their hunched posture, often more than twice as broad, and proportioned like a monstrous ape, with sinewy arms reaching down to their knees. Oversized jaws bristling with tusks dominate their features, along with roughly pointed ears and small eyes and noses. Their skin comes in shades of brown, gray and green, while their eyes are typically black, red or yellow and their hair is a wild mane of brown or greenish-black. Tattoos, scarification, and extreme piercings are common, their hardy constitutions allowing truly crude and gruesome modifications such as metal plates and spikes hammered into bone. Clothing is typically made as much to display prowess as it is to protect, with the pelts of powerful animals kept recognizable to be worn, and the bones of vanquished foes made into ornaments reveal an orc's history of victorious combat.

Government & Society
Orcs communities are almost uniformly tribal in nature, with only a few of the more ambitious chieftains or priests of Gruumsh seeking to establish tyrannical monarchies or savage theocracies. These efforts rarely last beyond the life of the one who established them, however.

Alignment and Religion



Led by their goddess into the lightless depths of the Nether, the drow are far from being considered 'savage', at least in terms of civilization. They in fact live almost entirely in civilized urban environments, if only because they can't spread out in the cramped tunnels and isolated caverns far below the surface. Where they exhibit savagery is in their relations to other beings, for they are a supremely arrogant and utterly ruthless society, where communities of individuals who border on solipsistic narcissism in their selfishness are held together by the iron grasp of Lolth's matriarchal theocracy. There are growing rumors, however, of a usurper god, a male drow deity who is subverting loyal priestesses of Lolth with the temptations of escaping the endless cycle of pointless spite and sudden but inevitable betrayal and instead embracing his doctrine of self-centered hedonism. No loyal drow dare speaks his name publicly, instead referring to him as the Usurper, but accusations of supporting his heresy, true or not, are becoming common between rival houses, and away from Lolth's faithful, some whisper that at least one city has fully fallen under his dominion somewhere in the Nether.

Racial Traits: Drow use the racial traits provided in the Pathfinder Advanced Race Guide, save that they do not have light blindness or spell resistance. Drow noble racial traits are not used. Alternate racial traits from the Advanced Race Guide are available with GM approval.

Alternate Racial Traits
Martial Eccentricity: As staunch individualists, some drow prefer to develop an individual style of combat, focusing on a specialized fighting style in favor of their traditional weaponry. Drow with this racial trait can take Exotic Weapon Proficiency, Two-Weapon Fighting or Weapon Finesse as a bonus feat. This racial trait replaces weapon familiarity.

Since migrating from the Feywild, the drow have become much different from their eladrin kin, but their millennia living in the Nether have caused much different changes than those that elves underwent. They retain the angular features of their forebears and then some, developing a fierce sharpness to their countenance that gives them a predatory mien. Their height and builds vary more between the sexes like elves, but in the opposite manner than most races, with females being larger than males, possibly due to the influence of the Spider Queen. The most striking difference, of course, is their skin, which has taken on unnaturally dark hues, black or near black tinted with purple or blue tones. Their hair is typically stark white, though some bear a lustrous silver or an even rarer pearlescent sheen, and their eyes are usually red, but sometimes come in yellow, green, or purple. However, drow have a love of body modification, and all of these can vary with their often radical proclivities. Many dye their hair in striking colors, favoring typically reds, greens, and purples, often in combination. Tattoos that contrast sharply with their black skin are also popular, and some occasionally go as far as to affect extreme changes to their physiques through their fleshcrafting arts, though more often they indulge this urge with the bodies of slaves and concubines.

Government & Society
The primary metric by which drow judge eachother is the extent of the authority they hold over others. To the eyes of most drow, a society of equals can only be composed of weaklings unable to exert power over eachother. Therefore, drow seek to display their strengths in as unambiguous a manner as possible, though some truly conniving examples present a facade of unassuming austerity, which most drow will suspect as evidence that they have a great deal of power but hide it to maintain an advantage. Whether this is true or a surreptitious bluff depends on the individual.

The vast majority of drow communities are organized in the same structure, that of a theocratic city-state jointly ruled by the noble houses and the clergy of Lolth. These two forces are usually deeply intertwined, as few drow achieve the status needed to establish a noble house except through achieving status in the church, but this hardly ensures any sort of unity except towards overt outside aggression, and even then only barely. But while the drow city where the priestesses of the Spider Queen are not the ultimate, unopposed authority sometimes seems as rare as dragon's teeth, but they do exist. Some cities have been founded or overthrown by arcane brotherhoods, worshippers of demons or other dark gods, or powerful criminal organizations. These communities tend to either be small enough to avoid the notice of Lolth-ruled cities, too powerful for any other city to threaten, or weaving a masterful web of deceit that keeps the local clergy of Lolth as helpless or unwitting puppet rulers to avoid discovery and retribution.

