Tuesday, January 22, 2008

REVISED Northland Races


Northland Races

Northland Races

Common: Among the largest surviving populations since Shalraza’s genocidal blitz. These races can be seen readily in Ivristel during the Ice Queen’s siege.

Goblins

30,000

Timoks 10% or about 3000

Mongrels 90% or about 27,000

Timok: Inspired by the goblin hero Timok, who put aside his differences and fought with the Nine Heroes, Timoks moved into Veluvia’s ghettos with hopes of improving their way of life. Among them were not only runaways from the cruel world of Mongrel, but also escapees from the slave and soldier camps in the Southland and survivors of the genocides in those lands under the One Kingdom’s sway.

With the fall of Veluvia and the Fist, their swollen numbers took a vicious hit, but the race has seen much turmoil and is quick to rebound. They lift up the weapons of their fathers to serve again as a horde, this time not for the whim or will of any master, but for their own cause, that of freedom and the right to live.

It was with no small amount of disdain the ice elves allowed goblins into their city and they’ve been treated as animals, yet Timoks take little offense. They rather love the elvish stables, a huge step up from their former ghettos. Though if there was any downside, it would be living so close to the Mongrels, a reflection of how their lives could have been.

Mongrel: The latest generation of cannon fodder, trap finders, rogues, killers and scum, the goblins of Mongrel are encouraged from an early age to be covetous, ravenous and to procreate often. They embody their creator’s burning envy, wishing everything of everyone and willing to do anything to get it.

Mongrels came to Ivristel only hours before Shalraza surrounded the city, showing how great their hatred for ice elves, but also showing they’ll work with their greatest foes if it means surviving another day.

Surprisingly, Shalraza never offered a place for the races of Mongrel in her army, spots they would have quickly taken for a chance to topple Veluvia and Ivristel. In light of the rebuff, all Mongrels, from goblins to orcs, plan to show her what a devastating mistake she’s made.

+2 Dexterity, +2 Intelligence

Generations of being bullied by master races have granted goblins quick reflexes and natural cunning.

Small size

+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks (stacks with +4 racial bonus), –4 penalty on grapple checks, lifting and carrying limits 3/4th those of Medium characters.

Speed 30ft.

Despite their small legs, goblins tend to scurry everywhere and manage to keep up even with those of Medium build.

Perfect Darkvision 60ft.

Goblins can see perfectly in natural darkness, including colors.

+4 Stealth

Goblins have survived so long despite their many cruel masters and suicide missions largely in part of their ability to hide and move silently.

+1 Reflex

Goblins are jittery and almost always on constant alert

Automatic Languages

Goblin, Common

Bonus Languages

Orc, Giant, Draconic

Favored Class

Rogue

Ice Elves

20,000

Noble Ice Elf 1% or about 200

Ice Elf 99% or about 19,800

Noble: The noble ice elves are first or second generation who remember the Winters War and the face of their goddess. They are the undisputed ruling class of Ivristel, immortals, either royalty or a member of the most powerful families. With their great age comes a heavy burden, ensuring their people’s prosperity and survival. Never since the days when gods warred openly with gods have the ice elves been so close to extinction. It is why, much to their dread and regret, they’ve opened their once exclusive city to every race willing to fight. However, more than pride or tradition, the future is what should concerns them most

Non-playable

Ice Elf: The majority of ice elves are third generation or later, born after Ivristel’s construction. The city and the Northland is all they’ve ever known, and they will pour their heart and souls into preserving them both. Vaness’s strict code of Bushido has allowed them unusually high levels of discipline and perseverance, even facing the terrible army before them. They’ve been trained in swordplay, strategy and the Book of Five Rings, and face total annihilation with the same poise they do everything else.

+2 Dexterity, +2 Charisma

Ice elves are agile and their years of isolation have made them beautiful and exotic to most.

Medium size

Ice elves stand between six and six-and-a-half feet tall; weighing 100-180 lbs.; lithe and athletic builds

Speed 30 ft.

Ice elves move at the same speed as men, but more gracefully.

Low-light Vision

Ice elves see twice as far as humans in starlight, moonlight, and northern lights. They retain the ability to distinguish color and detail.

Cold Tolerant (Ex)

Ice Elves suffer little harm from extreme cold. They receive a +2 racial bonus on savings throws against cold damage and cold effects. They also do not have to make Fortitude saves in extreme cold environments as low as -20 (severe cold). This does not provide any protection from cold damage.

Icy Step (Ex)

This ability allows ice elves to walk on icy surfaces with no chance of slipping. Icy step only works on ice and does not function like Icewalking in that ice elves do not gain the benefits of spider climb. Ice elves can still be tripped on ice.

+2 Awareness and Search

Ice elves passing within five feet of a secret or concealed door are allowed to make a Search check to notice as if they were actively searching for it.

Automatic Languages

Common and Ice Elven

Bonus Languages

Elven, Dwarven, Glaci, Giant, Orc, Goblin, Draconic, Sylvan, Hand Speech

Favored Class

Samurai

Humans

12,000

Northlander 15% or about 1800

Marauder 20% or about 2400

Barbarian 65% or about 7800

Northlander: Since Veluvia’s destruction, Northlanders have been greatly culled, more so when many refugees then perished during the Battle of the Fist. Those that endured have quickly grown battle-hardened and extremely cautious, realizing they fight utter extinction. However, Altan’s gift shines as brightly as the Dark Gods’, and hope mingles with wrath and the other sins, each a small fire that keeps men going from one day to the next.

Marauder: The sea wolves of N’Catr thought they were safe from the Ice Queen. How wrong they were. An army of ice constructs and elementals coming down from the Winter’s Crown (on their way to destroy the Fist) took the city by surprise, freezing the Idloch and trapping all but the largest icebreakers in port. The pirates put up a hell of a fight, but lost against the tireless assault. Those crews who managed to escape the Idloch, and those fortunate crews out to sea during the attack, regrouped under a new Pirate King and made for Ivristel by means of secret, underground rivers. They’ve been steadily trafficking weapons and supplies for the fight to come.

Barbarian: Initially removed from the demon lord’s conflicts, the barbarian tribes quickly realized that with many great neighbors falling their turn would soon come. Never ones to wait for a battle to come to them, the collective tribes razed their villages and took what they could carry to Ivristel to bolster the living races in their final stand.

Barbarians are known to worship many figures. Some worship animal totems, others the fallen Thorm Stormer. In the ancient past, all tribes worshiped the vampires, erecting the Totem as a way point to their masters. It has been discovered that the White Bear tribe has been worshiping demons for years, specifically Shalraza. With her return, the White Bear clan has betrayed its sibling tribes and joined ranks with their mistress.

As PHB Humans.

Orcs

10,000

The undisputed rulers of Mongrel before it was leveled by the Ice Queen’s undead army (teeming with troops after Veluvia’s dead were raised), Orcs have a bone to pick with the demon lord. Their pride's been wounded for not having been offered a place in Shalraza’s army, and worse for being assumed as easily defeated has men. The surviving orcs gathered Mongrel's survivors and marched to Ivristel. Nothing could prove their absolute hatred more than joining ice elves to fight the last battle for the north.

However that doesn’t change their violent or nasty demeanor, and they openly berate the “lesser” races while in the city. Many fights have broken out between orcs and the other races, but they somehow manage to cooperate thanks to the several competent orc generals and high shamans of Ira who understand that this could be the end of everything.

+4 Strength

Orcs possess a raw, terrible strength fueled by wrath and honed by their brutal lifestyle.

Medium size

Orcs stand around six to six-and-a-half feet tall; weighing around 180-250 lbs., broad and muscular, skin color ranges from pitch black, grays or greens; human builds with scarred and ruined faces in perpetual snarls

Speed 30ft.

Orcs move as men, though occasionally fall to all fours

Perfect Darkvision 60ft.