Alignment and Religion
Thanks to the exhortations of Lolth and her priestesses and the race's intrinsically fey nature, most drow are chaotic in alignment. A significant number of them tend towards neutrality as well, however, finding an element of stability in their society appealing to them in order to retain the power and prestige they have gathered. Good drow are extremely rare, with most being evil by a considerable majority, but a number of drow grow weary of the constant aggression and scheming and assume a more neutral stance, satisfied with what they've achieved or focusing more on their own interests rather than tearing others down.

The vast majority of drow are faithful to Lolth and only Lolth, and those who spurn her often do not live to seek out another power. Some, though, find other gods they feel more favorable towards, particularly male drow who see opportunities for divine power they cannot find in Lolth's service. Nagendra, Tiamat and Vecna are the first choices for evil drow, as are demon lords and the Princes of Elemental Evil. Those drow who turn away from their vicious and deceitful kin are often thoroughly disillusioned with the gods in general, simply doing without them in their lives. And, of course, the faith of the Usurper continues to grow among the drow.

Over the ages, drow have intermingled their native Elven with the Undercommon tongue that is prevalent throughout the Nether, to the point that knowledge of both languages is often necessary to fully understand a conversation. Undercommon is a language full of harsh, buzzing words and sharp consonants, and its interjection into the lilting elvish language can be quite jarring to listen to.


Driven by avarice, paranoia and spite, the iron fortresses of the gray dwarves, descendants of those who split from their mountain-dwelling brethren and delved deep into the bones of the world, are on a constant wartime footing. In their hearts and minds, their civil war with their surface kin has never ended, and they put the full force of their peoples' labor behind efforts to expand and grow their holdings mighty enough to scourge the world of the countless other races they know wait for the opportunity to put them in chains once again.

Racial Traits: Duergar use the racial traits provided in the Pathfinder Advanced Race Guide, save that they do not have light sensitivity and they gain a +2 racial bonus on saves against paralysis, phantasms, and poison, rather than immunity. Alternate racial traits from the Advanced Race Guide are available with GM approval.

Alternate Racial Traits

Duergar are shorter on average than their surface-loving kin, while their physiques are harder and denser and their features harsh and craggy. As the moniker gray dwarves implies, they are almost entirely devoid of color, with ashen or stony complexions and hair and eyes coming in shades from chalky to charcoal. Their clothing is no less dour and purely utilitarian, with even wealthy duergar preferring to keep their riches hoarded away from greedy eyes other than their own.

Government & Society
Relentless and paranoid sum up both the common outlook among duergar and their philosophy of governance. Iron-fisted tyranny is ubiquitous among duergar kingdoms, whether they be true kingdoms ruled by an all-powerful monarch or a stratocracy led by a military junta. Even those duergar nations which have undergone populist uprisings almost invariably settle into a dictatorship or oligarchy cloaked in the veneer of a more egalitarian structure. The draconian methods of the leaders of duergar society are justified with propaganda and fearmongering, claiming that countless enemies wait to exploit any vulnerability that the gray dwarves might show, whether it be from the scheming drow, savage orcs, or their traitorous surface-loving kin, who will no doubt one day return as the obedient slave-soldiers of some oppressive surface race. The fact that in the Underdark some of these threats are often real only helps to reinforce the fascist leanings of the duergar elite.

Alignment and Religion


Vital Statistics

Height and Weight

Common Races

Race Base Height Base Weight Modifier Weight Multiplier
Mundeleke, female 4'9" 85 lbs. 2d10(11) x2d4(5)
Mundeleke, male 5'2" 120 lbs. 2d10(11) x2d4(5)
Orenish, female 4'5" 85 lbs. 2d10(11) x2d4(5)
Orenish, male 4'10" 120 lbs. 2d10(11) x2d4(5)
Sabekani, female 4'1" 85 lbs. 2d10(11) x2d4(5)
Sabekani, male 4'6" 120 lbs. 2d10(11) x2d4(5)
Vardnir, female 5'10" 155 lbs. 2d10(11) x2d4(5)
Vardnir, male 5'10" 175 lbs. 2d10(11) x2d4(5)
Yorokuna, female 4'0" 60 lbs. 2d10(11) x2d4(5)
Yorokuna, male 4'3" 95 lbs. 2d10(11) x2d4(5)
Dwarf, female 3'11" 130 lbs. 2d4(5) x2d6(7)
Dwarf, male 4'1" 150 lbs. 2d4(5) x2d6(7)
Eladrin, female 5'3" 100 lbs. 2d8(9) x1d6(3)
Eladrin, male 5'3" 130 lbs. 2d8(9) x1d6(3)
Elf, female 4'5" 65 lbs. 2d10(11) x2d4(5)
Elf, male 4'10" 100 lbs. 2d10(11) x2d4(5)
Gnome, female 3'6" 50 lbs. 2d4(5) x2d4(5)
Gnome, male 3'8" 60 lbs. 2d4(5) x2d4(5)
Half-elf, female 4'5" 75 lbs. 2d10(11) x2d4(5)
Half-elf, male 4'10" 110 lbs. 2d10(11) x2d4(5)
Half-orc, female 4'8" 130 lbs. 2d12(13) x2d6(7)
Half-orc, male 5'1" 150 lbs. 2d12(13) x2d6(7)
Halfling, female 3'4" 45 lbs. 2d4(5) x2d4(5)
Halfling, male 3'6" 50 lbs. 2d4(5) x2d4(5)