Orcs can see perfectly in natural darkness, even color

+4 Intimidate

Orcs are natural bullies and taskmasters, possessing a frightening presence

+1 Will

Orcs are deadly determined, especially when wronged or faced with a challenge

Automatic Languages

Orc, Common

Bonus Languages

Goblin, Giant, Gnoll, Dwarven, Draconic

Favored Class

Fighter

Glaci (formerly Glacier Dwarves)

9,000

Once dwarven disciples of Thorm who followed his legacy north, the Glaci changed over generations trapped in the mysterious Underfreeze, a sprawling web of icy tunnels, frozen lakes, mineral rivers, bottomless chasms and deeper still demon pits and dragon lairs. In the darkness they found a new power to rely on besides religion, themselves. Like diamonds, the relentless weight and pressure of living in the merciless subterrania created a race of master monks, undetectable ninja and unparalleled martial artists. Their dwarven temperaments cooled, their appearances grew pale and lean, and they embraced a secret inner strength accessible only through hardship.

Since the death of their master, Suut Mobin, the Glaci toppled Clangsong, sealing forever the way between the Underfreeze and the surface, and closed the last chapter that attached them to dwarves. Their numbers then moved with unnatural speed to aid their ancient friends the ice elves in what they know in their hearts to be the battle to end all battles.

+2 Constitution, +2 Wisdom

Glaci have weathered harrowing ordeals, and come out the wiser for it.

Small size

+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks (stacks with +2 racial bonus), –4 penalty on grapple checks, lifting and carrying limits 3/4th those of Medium characters.

Speed 30ft.

Glaci sneak around more than walk around, barely making a sound, and with a speed that matches medium creatures.

Darkvision

Glaci can see in natural darkness, but not color.

Cold Tolerant (Ex)

Glaci suffer little harm from extreme cold. They receive a +2 racial bonus on savings throws against cold damage and cold effects. They also do not have to make Fortitude saves in extreme cold environments as low as -20 (severe cold). This does not provide any protection from cold damage.

+2 Tumble and Stealth

Generations of sneaking and evading larger prey beneath the Northland have made the Glaci agile and stealthy.

+1 all saves

The Underfreeze survivors are no one's prey.

Automatic Languages

Common, Glaci

Bonus Languages

Dwarven, Ice Elven, Abyssal, Draconic

Favored Class

Monk

Uncommon: These peoples have either been killed in such quantities that there are only a handful left or they’ve further secluded themselves from the troubles at Ivristel. They might also be non natives of the Northland.

Gnolls

5,000

Gnolls have taken as bad a hit as frost giants, their population having been mostly stamped out as the Ice Queen moved her armies across the lower portion of the Northland. Gnolls traditionally lived in the highlands, a relatively warm and fertile place considering the rest of the region, but the demon lord changed all that with her violent magical terraforming and quick extermination of any pack she could find.

Gnolls have since united with their old allies the frost giants in order to enact their revenge. They mostly act as scouts and “watchdogs”, but are biting at the chomp to get into melee.

Strength +2, Constitution +2

Gnolls are stronger and tougher than most, having survived with less technology and comforts than men or elf in the merciless north.

Medium size

Gnolls stand six to seven feet tall; weighing about 200-300 lbs., lanky with thick necks and large “hyena” heads, covered in tawny fur

Speed 30 ft.

Gnolls, despite being generally larger than men or elves, move at the same speed.

Darkvision 60ft.

Gnolls can see in natural darkness, though black and white.

+1 Fortitude

Gnolls are hardy folk and resistant to disease and infection.

+4 Awareness

Gnolls are highly sensitive to their surroundings, due to their keen hearing and smell. They’ve always had to be on their guard or be overtaken by up and coming members of the pack.

+1 natural armor bonus to AC

Gnolls skin in leathery and covered with fur, a sort of natural padded armor

Scent (Ex)

http://www.d20srd.org/srd/specialAbilities.htm#scent

Automatic Languages

Gnoll

Bonus Languages

Common, Giant, Draconic, Elven, Goblin, Orc

Favored Class

Ranger

Hobgoblins

4,000

Hobgoblins are capable of physically holding their own against orcs while at the same time matching the most conniving goblins in sheer cunning. Orcs have always eyed the hobgoblins warily as potential threats to the Mongrel regime, and perhaps they could overthrow orcs if not for one glaring flaw: pride. Hobgoblin egos seem to always prevent them from any long-standing coordination with each other. Orcs occasionally stoke certain hobgoblin feuds when they appear to be cooperating a little too well, and thus far it's proven capable of nullifying whatever contest to orc power the race could muster.