Exotic Races

Race Base Height Base Weight Modifier Weight Multiplier
Aasimar, female parent race parent race 1d20(11) x1d10(5)
Aasimar, male parent race parent race 1d20(11) x1d10(5)
Anarch, female parent race parent race 2d12x(1d2) x1d12(6)
Anarch, male parent race parent race 2d12x(1d2) x1d12(6)
Axion, female parent race parent race 1d4+(1d3-1x10) x(1d3-1x4)
Axion, male parent race parent race 1d4+(1d3-1x10) x(1d3-1x4)
Catfolk, female 4'3" 70 lbs. 2d10(11) x2d4(5)
Catfolk, male 4'8" 100 lbs. 2d10(11) x2d4(5)
Dragonborn, female 5'0" 140 lbs. 2d12(13) x2d6(7)
Dragonborn, male 5'2" 150 lbs. 2d12(13) x2d6(7)
Genasi, female parent race parent race 1d20(11) x1d10(5)
Genasi, male parent race parent race 1d20(11) x1d10(5)
Goliath, female 6'10" 220 lbs. 2d8(9) x2d8(9)
Goliath, male 6'10" 240 lbs. 2d8(9) x2d8(9)
Kayal, female parent race parent race 1d20(11) x1d10(5)
Kayal, male parent race parent race 1d20(11) x1d10(5)
Melusine, female 4'5" 85 lbs. 2d10(11) x2d4(5)
Melusine, male 4'10" 120 lbs. 2d10(11) x2d4(5)
Tiefling, female parent race parent race 1d20(10) x1d10(5)
Tiefling, male parent race parent race 1d20(10) x1d10(5)

Fearsome Races

Race Base Height Base Weight Modifier Weight Multiplier
Drow, female 4'10" 100 lbs. 2d10(11) x2d4(5)
Drow, male 4'5" 70 lbs. 2d10(11) x2d4(5)
Duergar, female 3'7" 130 lbs. 2d4(5) x2d6(7)
Duergar, male 3'9" 150 lbs. 2d4(5) x2d6(7)
Goblin, female 3'7" 45 lbs. 2d4(5) x1d6(3)
Goblin, male 3'9" 50 lbs. 2d4(5) x1d6(3)
Hobgoblin, female 4'6" 110 lbs. 2d6+5(12) x1d3+4(5)
Hobgoblin, male 5'0" 130 lbs. 2d6+5(12) x1d3+4(5)
Orc, female 4'8" 150 lbs. 3d8(14) x3d4(8)
Orc, male 4'10" 170 lbs. 3d8(14) x3d4(8)


Age categories are determined by finding maximum age first, then applying these modifiers(rounding down):
Middle Age: 1/2 Maximum Age
Old: 3/4ths Maximum Age
Venerable: 7/8ths Maximum Age

Common Races

Race Adulthood Intuitive Self-Taught Trained Maximum Age
Human 15 years +1d4 +2d4 +3d4 70+2d20 years
Dwarfkind 25 years +2d4 +4d4 +6d4 350+1d% years
Elfkind 30 years +2d6 +4d6 +6d6 650+1d% years
Gnome 25 years +2d4 +4d4 +6d4 400+1d% years
Half-Elf 20 years +1d4 +2d4 +3d4 140+2d20 years
Half-Orc 14 years +1d4 +2d4 +3d4 70+3d10 years
Halfling 20 years +1d6 +2d6 +3d6 160+2d20 years

Exotic Races

Race Adulthood Intuitive Self-Taught Trained Maximum Age
Catfolk 15 years +1d4 +2d4 +3d4 70+2d20 years
Dragonborn 16 years +1d4 +2d4 +3d4 120+3d10 years
Goliath 14 years +1d4 +2d4 +3d4 100+2d20 years
Melusine 20 years +2d6 +4d6 +6d6 500+1d% years
Planetouched parent race +1d6 +2d6 +3d6 750+1d% years

Fearsome Races

Race Adulthood Intuitive Self-Taught Trained Maximum Age
Goblinoids 13 +1d4 +2d4 +3d4 70+2d20 years
Orc 12 +1d3 +2d3 +3d3 70+2d10 years
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