It wasn't hard to convince the remainder of the hobgoblins to join their Mongrel brethren in enacting revenge on Shalraza. The impossible odds seem to effect the hobgoblins least of all, as their self assurance is unwavering.

+2 Strength, +2 Intelligence

Strong and smart are a deadly combination and the two best adjectives describing hobgoblins.

Medium size

Hobgoblins stand six to six-and-a-half feet tall, though larger and smaller have been seen; they weigh around 200-300 pounds; thin but strong with beige to pinkish skin

Speed 30 ft.

Hobgoblins walk tall and proudly, shying from no gaze.

Darkvision 60ft.

Hobgoblins can see in natural darkness, though not in color.

+2 Stealth and Bluff

Hobgoblins are sneaky when it suits them, and are quite good at it, while other times they are loud and vocal.

Automatic Languages

Common, Goblin, Orc

Bonus Languages

Giant, Elven, Dwarven, Ice Elven, Glaci, Infernal, Draconic

Favored Class

Fighter

Bugbears

4,000

Bugbears are a perverse and lustful race, having been made by Luxuria's hand. Their singular goal is life in personal pleasure, through sex, through violence, through wealth and fame, or anything that excites them. They're primarily a collection of rapists, pedophiles, voyeurs, sexual deviants with a penchant for leather and torture. They mix hedonism with devil-worship, at times simply animals in throws of ecstasy and the next minute merciless, diabolical monsters. They'll use whatever suits them at the moment to sate their appetites, and not even the animals and children of Mongrel were safe.

In truth, no one invited the Bugbears to come to Ivristel. Even orcs rather they'd stay home, or better yet been entirely destroyed in Shalraza's attack. No such luck, as a small catch survived to revel another day. The chance to explore the long-barred ice elf city for new sensations was more than the Bugbears could resist, even if it meant they had to fight. But for Bugbears pleasure and pain go hand and hand and it seems the possibility of total destruction only fuels their drives for sex and violence.

Bugbears are quarantined to the furthest reaches of Ivristel, the ice elves knowing all too well what monsters they are. No one is allowed near their camps, especially children and those without military training. Even samurai will only pass in numbers, shuddering at the source of the guttural howls and moans that echo from Bugbear tents from dusk till dawn.

+2 Constitution. +2 Charisma

Bugbears are gluttons for punishment, regularly enacting many brutal sex fantasies, and are disarmingly charismatic despite their beastly demeanors.

Medium size

Bugbears stand around five-and-a-half to seven feet tall and weigh anywhere from 120-300 pounds, more if the Bugbear is particularly fat; large hands and feet, bear-like features, with a coat of fur ranging fawn, gold, brown, and black

Speed 30ft.

Bugbears move with a slight saunter or in as seductive a manner as they can, often drawing attention to themselves, though often who their trying to seduce is hardly interested if it's outside their race.

Darkvision 60ft.

Bugbears can see in natural darkness, much like a nightvision recorder...

+3 natural armor bonus to AC

Bugbears have thick hides. How else can they stand so many spankings?

+4 Perform (any)

Bugbears are dramatic and natural performers, often very vocal.

Automatic Languages

Common, Goblin

Bonus Languages

Orc, Giant, Gnoll, Elf, Draconic

Favored Class

Bard

Frost Giants

3,000

Noble 0%, extinct

Frost Giant 100% or 3000

Noble: With the death of Northstar’s father, Jarl Rhaegor, the last noble fell and the ancient bloodline passed into memory. Nobles had been distinguished by their prolonged life, huge stature, and potent cold abilities beyond those of normal frost giants.

Frost Giant: Having never held numbers comparable to the other races, the death of so many at the Fist has left the frost giant race crippled. Northstar does what she can to keep her proud people going, appealing to their senses of honor and thirst for revenge. She’s led them to Ivristel, abandoning the last remnants of racial hatred she once held for the other races. All races are in the same boat now, and she will bring the terrible strength and tenacity of the frost giants to bear before all is done.

+ 16 Strength, +10 Constitution

Frost giants possess incredible strength and grit.

Large size

-1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

Space/Reach

10 feet/10 feet.

Speed 40 ft.

Frost giant’s natural gait grants them more ground covered than Medium creatures. Duh.

Low-light vision

Frost giants can see twice as far as humans in starlight, moonlight, and northern lights. They retain the ability to distinguish color and detail.

10 giant levels

Frost giants begin with ten levels of giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3.

Racial skills

Frost giants’ giant levels give him skill points equal to 13 x (2 + Int modifier). Its class skills are Climb, Craft (any), Intimidate, Jump, and Awareness.

Racial Feats

A frost giant's giant levels give it four feats.

+5 natural armor bonus to AC

Frost giants have a mammoth’s tough hide.

Hurl (Ex)

Adult frost giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks or similarly shaped objects. A frost giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments of 40 feet.

Catch (Ex)

A frost giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a frost giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The frost giant must be ready for and aware of the attack in order to make a rock catching attempt.

Immunity to cold,

Vulnerability to fire

Frost giants are immune to cold and cold attacks, but take cannot tolerate hot climates and take double damage from fire attacks.

Automatic Language

Giant

Bonus Language

Common, Draconic, Ice Elven, Goblin, Gnoll, Orc

Favored class

Barbarian

Level adjustment

+4

Ogres

2,000

Perhaps the only time the god of sloth genuinely put effort into something was during the short time he was given Lordanna's power to create. And with that precious gift he made... the ogre. Hardly original, Pigritia copied off a bit of Thorm's giants and left little in the way of brain power or heart.

That is a fair assessment of the ogre, entirely muscle with only enough brains to power a simple ambush or crude pit trap. Let that not bely the ogre's strength, which is considerable, nor let the lack of heart dissuade you from the notion that without conscience or care the ogre is entirely cruel and self-satisfying. If left to their own devices, ogres tend to kill small animals, break things, and brawl. Idleness is truly a devil's tool.

+10 Strength, +4 Constitution, -6 Intelligence

Boy are they strong. Boy are they tough. Boy are they stupid...

Large size

-1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

Space/Reach

10 ft./10ft.

Speed 40 ft.

Darkvision 60ft.

Ogres can see in natural darkness, but not colors.

Racial Hit Dice

An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

Racial Skills

An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb and Awareness.

Racial Feats

An ogre’s giant levels give it two feats.

Weapon/Armor Proficiency

An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields

+5 natural armor bonus to AC

Ogres have hides thick as rhinos.

Automatic Languages

Giant

Bonus Languages

Common, Orc, Goblin

Favored Class

Barbarian

Level adjustment

+2

Dwarves

2,000

While dwarves aren't native to the Northland, a fair number traveled to Veluvia and Clangsong during the free days before Shalraza. The mining prospects, chance for adventure, treasure, and virgin mountains were sufficient lure to bring the stout folk. Inherently good people, or at the very least inherently stubborn, the encroachment of the Ice Queen has given them reason enough to aid Ivristel.

As PHB Dwarves.

Rare: These races have either suffered genocide to the point barely any remain, have secluded themselves to the furthest reaches of the Northland, or aren't native to the north.

Kobolds

Their numbers are largely unknown...

In the wake of Mongrel's destruction, those kobolds who didn't perish took the opportunity to flee their cruel masters. The quickness in which they escaped, before the orcs and goblins could round them up to fight at Ivristel, leads one to believe they had been planning a coordinated escape for some time. No one knows where they've gone to, but it wouldn't be a surprise if it was far, far away from Ivristel.

+2 Dexterity, +2 Constitution

Kobolds are quick to dodge a blow, but have felt enough to weather them well.

Small size

+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, –4 penalty on grapple checks, lifting and carrying limits 3/4th those of Medium characters.

Speed 30ft.

Their backward knees and large feet allow Kobolds to keep up with the medium races.

Darkvision 60ft.

Kobolds can see in natural darkness, though not in color.

+1 natural armor bonus to AC

Kobolds are covered in hardened scales.

Craft (trapmaking)

Kobolds have a mechanical cunning and are gifted with traps.

Natural Weapons

2 claws (1d3) and a bite (1d3)

Weapon Familiarity

Kobolds consider the Greatpick a martial weapon.

Weapon Proficiency

Light and Heavy Picks

+4 Craft (trapmaking), Profession (miner) and Search

Kobolds are great trappers and miners, and know how to defend their keeps well. Unfortunately, orcs and goblins knew how to topple keeps even better.

Automatic languages

Draconic, Orc, Goblin

Bonus languages

Common, Giant, Elven, Dwarven, Glaci, Ice Elven

Favored Class

Rogue

Lordani

Their numbers are largely unknown...

The Lordani believe themselves the chosen people of Lordanna. For ages upon ages they've lived in the very hearts of the northern woods, in places inexplicably out of reach of civilized persons. They are at one with nature, in harmony with all animals and plants, and converse regularly with even the elusive fey. They are natural healers, rangers and druids, very spiritual and gentle folk. However, in times of need they will go to war, and what greater need than now, with the world in such peril.

Since Shalraza's return, much of the old Northland woods have been destroyed. Now only the newly named Heartwood remains, the seat of Nature and the Lordani. Despite the Ice Queen's best efforts, and those of her generals, the Heartwood is still alive, protected by a magic not even Shalraza can overcome... yet.

Rumors are abound of Lordani activity, though for the longest time they were considered by most to be just a folktale. However, with much greater concerns, namely Ivristel's impending siege, there has been little time to confirm or deny these rumors.

+2 Dexterity, +2 Wisdom

Lordani have been honed by a life in harmony, becoming dexterous and, more importantly, wise.

Medium size

Lordani look in almost every way human, unless they're in the midst of a shift; tend to be slight; dark, earthy complexions and dark haired and eyed

Speed 30ft.

Lordani walk toe to heel and rather stealthily, usually trying to keep their shadow in front of them.

Low-light vision

Lordani can see twice as far as humans in moonlight, starlight and northern lights.

+2 Balance, Climb, Jump

Lordani are born climbing trees and leaping chasms.

Harmony (Ex)

No animal or plant will attack a Lordani unless they attack it first.

Shifting (Su)

As a Free Action, the Lordani becomes animal-like for 3 + Constitution modifier + 1 per Shifter feat rounds. Usable 1 + (Shifter feats/2) times per day.

Beasthide - +2 Constitution & +2 Natural Armor

Longtooth - +2 Strength & a Bite attack that does 1d6 + 1 per 4 levels.

Cliffwalk - +2 Dexterity & Climb speed of 20’.

Dreamsight - +2 Wisdom & Speak with Animals and +2 on Handle Animal

Gorebrute - +2 Strength & a gore attack on a Charge only that does 2d6 +1 per 4 levels.

Longstride - +2 Dexterity & +10’ movement.

Razorclaws - +2 Strength & two Claw attacks that do 1d4 + 1 per 4 levels.

Swiftwing - +2 Dexterity & Fly 20’ (average)

Truedive - +2 Constitution & Swim 30’ and can hold breath for 5 x Constitution score always.

Wildhunt - +2 Constitution & Scent ability and +2 bonus on Survival checks always.

Automatic Language

Sylvan

Bonus languages

Common, Auran, Ignan, Aquan, Terran

Favored Classes

Ranger or Druid

Neanderthal

Their numbers are largely unknown...

These noble savages once roamed in vast numbers across the tundra and highlands, but years of encroachment by civilization and competition with dangerous and territorial races have either driven Neanderthals to near-extinction or into such reclusive spots none have found them yet.

In many ways they possess the best of men, brawn and heart, and lack the muddling mixture of technology and material wealth that blacken so many souls. Though created by Altan to bolster the forces of the races during the Winter's War, they are largely frightened of the world and its other inhabitants. Seeing what the races have done to the world and have allowed to happen, can few blame them?

+2 Strength, +2 Constitution, -2 Intelligence

Neanderthals are strong and tough, but hampered by slow reflexes and slower wit.

Medium size

Neanderthals are slightly shorter than humans and slightly stockier, muscular and hairy; sloped brows and bad teeth

Speed 30ft.

Neanderthals hunch when they walk.

Primitive Weapon Mastery (Ex)

+2 racial bonus on attack rolls made with the bola, club, dart, greatclub, goad, harpoon, iuak, javelin, longspear, quarterstaff, ritiik, shortbow, shortspear, sling, spear, sugliin, throwing axe, and tigerskull clubs.

+4 Awareness and Survival

Neanderthals are cunning hunters.

Climate Tolerant (Ex)

Neanderthal suffer little harm from extreme heat or cold. They do not have to make a Fortitude save in extreme heat or cold (-20 to 140). This does not protect Neanderthal from fire or cold damage.

+1 Fortitude

Neanderthals are resistant to disease and infection.

Illiteracy

Neanderthals do not automatically know how to read and write. They must spend 2 skill points per language to speak and write it.

Automatic languages

Common

Bonus languages

Giant, Orc, Goblin

Favored Class

Barbarian

Troll

Their numbers are largely unknown...

Trolls are a grim and hideous race, spawned from the Living Mouth in the twisted likeness of men, but of greater proportions, greater strength, and larger appetites for destruction, food (of which they find anything edible), and possessions. They consider themselves forces of nature, indeed masters of it, and will often claim large tracks of land as their personal territory. Yet they are an affront to the natural world and animals shun them, as do plants seem to wilt in their presence, and things normally beautiful like sunsets and rainbows dull and lose luster in their presence. They smell as bad as they look and hold no concept of civility, or mercy, or grace. They are skilled at killing, however, and use it as their sole means of expression.

There are no trolls in the service of Ivristel, nor has one ever in known history turned from its selfish and base ways toward anything worthy of true note. They are solitary creatures, sometimes gathering in small groups when it suits them.

+12 Strength, +4 Dexterity, +12 Constitution,

-4 Intelligence, -2 Wisdom, -4 Charisma

A troll is the definition of monster, plain and simple.

Large size

–1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

Space/Reach

10ft./10ft.

Speed 30ft.

Trolls lumber, stomp, but never walk, and many have a terrible gait and posture

Racial Hit Dice

A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.

Racial Skills

A troll’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). It's class skill is Awareness.

Racial Feats

A troll’s giant levels give it three feats.

+5 natural armor to AC

A troll possesses a thick hide sometimes riddled with horns, bone protrusions, scales, or other growths.

Natural Weapons

Claws (1d6) and bite (1d6)

Rend

2d6+1.5 Strength

Regeneration 5

http://www.birthright.net/brwiki/index.php/Regeneration

Scent

http://www.birthright.net/brwiki/index.php/Scent

Automatic Languages

Giant

Bonus Languages

Common, Orc

Favored Class

Fighter

Level adjustment

+5

Elves

Less than 500

Elves are native to the more southern lands, barely occurring in the Northland, or even the Overland. However, a few have ventured so far, and even fewer have chosen to throw their hats in with their icy cousins in their current plight.

As PHB Elves.

Raptorians

Less than 500

Raptorians are native to the Overland and haven't had a large presence in the recent conflicts. Those living in the Northland mostly migrated south with news of Veluvia's fall. However, some enduring birdfolk heeded Ivristel’s call and joined the rest of the living races against the coming darkness. They mostly act as aerial reconnaissance or as healers, since the majority of birdfolk are highly devote clerics and paladins.

Medium size

Raptorians stand around 5-6 feet tall, though taller is not unheard of; they weigh relatively little given their size due to unique, avian bone structure; slender; covered in feathers and underparts in a lighter down, with color variations spanning all bird species.

Speed 30ft.

Raptorians move with a slight awkwardness while on foot (or talon as the case may be), just another in a hundred reason why they prefer to fly.

Fly 40 ft. (average)

Raptorians 10th level or higher can fly without any unusual restriction.

Low-light vision

Raptorians can see twice as far as humans in starlight, moonlight, and northern lights. They retain the ability to distinguish color and detail.

Unerring Direction

Raptorians can always find true North.

Weapon Familiarity

Raptorians treat the footbow as a martial weapon.

Pact with the Seven Winds

Raptorians cast air spells at a +1 caster level.

+10 Jump

Thanks to their wings, Raptorians can make impressive, wing-aided leaps.

+2 Climb and Awareness

Their indigenous terrain of cliffs and peaks has honed them.

Automatic Languages

Auran, Common

Bonus Languages

Elven, Dwarven, Giant, Sylvan

Favored Class

Cleric

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